- Mobile Learning in Education
- Experimental Learning in Engineering
- E-Learning and Knowledge Management
- Innovative Teaching and Learning Methods
- Open Education and E-Learning
- Science Education and Pedagogy
- Creativity in Education and Neuroscience
- Museums and Cultural Heritage
- Innovative Teaching Methods
- Digital literacy in education
- Augmented Reality Applications
- Educational Games and Gamification
- Biomedical and Engineering Education
- Neutrino Physics Research
- Online Learning and Analytics
- Astrophysics and Cosmic Phenomena
- Digital Storytelling and Education
- Animal and Plant Science Education
- Robotics and Automated Systems
- Education Systems and Policy
- Sustainability in Higher Education
- Innovative Approaches in Technology and Social Development
- Geography Education and Pedagogy
- Education and Critical Thinking Development
- Educational Innovations and Technology
Ellinogermaniki Agogi
2015-2024
University of Bayreuth
2023
Växjö Kommun
2006
National and Kapodistrian University of Athens
1998-2002
The Go-Lab federation of online labs opens up virtual laboratories (simulation), remote (real equipment accessible at distance) and data sets from physical laboratory experiments (together called “online labs”) for large-scale use in education. In this way, enables inquiry-based learning that promotes acquisition deep conceptual domain knowledge inquiry skills, with the further intent interesting students careers science. For students, offers opportunity to perform scientific pedagogically...
Many current curricula, in going beyond traditional goals, increasingly foster creativity science classrooms, declaring a core skill of the 21st century. For enhancing subject Arts is considered to offer potential way from STEM (Science, Technology, Engineering, Mathematics) STEAM (STEM with Arts)). The Horizont-2020 project Creations prepared more than 100 creativity-enhancing modules based on 5E instructional model. subjects were mathematics, biology, physics, chemistry or technology, and...
Abstract Background This study presents the development of three research tools scientific creativity. Our aim is to evaluate student creativity while students write digital stories. Three models are linked create a new model, called Creative, Cognitive, Qualitative Model for Creativity (CCQ tool). tool examines how can be standardized, first by researchers’ views and then teachers students’ creative products. The based on two existing tools; Scientific Structure (SCSM) TTCT Figural...
This paper responds to recent calls explore the nuances of interaction between sciences, arts and their inherent creativity better understand potential within teaching learning. Building on previous arguments that science-arts-creativity relationship is dialogic relational, this research focuses question: How are dialogue material/embodied activity manifested creative pedagogy? We begin with a fusion Bakhtinian-inspired New-Materialist understandings drawing out importance embodiment in...
Background: Creativity is often viewed as a fundamental educational capability. Science can play role in nurturing creativity. Research suggests that creative pedagogy, including interdisciplinary teaching , engage students with science. Previous studies into teachers' attitudes to science and creativity have been largely situated within national contexts.Purpose: This study explores educators' perspectives on the relationship between across contexts drawn from Europe beyond.Sample Methods:...
Abstract Large-scale implementations of effective inquiry-based learning are rare. A European-wide initiative gave teachers access to innovative e-learning tools (ranging from virtual labs, games and simulations augmented reality applications) for lesson planning classroom implementation. We examined 668 such across 453 schools within the period one school year. Teachers could use a platform with digital resources were encouraged adopt five different phases learning: orientation,...
In terms of mounting a computer on the body, computer's weight, size, shape, placement and method attachment can elicit number effects. Inappropriate design may mean that wearer is unable to perform specific tasks or achieve goals. Excessive stress body result in perceptions discomfort, which turn affect task performance, but ultimately raises issues health safety. This paper proposes methodology for assessing affects wearing physiological energy expenditure, biomechanical effects due...
For scholars and policy-makers alike, deeper learning has been a promising paradigm for fostering students' interest in mastery of science, technology, engineering, mathematics (STEM). Deeper is assumed to result more thorough understanding subject that endures the test time. To reach this level, fascination with matter thought be critical motivational element. The focus our study was measure two core consequences learning: extent knowledge integration level (in case, science technology)....
This paper presents a novel implementation of an extended technology acceptance model to gain insight into user perceptions, attitudes and beliefs toward mobile augmented reality system for science education.Results were collected during the initial testing prototype system, with specific intent diagnose misspecifications requirements, receive appropriate feedback integrate it within design lifecycle product.The research used in this study monitored several affective, motivational cognitive...
Considering the need for functional physical activity (PA) measures in PA settings, this study sought to determine technical adequacy of Physical Activity Questionnaire Older Children (PAQ-C) and Fitbit Flex-2, two instruments with promising features wide use, using Actigraph GT3X+ accelerometer as criterion reference. A total 218 Greek children (94 boys, 124 girls; mean age = 10.99 ± 1.52 years) volunteered join in. Participants wore trackers seven days completed PAQ-C. Moreover, a...
The Mobile Technologies For Ad-hoc Learning (MoTFAL) project is a joint initiative of pedagogical, cognitive science and technological experts, educators, psychologists to research the possibilities using mobile platforms - phones PDA devices with Internet access for educational purposes at school level. designs, develops, tests evaluates handheld learning environment based on emerging technology that facilitates in situ maximize impact information provided when motivation learner highest....
Powerful methods for scaling-up and transferring pilot implementations evolving the public’s conceptions of learning schooling are essential to take full advantage opportunities ICTs pose. This work describes what may be its key contribution evolution schools innovation improvement: a new approach stimulating, incubating, accelerating innovation, which is strongly driven by users’ needs. The aim this a) capture we know so far about process encouraging become more innovative b) describe...