DI TORE, Stefano
 Distribuzione geografica
Continente #
AS - Asia 18.008
NA - Nord America 5.698
EU - Europa 5.308
SA - Sud America 550
AF - Africa 48
OC - Oceania 8
Continente sconosciuto - Info sul continente non disponibili 7
Totale 29.627
Nazione #
HK - Hong Kong 15.524
US - Stati Uniti d'America 5.625
IT - Italia 3.525
SG - Singapore 1.102
CN - Cina 687
BR - Brasile 457
RU - Federazione Russa 370
DE - Germania 345
UA - Ucraina 275
VN - Vietnam 264
FR - Francia 162
IE - Irlanda 141
FI - Finlandia 117
TR - Turchia 117
KR - Corea 102
SE - Svezia 89
NL - Olanda 80
GB - Regno Unito 63
IN - India 58
AR - Argentina 37
AT - Austria 33
MX - Messico 33
CA - Canada 27
JP - Giappone 25
PL - Polonia 23
AE - Emirati Arabi Uniti 22
BD - Bangladesh 20
ES - Italia 18
ID - Indonesia 18
CZ - Repubblica Ceca 17
ZA - Sudafrica 17
IQ - Iraq 13
EC - Ecuador 12
PY - Paraguay 10
BE - Belgio 9
PH - Filippine 9
CH - Svizzera 8
CL - Cile 8
TH - Thailandia 8
GR - Grecia 7
MY - Malesia 7
CO - Colombia 6
DZ - Algeria 6
EG - Egitto 6
TW - Taiwan 6
UY - Uruguay 6
VE - Venezuela 6
AU - Australia 5
EU - Europa 5
LT - Lituania 5
PE - Perù 5
UZ - Uzbekistan 5
AL - Albania 4
DO - Repubblica Dominicana 4
IL - Israele 4
IR - Iran 4
MK - Macedonia 4
PK - Pakistan 3
BO - Bolivia 2
BW - Botswana 2
CG - Congo 2
ET - Etiopia 2
GE - Georgia 2
GT - Guatemala 2
JM - Giamaica 2
KE - Kenya 2
MA - Marocco 2
NZ - Nuova Zelanda 2
PT - Portogallo 2
RS - Serbia 2
SV - El Salvador 2
TN - Tunisia 2
AM - Armenia 1
AO - Angola 1
BF - Burkina Faso 1
BG - Bulgaria 1
BY - Bielorussia 1
CI - Costa d'Avorio 1
CM - Camerun 1
DK - Danimarca 1
GH - Ghana 1
GY - Guiana 1
HU - Ungheria 1
KG - Kirghizistan 1
KZ - Kazakistan 1
LB - Libano 1
LV - Lettonia 1
MD - Moldavia 1
NG - Nigeria 1
NI - Nicaragua 1
NP - Nepal 1
NR - Nauru 1
OM - Oman 1
PA - Panama 1
PS - Palestinian Territory 1
RO - Romania 1
SI - Slovenia 1
SK - Slovacchia (Repubblica Slovacca) 1
SN - Senegal 1
SX - ???statistics.table.value.countryCode.SX??? 1
Totale 29.624
Città #
Hong Kong 15.511
Ann Arbor 1.091
Dallas 615
Chandler 517
Wilmington 455
Singapore 429
Princeton 357
Jacksonville 351
Woodbridge 323
Ashburn 284
Naples 284
Salerno 225
Houston 209
Rome 207
Beijing 160
Dublin 129
Fisciano 126
Munich 102
Izmir 91
Milan 77
Andover 76
Los Angeles 74
Ho Chi Minh City 73
Nanjing 72
Boardman 63
Moscow 63
Dong Ket 61
Bari 60
Pellezzano 57
Mestre 54
Hanoi 52
Napoli 46
Düsseldorf 44
Turku 41
São Paulo 37
Catania 34
New York 33
Palermo 33
Shenyang 31
Poggiomarino 29
Changsha 27
Hebei 27
Redwood City 27
Pune 26
Arcore 25
Fairfield 25
Nanchang 25
Nürnberg 25
Helsinki 24
Turin 24
Nocera Superiore 23
Sarno 23
Vasto 23
Washington 23
Brescia 22
Jiaxing 22
Livorno 22
Tokyo 22
Warsaw 22
Brooklyn 21
Nuremberg 21
San Nicola la Strada 21
Chennai 20
Council Bluffs 20
Dearborn 20
Bologna 19
Capaccio 19
Florence 19
Rio de Janeiro 19
Atlanta 18
Denver 18
Seoul 18
Amsterdam 17
Chicago 17
Pomigliano d'Arco 17
Santa Clara 16
Seattle 16
Vienna 16
Norwalk 15
Tianjin 15
Giugliano in Campania 14
Altavilla Irpina 13
Battipaglia 13
Modena 13
Pescara 13
Stockholm 13
Cagliari 12
Caserta 12
Genoa 12
Acerra 11
Brno 11
Paris 11
San Diego 11
Taranto 11
Belo Horizonte 10
Boston 10
Brasília 10
Montreal 10
Palma Campania 10
Phoenix 10
Totale 23.645
Nome #
A Case Study of “3D Dice” as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and edugames – Possible Relationships 2.271
Motor skills and new technologies to have access to school knowledge in italian primary school 1.220
Le wearable technologies e la metafora dei sei cappelli per pensare a supporto del seamless learning 969
The value of didactic-pedagogical skills of canoe-polo technical 917
LA TECNOLOGIA DELLA PAROLA: DIDATTICA INCLUSIVA E LETTURA 820
Insegnare a leggere la mente. La realizzazione di un edugame per lo sviluppo delle abilità sociali in soggetti con Disturbo dello Spettro Autistico 757
A Typical Development of Reading Skills in the Italian Primary School: Educational and Technological Perspectives 643
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 632
