Angela Pasqualotto

Angela Pasqualotto
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Angela verified their affiliation via an institutional email.
Verified
Angela verified their affiliation via an institutional email.
  • PhD
  • Head of the Competence Centre for School, Social and Educational Needs at University of Applied Sciences and Arts of Southern Switzerland

Head of Research - Center in Educational Needs, School and Society Department of Education and Learning

About

32
Publications
6,953
Reads
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259
Citations
Current institution
University of Applied Sciences and Arts of Southern Switzerland
Current position
  • Head of the Competence Centre for School, Social and Educational Needs
Additional affiliations
January 2024 - present
University of Applied Sciences and Arts of Southern Switzerland (SUPSI) - CH
Position
  • Associate Professor
Description
  • Associate Professor in Cognitive Psychology and Inclusive Teaching
July 2020 - present
University of Applied Sciences and Arts of Southern Switzerland (SUPSI) - CH
Position
  • Researcher

Publications

Publications (32)
Article
Full-text available
The concept of modularity in neuropsychology remains a topic of significant debate, especially when considering complex, non-innate, hyper-learned, and adaptable modular systems. This paper critically examines the evolution of cognitive modularity, addressing the challenges of integrating foundational theories with recent empirical and theoretical...
Article
Full-text available
In the field of educational robotics (ER), researchers worldwide have dedicated substantial efforts to uncover its educational potential. Despite extensive research and training initiatives, a noticeable gap persists between these academic endeavors and the practical integration of ER into school settings. This study addresses this disparity by exa...
Article
Full-text available
This study examines the impact of collaborative storytelling methods on group interactions and story quality in primary school students. Participants (97 students, grades 1–3) engaged in tangible digital collaborative storytelling (TDST), collaborative digital storytelling (DST), and traditional storytelling (TST). The research explored three hypot...
Preprint
We present two meta-analyses examining the effectiveness of digital tools on reading outcomes for children and adolescents under 15. We differentiate between poor readers and general school readers, considering intervention type, syllabic complexity, and the type of reading outcomes as moderators. Our search encompassed randomized controlled trials...
Article
Full-text available
This study investigated the role of domain-specific and domain-general factors in predicting early literacy skills in Italian children. A sample of 239 first-grade students was evaluated using a broad neuropsychological battery to assess their cognitive skills. The results showed that phonological awareness, rapid automatized naming, speed of proce...
Preprint
This study introduces a novel methodological framework for cognitive control training, embedded in a video game that incorporates action-based gameplay and a multidimensional Dynamic Difficulty Adjustment (DDA) system. This system adapts to individual player performance in real-time, ensuring a personalized and engaging experience. The game archite...
Article
Full-text available
The article examines the evolution of reference models regarding factors influencing disabilities and Special Educational Needs (SEN) in school contexts, alongside the broader transition of educational settings from segregative to integrative and inclusive approaches in basic schooling environments. These models and choices have shaped empirical ev...
Book
Full-text available
Dall’Antonia, E. (2024) Sono la mamma di un bambino speciale. A cura di Mainardi, M., & Pasqualotto, A. / Dipartimento formazione e apprendimento / Alta scuola pedagogica, SUPSI, Locarno. Un progetto del Centro competenze bisogni educativi, scuola e società, https://www.supsi.ch/documents/d/dfa/dfa_ris_mammadiunbambinospeciale Sommario • Mainard...
Article
Full-text available
Our study examined the complex relationships among reading performance (decoding, comprehension) and language, visuo-spatial, and attentional control abilities in 115 Italian-speaking children. Latent profile analysis was used to identify distinct clusters of participants showcasing quantitative differences in decoding skills, including word, pseud...
Article
Full-text available
Modern technology progresses at an incredibly fast pace. With personal computers, mobile phones, tablets, and the Internet, technology is used in all spheres, affecting our daily lives greatly. Educational games are also taking advantage of the technological process, for example, many useful apps are available for children. Gaming and educational o...
Article
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
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...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
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 th...
Article
Full-text available
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...
Article
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...
Poster
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...

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