Petros Lameras

ORCID: 0000-0002-9625-1490
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Innovative Teaching and Learning Methods
  • Online Learning and Analytics
  • Mobile Learning in Education
  • Intelligent Tutoring Systems and Adaptive Learning
  • Online and Blended Learning
  • Teaching and Learning Programming
  • Virtual Reality Applications and Impacts
  • Innovative Human-Technology Interaction
  • Digital Games and Media
  • Innovative Education and Learning Practices
  • Impact of Technology on Adolescents
  • ICT in Developing Communities
  • Digital Storytelling and Education
  • Higher Education and Employability
  • Mobile Health and mHealth Applications
  • Knowledge Management and Sharing
  • Open Education and E-Learning
  • Data Quality and Management
  • Technology-Enhanced Education Studies
  • Literacy, Media, and Education
  • Environmental Education and Sustainability
  • Youth Education and Societal Dynamics
  • Digital literacy in education
  • Explainable Artificial Intelligence (XAI)

Coventry University
2015-2025

Culture Coventry
2023

Universidade Federal de Viçosa
2018

Coventry (United Kingdom)
2014

The Open University
2013

South East European Research Centre
2009-2011

Abstract This paper consolidates evidence and material from a range of specialist disciplinary fields to provide an evidence‐based review synthesis on the design use serious games in higher education. Search terms identified 165 papers reporting conceptual empirical how learning attributes game mechanics may be planned, designed implemented by university teachers interested using games, which are integrated into lesson plans orchestrated as part sequence at any scale. The findings outline...

10.1111/bjet.12467 article EN British Journal of Educational Technology 2016-05-30

This exploratory review attempted to gather evidence from the literature by shedding light on emerging phenomenon of conceptualising impact artificial intelligence in education. The utilised PRISMA framework analysis and synthesis process encompassing search, screening, coding, data strategy 141 items included corpus. Key findings extracted incorporate a taxonomy applications with associated teaching learning practice for helping teachers develop self-reflect skills capabilities envisioned...

10.3390/info13010014 article EN cc-by Information 2021-12-29

This study explores a holistic mapping approach to integrate serious objectives, game mechanics, and technology functionalities, enabling participatory co-design of concepts for purposes. Mini-hackathon sessions facilitated collaborative development ideas, focusing on sensors enhance gameplay interactivity. Using the Learning Mechanics–Game Mechanics (LM-GM) model, design process ensured alignment between goals, dynamics, sensor functionalities. While no games were developed, structured...

10.2139/ssrn.5078739 preprint EN 2025-01-01

Generative Artificial Intelligence (GenAI) holds the transformative potential to reshape education, particularly in domain of content creation. One promising application lies development educational escape rooms (EERs) which are increasingly adopted foster active, experiential learning, critical thinking, and collaboration. Nevertheless, crafting effective EERs tailored specific learning contexts often poses a daunting time-consuming challenge. This paper explores dynamic synergy between...

10.34190/ecgbl.17.1.1870 article EN European Conference on Games Based Learning 2023-09-29

Abstract This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through serious game. Simaula is prototype game designed and used as virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with 20 secondary education teachers revealed four qualitatively different ways experiencing Simaula: (a) uncovering insights about student’s needs,...

10.1186/s40561-021-00152-z article EN cc-by Smart Learning Environments 2021-05-12

The paper presents a conceptual interpretation of amalgamating inquiry-based learning and the flipped classroom model with gamification / game processes as means to strengthen improve way Mathematics teaching content, strategies approaches are enacted in primary, secondary tertiary education. By introducing Personal Learning Environment (PLE) where students teachers can create, (re)use repurpose their own content (e.g. games feedback, assessment, micro-blogs), mathematics modules be...

10.1109/imctl.2015.7359616 article EN 2015-11-01

Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage retain users whilst transferring information. This paper presents an evaluation a game-based approach improve the road safety behaviour amongst children aged 9-15 within UK, made available outside classroom context online, browser-based, free-to-play game. The reports on data 99,683 players over 315,882 discrete logins, supplemented by results from...

