Raffaele Di Fuccio

Raffaele Di Fuccio
Università degli studi di Foggia | UNIFG · Department of Humanities

Biomedical Engineering
PhD in Human Mind and Gender Studies. Researcher in Technology Enhanced Learning Project Manager of EU funded projects

About

33
Publications
9,563
Reads
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267
Citations
Citations since 2017
23 Research Items
230 Citations
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Introduction
Raffaele Di Fuccio is a researcher in TEL, PhD in the University of Naples in Human Mind and Gender Studies. His research interests focus on the advanced teaching/learning technologies and applications; Tangible User Interfeces (TUIs) with a multisensory approach in the education, and on the development of artificial intelligence models and algorithms for classification. He collaborated in many projects (FP7, H2020 and Erasmus+) writing proposals and implementing them as PM.
Additional affiliations
January 2022 - present
Università degli studi di Foggia
Position
  • Researcher
March 2014 - September 2017
University of Naples Federico II
Position
  • Project Manager
Education
May 2015 - May 2018
University of Naples Federico II
Field of study
  • Developmental Psychology (TEL)
September 2002 - July 2010
University of Rome Tor Vergata
Field of study
  • Biomedical Engineering

Publications

Publications (33)
Chapter
Burnout syndrome is widespread among healthcare professionals, causing many physical and mental problems for individuals, and leading to negative outcomes for organizations and the quality of care that they provide. The aim of this study was to assess burnout among master’s degree nursing students and to evaluate its possible relationship with a co...
Article
Full-text available
The COVID-19 pandemic has accelerated the adoption of digital tools for learning. Experiential learning, a crucial process in the educational pathway, can also be promoted at a distance. This paper describes HAB, hyper-activity books and serious games (SG) as methodologies to be used for assessment and training that overcome physical distancing due...
Chapter
Full-text available
Educational digital storytelling (EDS) refers to digital storytelling in education. EDS is often presented as a technology-enhanced learning approach with powerful educational benefits. The use of EDS as a tool to support students to consider and pursue a meaningful life based on their interests, talents, and aspirations is spreading. Due to its na...
Chapter
In this paper we describe an approach that combines MOOCs with games to stimulate creativity in teachers’ design and production of learning scenarios. This approach is exemplified by DoCENT MOOC, the final product of the European DoCENT project, where innovative training stimulates the creative use of technology in the teaching/learning processes....
Article
Full-text available
The paper regards an experimental study of an instructional design (ID) model applied in the routines of a digital learning company for content production and course design. Given the complexity of adult learning, the study tried to identify an operative model that could support production process and at the same time ensure rich and engaging learn...
Article
Full-text available
Massive Open Online Courses (MOOCs) have been described as a “next development of networked learning”, and they have the potential to mediate sensory learning. To understand this phenomenon, the present systematic review examines the research techniques, subjects, and trends of MOOC research on sensory learning, in order to provide a thorough under...
Article
Inf@nzia Digi.Tales 3.6 è un progetto che ha avuto l’obiettivo di sviluppare metodologie e tecnologie di apprendimento innovative a supporto delle attività educative curriculari nella scuola dell’infanzia e nel primo anno della scuola primaria, come l’esplorazione spontanea o guidata, che sfrutta il ruolo centrale del tatto, della manipolazione e d...
Conference Paper
Full-text available
The paper presents MERGO an EU-funded project that delivers a MOOC in enology and wine tasting combined with a laboratorial olfactory experience based on Tangible User Interfaces (TUI) paradigms. The focus of the article is on the description of the MERGO TUI prototype that allows the user to improve and train their olfactory knowledge, as procedur...
Conference Paper
Full-text available
Haptic and multisensory exploration helps blind children to create mental images and abstract mental processes; it is crucial, then, to organize the learning environment so that they can interact with objects through different sensorimotor channels. Storytelling and narratives are useful practices to develop linguistic, cognitive, emotional and soc...
Chapter
Negotiation emerges in our lives whenever a decision needs to be made together with someone else. In the nursing field, negotiation is well represented in the relationship between the nurse and the patient. For this reason, it is important to help nurses to develop their communication skills, starting from the training period. The aims of this stud...
Conference Paper
Full-text available
Storytelling is a crucial practice to help children to develop linguistic, cognitive, emotional and social skills. New methodologies for interactive story-telling, as Tangible User Interface (TUI), have promoted innovative, educative and cognitive interventions to listen and stimulate narratives. The aim of the study is to analyze and evaluate the...
Chapter
Full-text available
In the discussion on the work competences, the emotional competences are acquiring only in the last years a concrete popularity, although its importance is demonstrated. The COVID-19 pandemic increased the effect on works and on workers uncertainly, enlarging the needs of emotional competence tools, accessible to all category of users with a specia...
Book
Full-text available
Statistics is an important topic in most university curricula and not only in the more technical ones. This is related to the wide availability of information in the modern age and correspondent ease of storage through modern technological devices involving proper data analysis tools. Despite the importance and recognition of Statistics as a crucia...
Chapter
Full-text available
In the framework of the DoCENT project (Digital Creativity ENhanced in Teacher education) co-funded by the Erasmus+ programme of the European Union, the authors developed a serious game, based on role playing game methodology. The paper shows the structure of the game with particular results on the management of feedback for the teachers derived fr...
