DI TORE, Stefano
 Distribuzione geografica
Continente #
AS - Asia 16.960
NA - Nord America 5.287
EU - Europa 5.104
SA - Sud America 291
AF - Africa 30
OC - Oceania 8
Continente sconosciuto - Info sul continente non disponibili 6
Totale 27.686
Nazione #
HK - Hong Kong 15.512
US - Stati Uniti d'America 5.243
IT - Italia 3.393
CN - Cina 509
SG - Singapore 501
RU - Federazione Russa 363
DE - Germania 341
UA - Ucraina 272
BR - Brasile 256
FR - Francia 148
IE - Irlanda 141
FI - Finlandia 114
VN - Vietnam 112
TR - Turchia 111
KR - Corea 88
SE - Svezia 86
NL - Olanda 76
GB - Regno Unito 50
IN - India 43
AT - Austria 33
MX - Messico 18
CA - Canada 16
CZ - Repubblica Ceca 16
PL - Polonia 15
ES - Italia 14
JP - Giappone 12
AR - Argentina 11
BD - Bangladesh 10
BE - Belgio 9
ZA - Sudafrica 9
AE - Emirati Arabi Uniti 8
CH - Svizzera 8
PH - Filippine 8
TH - Thailandia 8
CL - Cile 7
GR - Grecia 7
MY - Malesia 7
IQ - Iraq 6
TW - Taiwan 6
AU - Australia 5
EU - Europa 5
UZ - Uzbekistan 5
DO - Repubblica Dominicana 4
DZ - Algeria 4
EG - Egitto 4
MK - Macedonia 4
VE - Venezuela 4
IR - Iran 3
LT - Lituania 3
PY - Paraguay 3
CO - Colombia 2
EC - Ecuador 2
ET - Etiopia 2
IL - Israele 2
JM - Giamaica 2
NZ - Nuova Zelanda 2
PE - Perù 2
PK - Pakistan 2
PT - Portogallo 2
RS - Serbia 2
TN - Tunisia 2
UY - Uruguay 2
AL - Albania 1
AM - Armenia 1
BF - Burkina Faso 1
BO - Bolivia 1
BW - Botswana 1
BY - Bielorussia 1
CG - Congo 1
CI - Costa d'Avorio 1
CM - Camerun 1
DK - Danimarca 1
GH - Ghana 1
GY - Guiana 1
HU - Ungheria 1
ID - Indonesia 1
KE - Kenya 1
KG - Kirghizistan 1
KZ - Kazakistan 1
MA - Marocco 1
MD - Moldavia 1
NI - Nicaragua 1
NR - Nauru 1
OM - Oman 1
PA - Panama 1
PS - Palestinian Territory 1
RO - Romania 1
SI - Slovenia 1
SN - Senegal 1
SV - El Salvador 1
SX - ???statistics.table.value.countryCode.SX??? 1
TL - Timor Orientale 1
TT - Trinidad e Tobago 1
Totale 27.686
Città #
Hong Kong 15.499
Ann Arbor 1.091
Dallas 520
Chandler 517
Wilmington 455
Princeton 357
Jacksonville 351
Woodbridge 323
Naples 267
Singapore 225
Salerno 213
Ashburn 208
Houston 207
Rome 195
Dublin 129
Fisciano 117
Munich 102
Beijing 100
Izmir 91
Andover 76
Milan 76
Nanjing 72
Boardman 63
Moscow 63
Dong Ket 61
Bari 59
Pellezzano 57
Mestre 54
Napoli 46
Düsseldorf 44
Los Angeles 44
Turku 40
Palermo 33
Shenyang 31
Catania 30
Changsha 27
Hebei 27
Redwood City 27
Pune 26
Arcore 25
Fairfield 25
Nanchang 25
Nürnberg 25
Turin 24
Helsinki 23
Nocera Superiore 23
Sarno 23
Vasto 23
Washington 23
Livorno 22
Brescia 21
Jiaxing 21
Nuremberg 21
San Nicola la Strada 21
Council Bluffs 20
Dearborn 20
São Paulo 20
Capaccio 19
Florence 19
Hanoi 19
Bologna 18
Pomigliano d'Arco 17
Vienna 16
Amsterdam 15
Norwalk 15
Tianjin 15
Brooklyn 14
Seattle 14
Warsaw 14
Altavilla Irpina 13
Atlanta 13
Battipaglia 13
Modena 13
New York 13
Pescara 13
Rio de Janeiro 13
Cagliari 12
Caserta 12
Chicago 12
Acerra 11
Brno 11
Chennai 11
Giugliano in Campania 11
San Diego 11
Stockholm 11
Taranto 11
Genoa 10
Palma Campania 10
Paris 10
San Giuseppe Vesuviano 10
Amalfi 9
Castellammare di Stabia 9
Guangzhou 9
Ho Chi Minh City 9
Macerata 9
Orta di Atella 9
Padova 9
San Martino Valle Caudina 9
Tokyo 9
Verona 9
Totale 22.857
Nome #
A Case Study of “3D Dice” as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and edugames – Possible Relationships 2.250
Motor skills and new technologies to have access to school knowledge in italian primary school 1.214
Le wearable technologies e la metafora dei sei cappelli per pensare a supporto del seamless learning 961
The value of didactic-pedagogical skills of canoe-polo technical 908
LA TECNOLOGIA DELLA PAROLA: DIDATTICA INCLUSIVA E LETTURA 815
Insegnare a leggere la mente. La realizzazione di un edugame per lo sviluppo delle abilità sociali in soggetti con Disturbo dello Spettro Autistico 743
A Typical Development of Reading Skills in the Italian Primary School: Educational and Technological Perspectives 632
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 614
