[HTML][HTML] Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers' views

P Kaimara, E Fokides, A Oikonomou… - … , Knowledge and Learning, 2021 - Springer
Τeachers seek to attract students' attention by demonstrating the relevance of learning
content to daily activities and enhancing their students' self-esteem and satisfaction. In the …

[HTML][HTML] Digital transformation stands alongside inclusive education: Lessons learned from a project called “Waking Up in the Morning”

P Kaimara - Technology, Knowledge and Learning, 2023 - Springer
The right of people with special educational needs and disabilities to be educated alongside
their typically developing peers is a fundamental human right protected by national laws and …

[HTML][HTML] Systematic Review of Research on Reality Technology-Based Forest Education

S Choi, S Ha, J Choe - Forests, 2023 - mdpi.com
This study aimed to analyze the effectiveness of reality technology programs in forest
education by systematically reviewing prior studies that have verified the effectiveness of …

[PDF][PDF] Factors influencing the subjective learning effectiveness of serious games

E Fokides, P Atsikpasi, P Kaimara… - Journal of Information …, 2019 - jite.org
ABSTRACT Aim/Purpose This work examines which factors influence user views on the
learning effectiveness of serious games. For that matter, a model was developed and tested …

[HTML][HTML] Examining the impact of spherical videos in teaching endangered species/environmental education to primary school students

E Fokides, M Kefallinou - Journal of Information Technology …, 2020 - informingscience.org
Aim/Purpose The study examined whether spherical videos are an effective tool in teaching
primary school students subjects related to the endangered species. It also examined their …

Using Makey-Makey for teaching electricity to primary school students. A pilot study

E Fokides, A Papoutsi - Education and Information Technologies, 2020 - Springer
Primary school students find it difficult to grasp concepts related to electricity. On the other
hand, tangible user interfaces, such as Makey-Makey, offer an interesting alternative for …

Using 360 videos for teaching volleyball skills to primary school students

P Paraskevaidis, E Fokides - Open Journal for Information …, 2020 - centerprode.com
The study presents the results from a pilot project in which 360 videos were utilized for
teaching students basic volleyball skills. The target group was thirty-six, eleven-to-twelve …

Evaluating the effectiveness of 360 videos when teaching primary school subjects related to environmental education

E Fokides, PA Arvaniti - Journal of Pedagogical Research, 2020 - ijopr.com
The study presents the results of a project in which 360° videos were used for informing
students about subjects related to environmental education. The target group was forty-four …

What do we evaluate in serious games? A systematic review

E Pacheco-Velazquez, A Bester… - European …, 2023 - papers.academic-conferences.org
Serious games have emerged as an invaluable tool in education, revolutionizing the way
students learn and engage with complex concepts. These games combine entertainment …

[HTML][HTML] A Virtual Reality Laboratory for Blended Learning Education: Design, Implementation and Evaluation

D Antonelli, A Christopoulos, MJ Laakso, V Dagienė… - Education …, 2023 - mdpi.com
Launched during the pandemic, the EU-funded JANUS project aimed to ensure the
continuity of student workshops at universities using a virtual reality (VR) robotics laboratory …