DI TORE, Stefano
 Distribuzione geografica
Continente #
EU - Europa 4.927
NA - Nord America 4.639
AS - Asia 2.217
SA - Sud America 216
AF - Africa 21
OC - Oceania 8
Continente sconosciuto - Info sul continente non disponibili 6
Totale 12.034
Nazione #
US - Stati Uniti d'America 4.608
IT - Italia 3.299
HK - Hong Kong 955
SG - Singapore 470
CN - Cina 420
RU - Federazione Russa 360
DE - Germania 310
UA - Ucraina 271
BR - Brasile 198
FR - Francia 140
IE - Irlanda 140
FI - Finlandia 113
TR - Turchia 108
KR - Corea 88
SE - Svezia 82
VN - Vietnam 77
NL - Olanda 72
GB - Regno Unito 39
IN - India 35
AT - Austria 26
CZ - Repubblica Ceca 16
MX - Messico 12
CA - Canada 11
ES - Italia 11
PL - Polonia 9
BE - Belgio 8
CH - Svizzera 8
PH - Filippine 8
GR - Grecia 7
JP - Giappone 7
TH - Thailandia 7
ZA - Sudafrica 7
BD - Bangladesh 6
TW - Taiwan 6
AE - Emirati Arabi Uniti 5
AU - Australia 5
CL - Cile 5
EU - Europa 5
MY - Malesia 5
AR - Argentina 4
DO - Repubblica Dominicana 4
DZ - Algeria 4
IQ - Iraq 4
MK - Macedonia 4
IR - Iran 3
UZ - Uzbekistan 3
EC - Ecuador 2
EG - Egitto 2
IL - Israele 2
LT - Lituania 2
NZ - Nuova Zelanda 2
PE - Perù 2
PK - Pakistan 2
PT - Portogallo 2
RS - Serbia 2
TN - Tunisia 2
UY - Uruguay 2
VE - Venezuela 2
AL - Albania 1
AM - Armenia 1
CI - Costa d'Avorio 1
CM - Camerun 1
DK - Danimarca 1
ET - Etiopia 1
HU - Ungheria 1
ID - Indonesia 1
JM - Giamaica 1
KE - Kenya 1
KG - Kirghizistan 1
KZ - Kazakistan 1
MA - Marocco 1
MD - Moldavia 1
NR - Nauru 1
OM - Oman 1
PA - Panama 1
PS - Palestinian Territory 1
PY - Paraguay 1
RO - Romania 1
SI - Slovenia 1
SN - Senegal 1
SV - El Salvador 1
SX - ???statistics.table.value.countryCode.SX??? 1
TT - Trinidad e Tobago 1
Totale 12.034
Città #
Ann Arbor 1.091
Hong Kong 950
Chandler 517
Wilmington 455
Princeton 357
Jacksonville 350
Woodbridge 323
Naples 254
Salerno 213
Houston 207
Singapore 200
Ashburn 195
Rome 182
Dublin 129
Fisciano 117
Beijing 98
Izmir 91
Munich 77
Andover 76
Milan 74
Nanjing 72
Boardman 63
Dong Ket 61
Moscow 61
Pellezzano 57
Bari 55
Mestre 54
Napoli 46
Düsseldorf 43
Turku 39
Los Angeles 33
Palermo 31
Shenyang 31
Catania 27
Changsha 27
Hebei 27
Redwood City 27
Pune 26
Arcore 25
Fairfield 25
Nanchang 25
Nürnberg 25
Turin 24
Helsinki 23
Nocera Superiore 23
Vasto 23
Washington 23
Livorno 22
Brescia 21
Dallas 21
Jiaxing 21
San Nicola la Strada 21
Dearborn 20
Nuremberg 20
Florence 19
Pomigliano d'Arco 17
Bologna 16
Sarno 16
Amsterdam 15
Norwalk 15
Tianjin 15
Capaccio 14
Altavilla Irpina 13
Battipaglia 13
Modena 13
Pescara 13
Seattle 13
São Paulo 13
Caserta 12
Vienna 12
Acerra 11
Atlanta 11
Brno 11
San Diego 11
Taranto 11
Brooklyn 10
Cagliari 10
Genoa 10
Palma Campania 10
Paris 10
Rio de Janeiro 10
San Giuseppe Vesuviano 10
Amalfi 9
Castellammare di Stabia 9
Giugliano in Campania 9
Guangzhou 9
Hanoi 9
Macerata 9
Orta di Atella 9
Padova 9
San Martino Valle Caudina 9
Verona 9
Arezzo 8
Assago 8
Campobasso 8
Cava De' Tirreni 8
Chicago 8
Marsala 8
Nocera Inferiore 8
Urbino 8
Totale 7.606
Nome #
A Case Study of “3D Dice” as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and edugames – Possible Relationships 761
Insegnare a leggere la mente. La realizzazione di un edugame per lo sviluppo delle abilità sociali in soggetti con Disturbo dello Spettro Autistico 723
asd-Robot: un robot stampato in 3D per i bambini con disturbo dello spettro autistico che adotta un approccio educativo inclusivo 536
TRAIETTORIE NON LINEARI NELLA RICERCA 224
Transmedia Digital Storytelling to Match Students’ Cognitive Styles in Special Education 176
"Moving Body": The Impact of "Simplexity" and "Educational Corporeality" in Italy 175
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 163
LA TECNOLOGIA DELLA PAROLA: DIDATTICA INCLUSIVA E LETTURA 162
Il Gioco delle Forme”: Design and Development of an Educational Exergame 154
Le wearable technologies e la metafora dei sei cappelli per pensare a supporto del seamless learning 142
Dislessia e complessità didattica della lingua inglese nei contesti scolastici italiani: proposta di un approccio multisensoriale ed interattivo. 138
Pilot Study in Visual Motor Integration and Specific Learning Disabilities 131
Body, movement and space for a simplex didactics 131
IKeWYSe – I Know What You See - An educational ontology-driven simulation game to foster perspective-taking skills 129