Corpo, Movimento e didattica: Le potenzialità degli ambienti virtuali per l’accesso ai saperi 589
Human Machine Interaction, Embodied Cognition and Phenomenology: the Body in Digital Storytelling 574
Come la stampa 3D della Stanza di Ames può favorire il cambio di prospettiva visuo-spaziale nei discenti e nei docenti 565
Acchiappanuvole: design di serious-game didattici per l’integrazione visuo-motoria. 564
asd-Robot: un robot stampato in 3D per i bambini con disturbo dello spettro autistico che adotta un approccio educativo inclusivo 561
Dislessia e complessità didattica della lingua inglese nei contesti scolastici italiani: proposta di un approccio multisensoriale ed interattivo. 498
A Constructivist Approach to Virtual Reality for Experiential Learning 496
TRAIETTORIE NON LINEARI NELLA RICERCA 453
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 437
Motor activities and sport in the educational context of the Campania Region 431
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.v3i3.103 367
ASD-ROBOT AS AN EDUCATIONAL TOOL FOR AUTISM SPECTRUM DISORDER LEARNING ACTIONS 361
New Technologies for Motor Didactics (IND. COPERNICUS) 331
Simplex approaches to develop reading competence in primary school 299
Visuo-spatial attention and reading abilities: an action game prototype for dyslexic children 287
"Moving Body": The Impact of "Simplexity" and "Educational Corporeality" in Italy 273
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 255
The extended body in the teaching-learning process 251
Dislessia e videogames: Il potenziale didattico dei videogiochi 245
Semplessità e lettura della mente. Strategie didattiche inclusive 241
Sviluppare le digital skills negli studenti della scuola secondaria di secondo grado attraverso la stampa 3D dei digital assets di “Un tuffo nel blu” 236
Software didattici e dislessia 232
Body, movement and new technologies for a quality teaching-learning for disabled students at University: a project hypothesis 226
Notational analysis of tactics used by canoe polo national teams during the european and world championships semifinal and final matches, from 2006 till today 220
Divergent didactics in the age of complexity. The categorical architecture of knowledge’s overcoming 215
SIM Scuola Italiana Moderna 215
Sensory Motor Interaction in Virtual Environment to Promote Teaching-Learning Process (ind. COPERNICUS) 200
The educational use of stabilometric platforms for the realization of physical activity for the elderly 200
El espacio empático en la educación: representación del espacio y empatía, de Piaget a la didáctica de la “simplicidad” 194
A proposal of an "authentic" assessment in the teaching of motor activities for educational purposes in Italian Schools 187
MAXIMISING ACCESSIBILITY IN MUSEUM EDUCATION THROUGH VIRTUAL REALITY: AN INCLUSIVE PERSPECTIVE 184
Transmedia Digital Storytelling to Match Students’ Cognitive Styles in Special Education 184
Enhancing Cultural Heritage through Extended Reality and 3D Printing: Towards Inclusive and Sustainable Experiences 176
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills. 167
MEASURING EMPATHY TO SUPPORT LEARNING DESIGN AND NARRATIVE GAME: A PHENOMENOLOGICAL APPROACH 160
Turtle Game Stop & Go: Un Edugame per promuovere le funzioni esecutive nei bambini con disabilità 160
Il Gioco delle Forme”: Design and Development of an Educational Exergame 159
D-BOX: how to teach binary code using a game in primary school 158
LEARNING AND EMOTIONAL-AFFECTIVE MUSEUM EXPERIENCE VIA TEXTUAL SENTIMENT ANALYSIS 157
Colmare il divario tra Scuola e Storia: il Progetto Scan Italy 153
Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico 151
L'IMPORTANZA DELL'UNCANNY VALLEY E DELL'EMOTIONAL DESIGN NEGLI AMBIENTI D’APPRENDIMENTO VIRTUALE: POSSIBILI IMPATTI SULLA GESTIONE DELLA RISPOSTA EMOTIVA DEL DISCENTE 150
FROM PRESENCE TO DISTANCE IN MUSEUM EDUCATION: THE USE OF ARCHAEOLOGICAL FINDS TO CREATE DIGITAL ASSETS THROUGH 3D SCANNING 148
