
Angela PasqualottoUniversity of Geneva | UNIGE · Faculty of Psychology and Education Sciences (FAPSE)
Angela Pasqualotto
PhD
About
20
Publications
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Publications (20)
Background
Collaborative storytelling can be a helpful tool to promote cognitive and social skills in adolescents with neurodevelopmental disorders.
Aims
The current study aimed to explore the benefits of collaborative storytelling using traditional (TST), digital (DST), and tangible digital (TDST) methodologies.
Materials and Methods
Fourteen Sp...
La didattica a distanza (DaD) attivata durante l'emergenza Covid-19 ha fatto emergere criticità per quanto riguarda la partecipazione di alunni/e con bisogni educativi speciali (BES). In risposta a questi nuovi bisogni, col progetto BESt-DaD è stata realizzata una piattaforma di facile fruizione, funzionale a diversi profili neurocognitivi, per pro...
This study focused on evaluating the application of digital tools with features of gamification, aims to evaluate the efficacy, in terms of motivation, engagement and improvement of crucial life skills, reading and writing abilities. The training involved children who attended the Primary School both with typical development and Special Educational...
Enhanced behavioral interventions are gaining increasing interest as innovative treatment strategies for major depressive disorder (MDD). In this study protocol, we propose to examine the synergistic effects of a self-administered home-treatment, encompassing transcranial direct current stimulation (tDCS) along with a video game based training of a...
Over the past 20 years, the proposal that immersive media, such as video games, can be leveraged to enhance brain plasticity and learning has been put to the test. This expanding literature highlights the extraordinary power of video games as a potential medium to train brain functions, but also the remaining challenges that must be addressed in de...
The school textbook is a cultural artefact capable of conveying a particular cultural and social imagery that clearly affects the attitudes of teachers and learners towards disability. This paper presents an exploratory-descriptive study that aims to investigate the attitudes of primary school teachers towards the representation of disability withi...
The school textbook is a cultural artefact capable of conveying a particular cultural and social imagery that clearly affects the attitudes of teachers and learners towards disability. This paper presents an exploratory-descriptive study that aims to investigate the attitudes of primary school teachers towards the representation of disability withi...
In modern societies, training reading skills is fundamental since poor-reading children are at high risk of struggling both at school and in life. Reading relies not only on oral language abilities but also on several executive functions. Considering their importance for literacy, training executive functions—particularly, attentional control has b...
Background:
Autism Spectrum Disorder is often associated with deficits in executive functions (EFs), which is contributing significantly to individuals with ASD's difficulties in conducting an independent life, particularly considering social skills. Technologies offer promising opportunities to structure EF intervention programs for children on t...
Despite a growing interest in player-centred methods for serious games, little is known on how to achieve this goal in practice when prospective users are children. Foundational questions remain unanswered, such as to which design dimensions children should contribute, and how and when they should be engaged. This paper presents the methods and res...
In this research, we examined the responsiveness to treatment in 49 Italian children with Dyslexia. In part A, we compare the efficacy of a phonological‐based treatment (Ph‐T) with a cognitive training of executive functions (CT). In part B, we investigate whether a sequential treatment (CT+Ph‐T) has a larger remedial effect compared to the pure ph...
One of the main ways in which children learn is by playing. Playing can enrich learning and help children in developing essential skills for their everyday life [1]. Furthermore, games, if significant, can possibly make students active and participating, as well as creative, motivated and sociable [2]. The word ‘gamification’ refers to the use of t...