10.1145/2556288.2557281 article EN 2014-04-26

Abstract Timely and appropriate feedback indicators of progress can motivate learners. Mobile learning poses a challenge to established instructional strategies with respect delivering monitoring learner progress, particularly in informal incidental occurring outside formal structured environments. We argue that well-designed managed offer guidance sense structure learners the absence curriculum, accreditation or set outcomes. Furthermore, they encourage casual users mobile applications move...

10.5339/qproc.2013.mlearn.13 article EN 2013-01-01

Understanding the relationship between immediate decisions and long-term career prospects is a vital skill in job market which becoming increasingly globalised, competitive dynamic.The application of digital technologies multimedia to career-guidance offers potential go beyond confines classroom provide depth insight into their consequences interactive engaging forms.This paper reports on an approach uses serious game as guidance incorporating game-based elements such character development...

10.1109/vs-games.2013.6624237 article EN 2013-09-01

The challenge of delivering personalized learning experiences is often increased by the size classrooms and online communities. Serious Games (SGs) are increasingly recognized for their potential to improve education. However, issues related development level effectiveness can be seriously affected when brought too rapidly into growing Deeper insights how students playing needed deliver a comprehensive intelligent framework that facilitates better understanding learners' knowledge, effective...

10.17083/ijsg.v2i1.38 article EN cc-by-nc-nd International Journal of Serious Games 2015-02-11

Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback models that map different types and how they may assist students to increase performance enhance their experience. This research paper outlines model as an extension the four-dimensional framework which includes consideration type, content, format, frequency feedback, well agent delivers it. based upon understanding in context designing experiences utilises game-based understand importance...

10.3390/info14020099 article EN cc-by Information 2023-02-06

Rapid development of AI technologies with breakthroughs in algorithmic machine learning and autonomous decision making have generated unprecedented opportunities for technological innovation. There is consensus from policy report that the next years could revolutionise way teaching designed delivered to students leading seamless intelligent services are more tailored student's needs interests. Current impetus on AI-based research education has mainly focused a knowledge-based approach...

10.1109/educon52537.2022.9766718 article EN 2022 IEEE Global Engineering Education Conference (EDUCON) 2022-03-28

The importance of Game-Based Learning (GBL) for student learning is increasingly recognized as beneficial engagement, creativity and motivation. While further research needed to explore the multi-faceted tenets GBL, vocational education teachers may experience difficulties in finding appropriate relevant materials well applying GBL methods their classroom. This paper presents development a platform that VET can use find, create share teaching resources. Erasmus+ project GATE:VET creating...

10.1109/educon46332.2021.9454124 article EN 2022 IEEE Global Engineering Education Conference (EDUCON) 2021-04-21

Cognizant use of technology is essential in offering a pedagogically rich, inclusive, creative and equitable digital learning experience to students. Teachers may need develop skills competencies that would propagate constructive cultural inclusive environment for orchestrating flexible activity-oriented through synchronous asynchronous tools. This study presents competency framework discerned from qualitative on teachers' understandings teaching learning. Thirty-eight (n=38) teachers...

10.1109/educon46332.2021.9454027 article EN 2022 IEEE Global Engineering Education Conference (EDUCON) 2021-04-21

Based on an unprecedented need of stimulating creative capacities towards entrepreneurship to university students and young researchers, this paper introduces analyses a smart learning ecosystem for encouraging teaching thinking as distinct feature be taught learnt in universities. The mashed-up authoring architecture designing lesson-plans games with visual mechanics creativity learning. design process is facilitated by pathways discerned across components. Participatory learning,...

10.1109/imctl.2015.7359617 article EN 2015-11-01

Although the motivating role of feedback and progress indicators is understood in formal learning, their supporting incidental mobile learning less well understood. In this paper we argue that well-designed (FPIs) offer guidance structure may encourage app users to move from fragmented episodes towards a longer term, reflective journey. Drawing relevant literature consider how FPIs can be used EU-funded MASELTOV project which explores suite smartphone apps support recent immigrants Europe...

10.4018/ijmbl.2014100105 article EN International Journal of Mobile and Blended Learning 2014-10-01
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