Γεώργιος Λαμπρόπουλος

ORCID: 0000-0002-5719-2125
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Educational Games and Gamification
  • Technology-Enhanced Education Studies
  • Online Learning and Analytics
  • Digital Transformation in Industry
  • Impact of Technology on Adolescents
  • Advanced SAR Imaging Techniques
  • Mobile Learning in Education
  • IPv6, Mobility, Handover, Networks, Security
  • IoT and Edge/Fog Computing
  • Synthetic Aperture Radar (SAR) Applications and Techniques
  • Educational Innovations and Technology
  • Digital literacy in education
  • Blockchain Technology Applications and Security
  • COVID-19 and Mental Health
  • Network Traffic and Congestion Control
  • Wireless Communication Networks Research
  • Big Data and Business Intelligence
  • E-Learning and Knowledge Management
  • Wireless Networks and Protocols
  • Manufacturing Process and Optimization
  • Advanced Wireless Network Optimization
  • Knowledge Management and Sharing
  • Teaching and Learning Programming

University of Macedonia
2024-2025

University of Crete
2024-2025

University of Nicosia
2024-2025

Crete University Press
2025

Østfold University College
2024-2025

International Hellenic University
2019-2024

Hellenic Open University
2022-2023

Universidad Católica de Oriente
2023

National Technical University of Athens
2021

Alexander Technological Educational Institute of Thessaloniki
2018-2019

Nowadays, students are significantly influenced by the digital era and constantly handling information. As a result, they form their personalities in light of flexible communities, pursue to be directly connected, require prompt responses social interaction prefer learning based on experiences. Undoubtedly, modern not fully keen attracted conventional education methods thus seeking for more interesting, fun, motivating engaging The increasing popularity games has led being broadly utilized...

10.31695/ijasre.2018.33016 article EN International Journal of Advances in Scientific Research and Engineering 2018-01-01

This study scrutinizes the existing literature regarding use of augmented reality and gamification in education to establish its theoretical basis. A systematic review following Preferred Reporting Items for Systematic Reviews Meta-Analyses (PRISMA) statement was conducted. To provide complete valid information, all types related studies educational stages subjects throughout years were investigated. In total, 670 articles from 5 databases (Scopus, Web Science, Google Scholar, IEEE, ERIC)...

10.3390/app12136809 article EN cc-by Applied Sciences 2022-07-05

Abstract Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective this study to analyze effects gamified experience through virtual and face-to-face escape rooms as well determine generated levels fun, absorption, creative thinking, mastery, activation, absence negative student grades. A descriptive correlational experimental design has been used. In total, 105 Spanish university students participated. data was collected...

10.7821/naer.2022.7.1025 article EN cc-by Journal of New Approaches in Educational Research 2022-07-01

This study aims to examine the influence of gamification in students’ learning outcomes and academic performance. A longitudinal was conducted compare performance online (2020–2021), traditional (2021–2022), gamified (2022–2023). The lasted 3 years a total 1001 higher education students were involved. Three research questions set be explored viewpoints experiences also examined through questionnaire 20 questions. follows quantitative approach. data refers performance, success rate,...

10.3390/educsci14040367 article EN cc-by Education Sciences 2024-04-01

In contrast to other learning technologies, social robots are and affective entities that defined by their physical presence, anthropomorphic characteristics, advanced social, emotional, cognitive skills. Social intelligent tutoring systems can improve students’ learning, affective, outcomes when used as tutors or peer learners offering personalized learning. As the field of use in education is rapidly advancing, this study aims provide a review regarding integration through analysis...

10.3390/info16010029 article EN cc-by Information 2025-01-07

This study aims to examine the combination of educational data mining and learning analytics with virtual reality, augmented mixed metaverse, its role in education, impact on teaching learning. Therefore, a systematic literature review, bibliometric scientific mapping analysis, content analysis are carried out based 70 relevant documents identified from six databases, namely, ACM, ERIC, IEEE, ScienceDirect, Scopus, Web Science (WoS) following PRISMA framework. The were separated into three...

10.3390/app15020971 article EN cc-by Applied Sciences 2025-01-20

The combination of artificial intelligence with extended reality technologies can significantly impact the educational domain. This study aims to present an overview regarding augmented and virtual their integration in education through analysis existing literature. Hence, this examines 201 documents from Scopus Web Science (WoS). focuses on examining basic characteristics document collection, highlighting most prevalent themes, areas, topics, exploring thematic evolution topic, revealing...

10.3390/mti9020011 article EN cc-by Multimodal Technologies and Interaction 2025-01-28

The research into artificial intelligence (AI), the metaverse, and extended reality (XR) technologies, such as augmented (AR), virtual (VR), mixed (MR), has been expanding over recent years. This study aims to provide an overview regarding combination of AI with XR technologies metaverse through examination 880 articles using different approaches. field experienced a 91.29% increase in its annual growth rate, although it is still infancy, outcomes this highlight potential these be...