Virtual Reality Head-Mounted Display Used In Online & Distance Education 126
The use of the calorimetric system to measure factors related to the competence of teachers of primary school 124
Measuring perspective taking with the “Virtual Class” videogame: A child development study 121
A Typical Development of Reading Skills in the Italian Primary School: Educational and Technological Perspectives 121
A Constructivist Approach to Virtual Reality for Experiential Learning 120
The value of didactic-pedagogical skills of canoe-polo technical 119
MEASURING EMPATHY TO SUPPORT LEARNING DESIGN AND NARRATIVE GAME: A PHENOMENOLOGICAL APPROACH 119
Didactics and “Simplexity”: Umwelt as a Perceptive Interface 118
Simplex approaches to develop reading competence in primary school 117
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study 116
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 116
The potentials of bodily experience in the meaningful Learning:a teaching-methodological hypothesis for a dynamic construction of concepts 115
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 115
Visuo-spatial attention and reading abilities: an action game prototype for dyslexic children 114
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills. 114
LA DIMENSIONE PEDAGOGICA ED IL VALORE INCLUSIVO DEL CORPO E DEL MOVIMENTO 113
Divergent didactics in the age of complexity. The categorical architecture of knowledge’s overcoming 112
Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico 112
Implied Neuropedagogy and symbolic interactionism an interpretative system for the gesture language 111
Design di una soluzione pedagogico-didattica-tecnologica 110
“Microsoft Kinect as Motion Analysis Device for Didactic Purposes: Processing Kinect Motion Data according to Motion Analysis Protocols to Obtain High-Accuracy Parameters when Developing Exergames” 109
Human Machine Interaction, Embodied Cognition and Phenomenology: the Body in Digital Storytelling 106
The extended body in the teaching-learning process 104
Notational analysis of tactics used by canoe polo national teams during the european and world championships semifinal and final matches, from 2006 till today 103
Lo sviluppo delle social Skills in bambini con disturbo dello Spettro Autistico. L'ASD-robot 99
Augmented body 96
FROM PRESENCE TO DISTANCE IN MUSEUM EDUCATION: THE USE OF ARCHAEOLOGICAL FINDS TO CREATE DIGITAL ASSETS THROUGH 3D SCANNING 96
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy 95
Semplessità e lettura della mente. Strategie didattiche inclusive 95
The assessment-prediction capacities of teachers during physical activities in the primary school in Italy: analysis of the relationship between expected energy expenditure and actual energy expenditure during a light physical activity lasting 15 minutes. (ind. SCOPUS) 94
Exergames as Teaching Tools 93
L'invisibile tecnologia della parola: design e sviluppo di un software per dislessici 92
ASD-ROBOT AS AN EDUCATIONAL TOOL FOR AUTISM SPECTRUM DISORDER LEARNING ACTIONS 90
Evaluating the integration of the sensory-motor abilities to facilitate teaching-learning processes: a comparison between Italian and Indian models of teaching through the use of VMI test 87
The Enactive Didactics for Enactive Mind:The Evolution of a Learning Model 87
Exergames as Teaching Tools: New Forms of Human Machine Interaction 87
Acchiappanuvole: design di serious-game didattici per l’integrazione visuo-motoria. 87
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 87
Corpo, Movimento e didattica: Le potenzialità degli ambienti virtuali per l’accesso ai saperi 86
Educare seamlessly. Dalla visione integrata delle teorie alle esperienze della comunità pedagogica italiana. Educating seamlessly. From the integrated view of theories to the experiences of the Italian pedagogical community. 86
Cartografia e gamification: la web-application GeoBes 86
How technologies in the classroom are modifying space and time management in teachers’experience? 85
Motion Analysis in Didactic Exergames Design 84
The educational use of stabilometric platforms for the realization of physical activity for the elderly 84
Measuring the Reading Abilities of Dyslexic Children through a Visual Game 82
Sensory Motor Interaction in Virtual Environment to Promote Teaching-Learning Process (ind. COPERNICUS) 81