asd-Robot: un robot stampato in 3D per i bambini con disturbo dello spettro autistico che adotta un approccio educativo inclusivo 612
Corpo, Movimento e didattica: Le potenzialità degli ambienti virtuali per l’accesso ai saperi 593
Human Machine Interaction, Embodied Cognition and Phenomenology: the Body in Digital Storytelling 580
Acchiappanuvole: design di serious-game didattici per l’integrazione visuo-motoria. 579
Come la stampa 3D della Stanza di Ames può favorire il cambio di prospettiva visuo-spaziale nei discenti e nei docenti 575
A Constructivist Approach to Virtual Reality for Experiential Learning 518
Dislessia e complessità didattica della lingua inglese nei contesti scolastici italiani: proposta di un approccio multisensoriale ed interattivo. 518
TRAIETTORIE NON LINEARI NELLA RICERCA 477
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 443
Motor activities and sport in the educational context of the Campania Region 437
Todino, M. D., Di Tore, S., Di Tore, P. A., Iannaccone, A. ., & Sibilio, M. (2023). L’ importanza dell’Uncanny Valley e dell’Emotional Design negli ambienti d’apprendimento virtuale: possibili impatti sulla gestione della risposta emotiva del discente. Journal of Inclusive Methodology and Technology in Learning and Teaching, 3(3). https://doi.org/10.32043/jimtlt.v3i3.103 392
ASD-ROBOT AS AN EDUCATIONAL TOOL FOR AUTISM SPECTRUM DISORDER LEARNING ACTIONS 377
New Technologies for Motor Didactics (IND. COPERNICUS) 335
Simplex approaches to develop reading competence in primary school 304
Visuo-spatial attention and reading abilities: an action game prototype for dyslexic children 292
"Moving Body": The Impact of "Simplexity" and "Educational Corporeality" in Italy 288
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 268
The extended body in the teaching-learning process 254
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 250
Dislessia e videogames: Il potenziale didattico dei videogiochi 249
Sviluppare le digital skills negli studenti della scuola secondaria di secondo grado attraverso la stampa 3D dei digital assets di “Un tuffo nel blu” 246
Semplessità e lettura della mente. Strategie didattiche inclusive 245
Software didattici e dislessia 242
SIM Scuola Italiana Moderna 241
Notational analysis of tactics used by canoe polo national teams during the european and world championships semifinal and final matches, from 2006 till today 225
Divergent didactics in the age of complexity. The categorical architecture of knowledge’s overcoming 223
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 209
Enhancing Cultural Heritage through Extended Reality and 3D Printing: Towards Inclusive and Sustainable Experiences 205
Sensory Motor Interaction in Virtual Environment to Promote Teaching-Learning Process (ind. COPERNICUS) 205
The educational use of stabilometric platforms for the realization of physical activity for the elderly 202
El espacio empático en la educación: representación del espacio y empatía, de Piaget a la didáctica de la “simplicidad” 198
MAXIMISING ACCESSIBILITY IN MUSEUM EDUCATION THROUGH VIRTUAL REALITY: AN INCLUSIVE PERSPECTIVE 194
Transmedia Digital Storytelling to Match Students’ Cognitive Styles in Special Education 194
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills. 179
Turtle Game Stop & Go: Un Edugame per promuovere le funzioni esecutive nei bambini con disabilità 179
Colmare il divario tra Scuola e Storia: il Progetto Scan Italy 178
D-BOX: how to teach binary code using a game in primary school 178
MEASURING EMPATHY TO SUPPORT LEARNING DESIGN AND NARRATIVE GAME: A PHENOMENOLOGICAL APPROACH 171
LEARNING AND EMOTIONAL-AFFECTIVE MUSEUM EXPERIENCE VIA TEXTUAL SENTIMENT ANALYSIS 168
Virtual Reality Head-Mounted Display Used In Online & Distance Education 168
Il Gioco delle Forme”: Design and Development of an Educational Exergame 162
Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico 156
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study 155
L'IMPORTANZA DELL'UNCANNY VALLEY E DELL'EMOTIONAL DESIGN NEGLI AMBIENTI D’APPRENDIMENTO VIRTUALE: POSSIBILI IMPATTI SULLA GESTIONE DELLA RISPOSTA EMOTIVA DEL DISCENTE 154