10.3390/fi17020058 article EN cc-by Future Internet 2025-02-02

The performance of current Internet applications is based mainly on the capabilities underlying network technologies. Modern access systems usually can satisfy delay, loss, or bandwidth requirements; however, design inconsistencies lead to service degradation as terminals move across different systems. In this article, focal point satisfaction requirements during mobility and more specifically, how emerging IEEE 802.21 standard enables seamless, inter-technology handover. Based prior work a...

10.1109/mcom.2008.4427232 article EN IEEE Communications Magazine 2008-01-01

Abstract Due to successive technological advancements, developments and innovations, the global industrial landscape has drastically transformed over last years. The fourth revolution (Industry 4.0) aims at transforming traditional industries into intelligent ones by incorporating innovative technologies. Industry 4.0 enables physical assets be integrated intertwined digital processes thus creating smart factories manufacturing environments. Internet of Things (IoT) is a rapidly growing...

10.2478/ijek-2019-0001 article EN cc-by-nc-nd International Journal of Entrepreneurial Knowledge 2019-06-01

Due to successive technological advancements, developments and innovations, the global industrial landscape has drastically transformed over last years. The fourth revolution (Industry 4.0) aims at transforming traditional industries into intelligent ones by incorporating innovative technologies. Industry 4.0 enables physical assets be integrated intertwined digital processes thus creating smart factories manufacturing environments. Internet of Things (IoT) is a rapidly growing technology...

10.37335/ijek.v7i1.84 article EN cc-by-nc-nd International Journal of Entrepreneurial Knowledge 2019-06-30

Abstract Due to its immersive and interactive nature, 360-degree video is becoming ever more popular. However, little known about the public’s viewpoints attitudes regarding use of this emerging technology in educational contexts. This study reviews research evidence for 360° video, virtual learning environments social media presents related studies. Moreover, methodology, tools analysis process used comparatively analyze data are presented results that arose showcased. The education...

10.1186/s40561-021-00165-8 article EN cc-by Smart Learning Environments 2021-09-26

This study aims to understand the public’s perspectives, sentiments, attitudes, and discourses regarding adoption, integration, use of augmented reality virtual in education general by analyzing social media data. Due its nature, Twitter was selected platform. Over 17 million tweets were retrieved from January 2010 December 2020 four datasets created. Two them referred these technologies two their educational use. The data analyzed using text mining, sentiment analysis (e.g., polarity...

10.3390/educsci12110798 article EN cc-by Education Sciences 2022-11-10

The aim of this study is to design and validate an instrument that allows the evaluation educational experiences formative assessment in metaverse from a holistic perspective. Hence, research based on development scale has been used. Three hundred sixty-two Spanish secondary school students participated study, selected through purposive sampling. created subjected analysis content validity, validity by expert judgment, construct reliability. For data analysis, SPSS AMOS programs have An...

10.1016/j.heliyon.2022.e11364 article EN cc-by-nc-nd Heliyon 2022-11-01

This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The presents development process an educational mobile application, describes experiment that was conducted involved 117 higher education students, analyzes results a 49-item paper-based questionnaire. In total, 8 research questions were explored. revealed several benefits can be yielded when integrating such applications teaching learning activities actively...

10.3390/educsci13060618 article EN cc-by Education Sciences 2023-06-16

Pink hydrogen is the name given to technological variant of generation from nuclear energy. This technology aims address environmental challenges associated with conventional production, positioning itself as a more sustainable and eco-efficient alternative, while offering viable alternative power source electricity generation. The present research analyzes landscape pink research, an innovative strand renewable energy research. methodology included comprehensive search scientific databases,...

10.3390/en17102291 article EN cc-by Energies 2024-05-10

Abstract Currently, augmented reality (AR) is one of the emerging technologies which being widely used in education sector. In engineering drawing, AR has been implemented to enhance learners’ spatial ability but not their conceptual knowledge yet. Therefore, this study aims evaluate effect on drawing students’ learning performance. study, we developed an AR-based application EDINAR learn concepts for undergraduate students. The included 392 first-year students from institution. control...

10.1186/s40561-023-00289-z article EN cc-by Smart Learning Environments 2024-01-03

The integration of artificial intelligence (AI) into project management (PM) transforms how projects are planned, executed, and monitored. main objective this study is to provide a comprehensive bibliometric analysis exploring trends, thematic areas, future directions in AI applications by examining publications from the last decade. This research uncovers dominant themes such as machine learning, decision making, information management, resource optimization. findings highlight growing use...

10.3390/electronics14040800 article EN Electronics 2025-02-19

Computational thinking and problem-solving skills have become vital for students to develop. Digital games serious are increasingly being used in educational settings present great potential aid students’ learning. This study aims explore the role impact of digital on computational programming primary, secondary, K-12 education through a systematic review existing literature. Four research questions were set be examined. Following PRISMA framework, 78 studies deriving from IEEE, Scopus, Web...

10.3390/technologies13030113 article EN cc-by Technologies 2025-03-11
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