Giuseppe Chiazzese

Giuseppe Chiazzese
Italian National Research Council | CNR · Institute for Educational Technology ITD

Computer science

About

104
Publications
14,532
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384
Citations
Introduction
Giuseppe Chiazzese graduated in Computer Science at the University of Pisa in 1998. Since 1991 he has worked first as a technician and afterwards as a technologist at the Institute for Educational Technologies of the Italian National Research Council. His research activities concern the study, design and development of virtual teaching and learning environments, computer for supporting collaborative teaching and learning processes; defining new methods and technologies for web learning. Since 2003 he has been interested in studying and defining new methodologies and technologies for developing metacognitive support devices and in designing and developing metacognitive tools for improving reading comprehension on the Web. He is in charge of several national and international research projects in the field of methodologies and technologies for learning.

Publications

Publications (104)
Article
Full-text available
Augmented Reality in education can support students in a wide range of cognitive tasks–fostering understanding, remembering, applying, analysing, evaluating, and creating learning-relevant information more easily. It can help keep up engagement, and it can render learning more fun. Within the framework of a multi-year investigation encompassing pri...
Chapter
For the first time, augmented reality is introduced into a behaviour lesson according to the framework of positive behaviour intervention and support (PBIS) and the first interaction data between the user and the teaching resources are investigated. The xAPI statements reflect the actions that commonly compose a behavioural lesson; that is, teach,...
Chapter
Full-text available
This chapter reflects the research conducted for the development of Augmented Reality (AR) interactive components for Positive Behavioral Interventions and Supports (PBIS) involving the development of an AR mobile app from the basic principles to the software prototype. The research lays the foundations for introducing AR into a new teaching and le...
Conference Paper
2[0000 0003 2626 0997] , Daniele Schicchi 1[0000 0003 0154 2736] , Giuseppe Chiazzese 1[0000 0002 0228 6204] , and Giosué Lo Bosco 2[0000 0002 1602 0693]
Book
Full-text available
The book “Cooking Healthy European Paths - CHEEP” is the result of a multidisciplinary and synergetic effort that integrates research, education and innovation with the aim of informing, supporting and directing families, students and operators towards achieving a correct nutritional style paired with a healthy diet and cuisine. The involved school...
Chapter
Full-text available
Augmented reality (AR) is rapidly emerging as an increasingly useful technology in educational settings. In the ARETE (Augmented Reality Interactive Educational System) H2020 project, consortium members designed and implemented an ecosystem aimed at supporting teachers in building a collaborative learning environment through the use of AR in order...
Chapter
The use of storytelling has long been covering a wide variety of subjects across different levels of education, from preschool and K12 to professional training. Regardless of the content being taught, storytelling methods are assumed to catch students’ attention and involve both their cognitive and affective skills. Educational literature has also...
Chapter
Full-text available
Multi-user Augmented Reality experiences have proven useful in increasing user engagement and facilitating the learning of new concepts. Thanks to the new generation of Augmented Reality frameworks for smartphones and tablets, their daily use in the classroom is becoming more common. In this paper, we present the work done towards the implementatio...
Article
Full-text available
In the last few years, many educational and therapeutic interventions for young people with neurodevelopmental disorders are based on systematic monitoring of the outcomes. These interventions are typically conducted using single-case experimental designs, (SCEDs) a set of methods aimed at testing the effect of an intervention on a single subject o...
Article
Full-text available
One of the technologies that is significantly influencing the world of education is Augmented Reality. It is slowly creeping into the classroom due to the different benefits derived from its use. It has been applied in most school disciplines but can also be used in behavioural lessons, where behaviour becomes an object of study and is taught to st...
Chapter
Full-text available
The spread of Augmented Reality (AR) and the recent technological developments, provide innovative techniques and tools that show a growing potential in education. One of the pilots of the European Horizon 2020 project ARETE (Augmented Reality Interactive Educational System) aims to investigate and evaluate for the first time the introduction of an...
Article
Full-text available
In recent years, educational researchers and practitioners have become increasingly interested in new technologies for teaching and learning, including augmented reality (AR). The literature has already highlighted the benefit of AR in enhancing learners’ outcomes in natural sciences, with a limited number of studies exploring the support of AR in...
Conference Paper
Full-text available
One of the playful activities used in education is the treasure hunt, a serious game that allows students to work cooperatively. This activity stimulates different cognitive processes connected to accurately reading the clues and understanding them, and extremely effective to elaborate a collaborative strategy necessary to find the hidden objects....
Article
Full-text available
Children diagnosed with attention deficit hyperactivity disorder (ADHD) experience a variety of difficulties related to three primary symptoms: hyperactivity, inattention and impulsivity. The most common type of ADHD has a combination of all three symptom areas. These core symptoms may negatively impact the academic and social performance of childr...
Conference Paper
Full-text available
Gli studenti affetti da Disturbo da Deficit di Attenzione e Iperattività (ADHD) tipicamente mostrano difficoltà a gestire gli sforzi e le risorse cognitive per raggiungere prestazioni soddisfacenti nell'attenzione selettiva e focalizzata. Tale restringimento del focus attentivo su uno specifico stimolo cognitivo induce spesso comportamenti di off-t...
Conference Paper