Pilot Study in Visual Motor Integration and Specific Learning Disabilities 146
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study 139
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) 138
Natural user interfaces as a powerful tool for courseware design in physical education 137
The use of the calorimetric system to measure factors related to the competence of teachers of primary school 136
Virtual Reality Head-Mounted Display Used In Online & Distance Education 136
Educational technology for inclusion: Design of an educational software for individuals with autism spectrum disorders 135
IKeWYSe – I Know What You See - An educational ontology-driven simulation game to foster perspective-taking skills 133
Body, movement and space for a simplex didactics 133
Measuring perspective taking with the “Virtual Class” videogame: A child development study 129
Exergames as Teaching Tools 126
Didactics and “Simplexity”: Umwelt as a Perceptive Interface 126
Design di una soluzione pedagogico-didattica-tecnologica 125
Implied Neuropedagogy and symbolic interactionism an interpretative system for the gesture language 121
“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” 120
The potentials of bodily experience in the meaningful Learning:a teaching-methodological hypothesis for a dynamic construction of concepts 119
How technologies in the classroom are modifying space and time management in teachers’experience? 119
LA DIMENSIONE PEDAGOGICA ED IL VALORE INCLUSIVO DEL CORPO E DEL MOVIMENTO 118
Lab-H: A Laboratory to Develop 3D Printable Inclusive Open Educational Resources 115
Valuing the material in the immaterial: The MUSeum Editor for accessibility and cultural heritage. 108
DESIGNING AND DEVELOPING A WEB APPLICATION FOR LEARNING GEOGRAPHY 108
Augmented body 107
Lo sviluppo delle social Skills in bambini con disturbo dello Spettro Autistico. L'ASD-robot 107
Cartografia e gamification: la web-application GeoBes 106
Non-player Character Smart in Virtual Learning Environment: Empowering Education Through Artificial Intelligence 105
MetaWelt: Embodied in Which Body? Simplex Didactics to Live the Web 3.0 103
Media Education 103
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy 103
La Perspective taking e i meccanismi di codifica in ambiente virtuale. 99
L'invisibile tecnologia della parola: design e sviluppo di un software per dislessici 98
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) 96
The Enactive Didactics for Enactive Mind:The Evolution of a Learning Model 95
Digital Umwelt: Towards a Didactic Use of Natural Interfaces 95
An Edugame as a Didactic Tool for the Development of Executive Functions 94
Le nuove tecnologie come strumenti di autovalutazione dei modelli metodologici adottati dai docenti di educazione fisica nella scuola secondaria 93
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 93
Exergames as Teaching Tools: New Forms of Human Machine Interaction 91
IKEWYSE – I KNOW WHAT YOU SEE AN EDUCATIONAL TOOL FOR PERSPECTIVE-TAKING SKILLS 91
Didattica semplessa e competenze di lettura nella scuola primaria 91
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. 90
Corporeità Tecnologiche 89
SKILLS AND FORECAST FOR MEDIA EDUCATORS 88
Measuring the Reading Abilities of Dyslexic Children through a Visual Game 88
Motion Analysis in Didactic Exergames Design 87
L’apprendimento in ambienti di mixed reality 86
Physical Education and sport in campania region 84
Tecnologie per l'inclusione e Media Education 79
La natura “embodied” dei processi di insegnamento/apprendimento: prospettive di ricerca sulla semplessità 79
EMOBOT: AN ONLINE EDUGAME TO DEVELOP RECOGNITION OF OTHER PEOPLE'S EMOTIONS. 74
Totale 25.728
Categoria #
all - tutte 59.058
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 59.058


Totale Lug Ago Sett Ott Nov Dic Gen Feb Mar Apr Mag Giu
2020/2021807 0 0 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
2025/202615.730 3.864 7.311 4.555 0 0 0 0 0 0 0 0 0
Totale 28.015