IKEWYSE – I KNOW WHAT YOU SEE AN EDUCATIONAL TOOL FOR PERSPECTIVE-TAKING SKILLS 81
Digital Umwelt: Towards a Didactic Use of Natural Interfaces 79
Didattica semplessa e competenze di lettura nella scuola primaria 79
L’apprendimento in ambienti di mixed reality 79
Dislessia e videogames: Il potenziale didattico dei videogiochi 77
Educational technology for inclusion: Design of an educational software for individuals with autism spectrum disorders 76
Le nuove tecnologie come strumenti di autovalutazione dei modelli metodologici adottati dai docenti di educazione fisica nella scuola secondaria 74
Energy expenditure implications in the use of teaching methodologies: possible influence of the laboratory focused on body and movement in improving wellness in primary school students 74
Evaluating the integration of the sensory-motor abilities to facilitate teaching learning processes: a comparison between Italian and Indian models of teaching through the use of VMI test. (ind. SCOPUS) 74
Tecnologie per l'inclusione e Media Education 73
SKILLS AND FORECAST FOR MEDIA EDUCATORS 73
Lab-H: A Laboratory to Develop 3D Printable Inclusive Open Educational Resources 72
Motor activities and sport in the educational context of the Campania Region 71
La natura “embodied” dei processi di insegnamento/apprendimento: prospettive di ricerca sulla semplessità 69
Corporeità Tecnologiche 68
Software didattici e dislessia 68
Sviluppare le digital skills negli studenti della scuola secondaria di secondo grado attraverso la stampa 3D dei digital assets di “Un tuffo nel blu” 68
Motor skills and new technologies to have access to school knowledge in italian primary school 67
Natural user interfaces as a powerful tool for courseware design in physical education 66
null 65
Motor activities and virtual reality to teach music in primary school for partially sighted pupils 64
LEARNING AND EMOTIONAL-AFFECTIVE MUSEUM EXPERIENCE VIA TEXTUAL SENTIMENT ANALYSIS 63
DESIGNING AND DEVELOPING A WEB APPLICATION FOR LEARNING GEOGRAPHY 63
Physical Education and sport in campania region 63
ROBOTICS TO PROMOTE THE DEVELOPMENT OF SOCIAL SKILLS IN AUTISTIC CHILDREN 59
Perceptual egocentrism and mental rotation in primary school age: the invisible man paradigm proposal. Journal of Inclusive Methodology and Technology in Learning and Teaching, 3(1). https://doi.org/10.32043/jimtlt.v3i1.75 57
New Technologies for Motor Didactics (IND. COPERNICUS) 57
Come la stampa 3D della Stanza di Ames può favorire il cambio di prospettiva visuo-spaziale nei discenti e nei docenti 57
Media Education e formazione docenti: contestualizzare le esperienze videoludiche dei propri studenti 55
DAL METAVERSO ALLA STAMPA 3D: Prospettive semplesse della didattica innovativa 55
Learning Management System applicati alla disabilità 54
EMOROBOT: AN OPEN-SOURCE ROBOT TO PROMOTE THE DEVELOPMENT OF SOCIAL SKILLS IN CHILDREN WITH AUTISM 53
El espacio empático en la educación: representación del espacio y empatía, de Piaget a la didáctica de la “simplicidad” 52
Analisi e rimodellizzazione creativa del mondo reale in ambienti virtuali. La scansione 3D di reperti archeologici 52
L'IMPORTANZA DELL'UNCANNY VALLEY E DELL'EMOTIONAL DESIGN NEGLI AMBIENTI D’APPRENDIMENTO VIRTUALE: POSSIBILI IMPATTI SULLA GESTIONE DELLA RISPOSTA EMOTIVA DEL DISCENTE 52
D-BOX: how to teach binary code using a game in primary school 51
La filosofia della scienza: Metodi e metodologie della ricerca scientifica 50
SIM Scuola Italiana Moderna 50
An Edugame as a Didactic Tool for the Development of Executive Functions 49
Turtle Game Stop & Go: Un Edugame per promuovere le funzioni esecutive nei bambini con disabilità 49
Totale 11.017
Categoria #
all - tutte 38.643
article - articoli 0
book - libri 0
conference - conferenze 0
curatela - curatele 0
other - altro 0
patent - brevetti 0
selected - selezionate 0
volume - volumi 0
Totale 38.643


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021896 31 58 59 14 86 36 82 52 118 89 139 132
2021/2022967 38 16 9 44 24 33 11 53 103 90 212 334
2022/20231.485 121 106 45 175 177 261 54 108 176 50 128 84
2023/20241.563 91 119 109 109 120 158 110 138 76 195 124 214
2024/20253.507 107 50 87 131 200 191 336 317 447 194 300 1.147
2025/202677 77 0 0 0 0 0 0 0 0 0 0 0
Totale 12.362