ARETE (Augmented Reality Interactive Educational System) is a European project, which aims to develop an interactive toolkit for Augmented Reality (AR) content. In this work in progress paper, we describe the system which is currently being developed. The ARETE system follows human-centered interaction design practices and has a strong focus in int...
Article
Full-text available
Research has shown that educational robotics can be an effective tool to increase students’ acquisition of knowledge in the subjects of science, technology, engineering, and mathematics and promote, at the same time, a progression in the development of computational thinking (CT) skills in K–12 (kindergarten to 12th grade) education. Within this re...
Article
Students with Attention Deficit Hyperactivity Disorder (ADHD) experience difficulties in maintaining focused attention and remaining on-task and often have comorbid Specific Learning Difficulties (SLD). Given the characteristics of ADHD, interventions for the SLDs should be designed to enhance students’ motivation and engagement. Augmented Reality...
Conference Paper
This paper presents preliminary findings from a project-based learning laboratory of robotics aimed at stimulating computational thinking processes in primary school students. The laboratory was carried out within the context of an ongoing project funded by the Italian Ministry of Education, University and Research. The aim of the project is to act...
Conference Paper
Augmented Reality based learning solutions represent a challenge for utilization of emerging technologies within the context of educational systems, especially for children with special needs. AHA (AdHd Augmented) is a pilot project aimed to investigate how to effectively combine existing web- based technologies, embed Augmented Reality (AR) object...
Article
Full-text available
This paper presents the results of a project on Computational Thinking education for primary school pupils. During the project – called Computational Thinking for children education – 81 students from a primary school in Italy have been guided to the design and development of computer games through the Microsoft Kodu game development platform. Diff...
Article
Full-text available
Background The most recent computing technologies can promote the application of evidence-based practice (EBP) in the field of applied behaviour analysis (ABA). Objective The study describes how the use of technology can simplify the application of EBPs in ABA. Methods The Web Health Application for ADHD Monitoring (WHAAM) application demonstrate...
Article
Full-text available
Background: In the cognitive-behavioral approach, Functional Behavioural Assessment is one of the most effective methods to identify the variables that determine a problem behavior. In this context, the use of modern technologies can encourage the collection and sharing of behavioral patterns, effective intervention strategies, and statistical evi...
Conference Paper
Full-text available
This paper presents the preliminary results of the project "Computational Thinking for children education", aimed at promoting computational thinking, creativity and learning amongst primary school children. The didactic activities of the project focus on computer programming and, in particular, the development of video games. The paper introduces...
Article
Full-text available
This paper presents an integrated training model designed to promote networked community-based interventions for children with Attention Deficit Hyperactivity Disorder (ADHD). The article begins with discussion of a multimodal approach to the care process and a description of some important theoretical assumptions. This is followed by a description...
Article
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Digital technologies can facilitate the monitoring and management of challenging behaviours, promoting evidence-based evaluation of behavioural interventions.
Conference Paper
Full-text available
La raccolta sistematica di dati attraverso l’osservazione e l'analisi descrittiva del caso come premessa indispensabile per formulare ipotesi e pianificare interventi mirati è una pratica ormai consolidata nell’ambito dell’approccio cognitivo-comportamentale, almeno con strumenti tradizionali carta-matita. Il progetto WHAAM (Web Health Application...
Conference Paper
Full-text available
Questo studio pilota presenta un esempio di laboratorio per la didattica della matematica adatto al primo ciclo di istruzione. Il laboratorio utilizza l’ambiente di programmazione per videogiochi Kodu Game Lab (KGL) come strumento per proporre agli allievi un problema di matematica da risolvere attraverso la realizzazione di un videogioco. L’esperi...
Conference Paper
The term Functional Behavioral Assessment (FBA) refers to a set of multiple assessment strategies aimed to identify specific antecedents and consequences that maintain a target behaviour (Du Paul, 1996). In the context of FBA, standards and protocols to support the data exchange between researchers, health professionals and therapist are under-repr...
Poster
Full-text available
This poster illustrates the new WHAAM application (WA), a software developed by the EU-funded WHAAM project (Chifari et al., 2013), designed to improve communication between health professionals, teachers and the parents of children with ADHD. It also provides them with an evidence-based set of results to evaluate the efficacy of targeted behaviour...
Article
Full-text available
The term Functional Behavioral Assessment (FBA) refers to a set of multiple assessment strategies aimed to identify specific antecedents and consequences that maintain a target behaviour (Du Paul, 1996). In the context of FBA, standards and protocols to support the data exchange between researchers, health professionals and therapist are under-repr...
Article
Full-text available
The term Functional Behavioral Assessment (FBA) refers to a set of multiple assessment strategies aimed to identify specific antecedents and consequences that maintain a target behaviour (Du Paul, 1996). In the context of FBA, standards and protocols to support the data exchange between researchers, health professionals and therapist are under-repr...
Conference Paper
Full-text available
Inscribed in the scope of an international partnership, this paper aims to describe the design of an e-learning module in ADHD, that intends to familiarize learners with the use of a Web Health Application created to carry out innovative ADHD interventions on educational and clinical settings. Developed for higher education students (psychology, me...
Article
Full-text available
