Stefano Di Tore
Orcid: 0000-0003-1796-6744
According to our database1,
Stefano Di Tore
authored at least 22 papers
between 2012 and 2024.
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Bibliography
2024
Measuring perspective taking with the "Virtual Class" videogame: A child development study.
Comput. Hum. Behav., February, 2024
Proceedings of the Artificial Intelligence with and for Learning Sciences. Past, Present, and Future Horizons, 2024
Non-player Character Smart in Virtual Learning Environment: Empowering Education Through Artificial Intelligence.
Proceedings of the Artificial Intelligence with and for Learning Sciences. Past, Present, and Future Horizons, 2024
Exploring Artificial Intelligence in Videogames: An Application to the Didactic Paradigm "the Virtual Class".
Proceedings of the Artificial Intelligence with and for Learning Sciences. Past, Present, and Future Horizons, 2024
2023
Int. J. Digit. Lit. Digit. Competence, 2023
Proceedings of the Universal Access in Human-Computer Interaction, 2023
2022
The Use of Archaeological Finds to Realize Digital Assets Through 3D Scanning: From Presence to Distance in Museum Education.
Int. J. Digit. Lit. Digit. Competence, 2022
A Case Study of "3D Dice" as a Possible Training for Perspective-Taking Skills: Perspective Taking, Frog Test, and Edugames - Possible Relationships.
Int. J. Digit. Lit. Digit. Competence, 2022
Int. J. Digit. Lit. Digit. Competence, 2022
The process of determining an educational research in the technological field understood as a complex and adaptive system: D-BOX as a case study.
Proceedings of Third Workshop of Technology Enhanced Learning Environments for Blended Education, 2022
Co-designing Immersive and Inclusive Virtual Museum with children and People with Disabilities: a Pilot Study.
Proceedings of the International Conference on Computational Science and Computational Intelligence, 2022
2021
Proceedings of the IC4E 2021: 12th International Conference on E-Education, E-Business, E-Management, and E-Learning, Tokyo Japan, 10, 2021
Didactics between Past and Present: Distance Learning Platforms in the Covd-19 Era in Italy.
Proceedings of the IC4E 2021: 12th International Conference on E-Education, E-Business, E-Management, and E-Learning, Tokyo Japan, 10, 2021
Proceedings of the Higher Education Learning Methodologies and Technologies Online, 2021
2016
Design and Development of an Inclusive Learning Videogames Aimed to Promote the Development of Reading and Writing Skills.
Int. J. Digit. Lit. Digit. Competence, 2016
2015
Int. J. Emerg. Technol. Learn., 2015
2014
IKeWYSe - I Know What You See: An Educational Ontology-Driven Simulation Game to Foster Perspective-Taking Skills.
Proceedings of the 2014 International Conference on Intelligent Networking and Collaborative Systems, 2014
MADRIGALE: A Multimedia Application for Dyslexia and Reading Improvement GAmifying Learning Experience.
Proceedings of the 2014 International Conference on Intelligent Networking and Collaborative Systems, 2014
2013
Int. J. Digit. Lit. Digit. Competence, 2013
Int. J. Digit. Lit. Digit. Competence, 2013
Measuring Empathy to Support Learning Design and Narrative Game: A Phenomenological Approach.
Proceedings of the Seventh International Conference on Complex, 2013
2012
Can I Consider the Pong Racket as a Part of My Body?: Toward a Digital Body Literacy.
Int. J. Digit. Lit. Digit. Competence, 2012