FROM PRESENCE TO DISTANCE IN MUSEUM EDUCATION: THE USE OF ARCHAEOLOGICAL FINDS TO CREATE DIGITAL ASSETS THROUGH 3D SCANNING 153
Pilot Study in Visual Motor Integration and Specific Learning Disabilities 152
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) 144
Valuing the material in the immaterial: The MUSeum Editor for accessibility and cultural heritage. 142
Measuring perspective taking with the “Virtual Class” videogame: A child development study 141
The use of the calorimetric system to measure factors related to the competence of teachers of primary school 141
Natural user interfaces as a powerful tool for courseware design in physical education 141
DESIGNING AND DEVELOPING A WEB APPLICATION FOR LEARNING GEOGRAPHY 141
IKeWYSe – I Know What You See - An educational ontology-driven simulation game to foster perspective-taking skills 139
Educational technology for inclusion: Design of an educational software for individuals with autism spectrum disorders 139
Body, movement and space for a simplex didactics 136
Design di una soluzione pedagogico-didattica-tecnologica 133
Exergames as Teaching Tools 132
Implied Neuropedagogy and symbolic interactionism an interpretative system for the gesture language 130
Didactics and “Simplexity”: Umwelt as a Perceptive Interface 130
“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” 125
The potentials of bodily experience in the meaningful Learning:a teaching-methodological hypothesis for a dynamic construction of concepts 124
Lo sviluppo delle social Skills in bambini con disturbo dello Spettro Autistico. L'ASD-robot 124
How technologies in the classroom are modifying space and time management in teachers’experience? 123
LA DIMENSIONE PEDAGOGICA ED IL VALORE INCLUSIVO DEL CORPO E DEL MOVIMENTO 122
Corporeità Tecnologiche 121
Lab-H: A Laboratory to Develop 3D Printable Inclusive Open Educational Resources 120
Augmented body 116
SKILLS AND FORECAST FOR MEDIA EDUCATORS 115
Media Education 114
Non-player Character Smart in Virtual Learning Environment: Empowering Education Through Artificial Intelligence 114
MetaWelt: Embodied in Which Body? Simplex Didactics to Live the Web 3.0 113
Cartografia e gamification: la web-application GeoBes 112
An Edugame as a Didactic Tool for the Development of Executive Functions 110
Didattica semplessa e competenze di lettura nella scuola primaria 108
La Perspective taking e i meccanismi di codifica in ambiente virtuale. 106
L'invisibile tecnologia della parola: design e sviluppo di un software per dislessici 106
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy 105
The Enactive Didactics for Enactive Mind:The Evolution of a Learning Model 104
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) 102
Digital Umwelt: Towards a Didactic Use of Natural Interfaces 102
Le nuove tecnologie come strumenti di autovalutazione dei modelli metodologici adottati dai docenti di educazione fisica nella scuola secondaria 97
Exergames as Teaching Tools: New Forms of Human Machine Interaction 97
IKEWYSE – I KNOW WHAT YOU SEE AN EDUCATIONAL TOOL FOR PERSPECTIVE-TAKING SKILLS 97
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 96
L’apprendimento in ambienti di mixed reality 96
Motion Analysis in Didactic Exergames Design 94
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. 94
Measuring the Reading Abilities of Dyslexic Children through a Visual Game 94
Accessibilità, Digital Twin e Philosophy of Design: il progetto ScanItaly tra nuove prospettive di accesso al patrimonio storico, artistico e culturale e nuove questioni semiotiche 89
Tecnologie per l'inclusione e Media Education 88
Physical Education and sport in campania region 87
La filosofia della scienza: Metodi e metodologie della ricerca scientifica 85
Totale 26.841
Categoria #
all - tutte 64.663
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 64.663


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021734 0 0 0 0 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
2025/202617.679 3.864 7.311 4.790 892 822 0 0 0 0 0 0 0
Totale 29.964