Chapter
The DoCENT project (Digital Creativity ENhanced in Teacher education) co-funded by the Erasmus+ programme of the European Union aims to enhance digital creativity in Initial Training Education (ITE) contexts. The paper shows one of the outputs of the project, namely the Serious Game developed as a role-playing game where the game proposes a natural...
Chapter
Full-text available
The digital revolution has deeply transformed the educational materials, especially for children, in a pathway going from physical objects to digital ones. In this paper, after delineating some relevant milestones in this route, one further step is delineated which proposes multisensory materials for learning. These kind of materials keep the main...
Article
Interest in Tangible User Interfaces (TUIs) is quickly increasing, accompanied by interest in its impact in both formal and informal learning environments. Given its strong connection with the physical world, the TUIs are natural candidates to lead a revamping of the classical psycho-pedagogical practices. These traditional approaches could benefit...
Article
Most of the educational materials, such as the exercises contained in activity books or the Montessori-like games that are commonly used in kindergartens and primary schools share a common deep structure and have similar features. Capturing these commonalities in an explanatory model leads to a general framework that may be useful to develop games...
Chapter
In this paper, we describe SNIFF, an integrated software and hardware environment meant to assess and train the sense of smell with a gamified approach. The sense of smell is usually neglected in digital application, but is important because it can foster motivation and engagement in learners. SNIFF can be played in two modes, the assessment and th...
Conference Paper
Full-text available
TriPOD is a hardware/software prototypal in the field of the Tangible User Interfaces. The proposed system is able to recognize physical objects that could be directly placed on the screen of the common tablet/smartphone. The authors propose an algorithm for the recognition of the tangible objects, equipped by three capacitive pins, usable on comme...
Conference Paper
The Tangible User Interfaces (TUIs) and in particular, the RFID/NFC technologies are natural candidates to enhance some well-known psycho-pedagogical practices in a Technology Enhanced Learning (TEL) approach. The paper shows the prototype named Activity Board 1.0: an RFID prototype developed for the educational and rehabilitation aims. The innovat...
Conference Paper
Storytelling is a methodology which exploits narration to give meaning and sense to reality. It is omnipresent in human culture and it finds relevant application in pedagogy. Telling children stories helps them to understand the world, to learn about their culture, to vehiculate specific concepts, to reflect upon experiences. In an educational cont...
Chapter
In school first years, activity books and Montessori-like ed- ucational materials are widespread. They satisfy children precise psy- chological needs that result in funded educational practices adopted by teachers, based on game activity. These materials are more effective to promote learning if used in tight interaction with an adult, they cannot...
Chapter
The new improvements of ICT technologies allow the opportunity to use these tools in the learning context and create smart environments for children and teachers in schools. In this paper, we present Block Magic (BM), a tool that exploits the Internet of Things theory using RFID technology. This tool allows the children to play traditionally with w...
Chapter
Block Magic is a prototype for educational materials developed in a successful European research project under the framework of LLP-Comenius programme. It aimed at creating a bridge between physical manipulation and digital technology in education. Block Magic developed a functional prototypal system that enhanced the Logic Blocks Box. The prototyp...
Article
Full-text available
The physical educational games and the traditional psycho-pedagogical methodologies are deeply based on the manipulation of objects. The opportunity derived by some low-cost technologies could join the physical world with the digital tools creating Augmented Reality Environments based on the concepts of Internet of Things (IoT). This connection has...
Conference Paper
Full-text available
This paper aims to introduce the general theme of developing and using innovative teaching/learning environments based on the harmonic integration of (a) Embodiment Cognition theoretical perspective; (b) recovering well known and traditional psycho-pedagogical practices (i.e. logical blocks, teaching tiles, handwriting); (c) using Smart Technologie...
Article
This decade have seen the development of a novel pattern recognition paradigm, named Artificial Immune Systems, based on peculiar features expressed by mammalian immune systems. Apart from some controversy, typical of a newly developed paradigm, AISs semmes to express interesting features that could be exploited also in the field of artificial olfa...
Conference Paper
Artificial Olfaction (AO) data analysts have gained long term experience on nervous system based machine learning metaphors such as Artificial Neural Networks. In this work we propose and evaluate the use of a novel tool based on an emerging, however, powerful metaphor: the Artificial Immune Systems (AIS). AIS models were developed in the '90s; eve...

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Projects

Projects (10)
Project
The main aim is the improvement of the teacher education of pre-primary and primary in higher education institutions Initial Teacher Education (ITE) and Continuous Professional Development (CPD) by providing new tools and new methodologies.
Project
MERGO aims to bridge a MOOC developed by a strategic partnership of HEI and organization in the wine business sector bringing the procedural learning for the recognition of sensory features by using new ICT paradigms: the Tangible User Interfaces (TUIs) and the gamification approach. MERGO involves 7 Partners from 5 different strategic countries in wine sector: three of the most important wine producers (France, Italy and Portugal) and two where wine production is increasing (Croatia and Turkey).
Project
I'M IN TALES Erasmus+ KA2 project is an acronym for "inclusive methodology for technology aimed at learning and enhancement of storytelling", aimed at sustaining teachers in finding new and innovative educational strategies to foster learning and inclusion.