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common psychiatric conditions in childhood. Observation of the behavior of the young person plays a key role in Cognitive-Behavioural (CB) approaches to the treatment of ADHD, but traditional pen and pen-and-paper based methods have a number of disadvantages which inhibit their use...
Article
Full-text available
Un gruppo di studenti del primo anno della scuola secondaria di primo grado è stato coinvolto in uno studio di ricerca-azione volto ad esplorare le abilità cognitive coinvolte e stimolate dall’uso di tecnologie quali LEGO® Mindstorm e Kodu Game Lab (KGL). I risultati dello studio dimostrano che l’utilizzo di queste due tecnologie richiede, negli al...
Article
Full-text available
The individuals’ cognitive skills, academic performance and their relationship with programming of robots or virtual learning environment is a topic of particular interest in the area of human-robot interaction. This paper presents a pilot study performed on a group of 36 lower secondary school students involved in a 32-hours laboratory based on th...
Article
Full-text available
Aim of the study was to investigate the cognitive processes involved and stimulated by educational robotics (LEGO® robots and Kodu Game Lab) in lower secondary school students. Results showed that LEGO® and KGL artifacts involve specific cognitive and academic skills. In particular the use of LEGO® is related to deductive reasoning, speed of proces...
Article
Full-text available
The first part of this paper introduces learning environments built on virtual worlds with the idea that avatars match the characters from theatrical productions. An actor performing on the stage of these new virtual theatres must master the rules of the world he has entered and in so doing engages in "natural" experiential learning. Then, within t...
Article
Full-text available
This paper reflects on some important aspects related to online reading comprehension. In particular, it explains the Interactive REading Comprehension (IREC) model that explores the different dimensions and interactions involved in an online reading comprehension process. The components of the model and their impact on the two principal processes...
Conference Paper
Full-text available
This paper focuses on metacognition and reading comprehension processes in hearing impaired students, as deafness causes a number of linguistic difficulties, affecting the comprehension and production of written text and reducing interest in reading. Then a web tool called Gym2Learn is described and the results of a single-subject-design are discus...
Article
Full-text available
This paper reflects on some important aspects related to online reading comprehension. In particular, it explains the Interactive REading Comprehension (IREC) model that explores the different dimensions and interactions involved in an online reading comprehension process. The components of the model and their impact on the two principal processes...
Article
Full-text available
This article aims to promote reflection on some crucial aspects of online reading comprehension. Examination of the Italian scenario regarding reading comprehension issues highlights a dramatic state of affairs, with a generation of students who have poor reading skills and are often unable to use simple cognitive strategies. The IREC model is prop...
Article
Full-text available
Editoriale di TD-Tecnologie Didattiche, 49
Article
This paper illustrates a multimodal system allowing students engaged in web based didactic activities to enrich the web pages with annotations in different formats: textual, audio and video, using different cognitive strategies. The system was designed taking into consideration research results from various disciplines, including cognitive learning...
Chapter
The existing research in the field of traditional didactics shows that students who have good metacognitive skills often achieve better scholastic results. Therefore, it seems that students who are aware of their cognitive processes and are able to self-monitor their learning activities tackle didactic tasks with greater success. The chapter presen...
Chapter
The existing research in the field of traditional didactics shows that students who have good metacognitive skills often achieve better scholastic results. Therefore, it seems that students who are aware of their cognitive processes and are able to self-monitor their learning activities tackle didactic tasks with greater success. The chapter presen...
Chapter
The existing research in the field of traditional didactics shows that students who have good metacognitive skills often achieve better scholastic results. Therefore, it seems that students who are aware of their cognitive processes and are able to self-monitor their learning activities tackle didactic tasks with greater success. The chapter presen...
Conference Paper
This paper presents a pen-based didactic experience where teachers use different technologies to produce and deliver learning contents. We describe the use of a pen-based device for the creation of handwritten lessons. Handwritten contents such as sketches, pictures, graphs, are captured by a screen recorder tool, converted into a movie file and de...
Conference Paper
Full-text available
This paper presents a new web annotation tool and highlights some of the innovative features which make this tool different from other annotation systems. In particular, the tool is based on a metacognitive approach and aims to help students understand the self-regulatory processes necessary for increasing their awareness of the cognitive strategie...
Article
Full-text available
This paper presents a pilot study for the testing of the Did@browser system, a tool developed for supporting the knowledge construction process of students during their studies on educational hypermedia. The system adopts a strategy of posing metacognitive questions and receiving answers from students in order to improve their awareness in their su...
Conference Paper
One of the main challenges for those working in the field of ICT mediated learning is to develop innovative systems to support the knowledge building process. Did@browser, a system developed in the Institute for Educational Technology, is an attempt to meet this challenge. It is a new educational tool for middle schools which stimulates awareness o...
Book
The aim of this papers to present a tool to visualize a student's web surfing paths. The tool provides a visualization map of surfing paths taken from a log file. The visualization map is an oriented graph consisting of bodes, edges and information fields.