- Mobile Learning in Education
- Education Systems and Policy
- Educational Games and Gamification
- Teaching and Learning Programming
- Global Educational Policies and Reforms
- Child Development and Digital Technology
- Interactive and Immersive Displays
- Innovative Human-Technology Interaction
- E-Learning and Knowledge Management
- ICT Impact and Policies
- Higher Education Learning Practices
- Environmental Education and Sustainability
- Biomedical and Engineering Education
- Global Education and Multiculturalism
- Science Education and Pedagogy
- Diverse Educational Innovations Studies
- Child Therapy and Development
- Disability Education and Employment
- Educational Environments and Student Outcomes
- Energy Harvesting in Wireless Networks
- Problem and Project Based Learning
- Education and Digital Technologies
- Ethics in medical practice
- Innovative Teaching and Learning Methods
- Innovative Education and Learning Practices
Ellinogermaniki Agogi
2010-2025
University of London
2000
Affordable, reliable, sustainable and modern energy consumption is a crucial goal of the Agenda 2030. To raise each citizen’s awareness for more effective consumptions, proper education necessary. The classroom project GAIA (Green Awareness in Action) was designed to change patterns pursue green behaviour. class-wise aim improve schools’ CO2-balance promote environmentally behaviour without impacting school life quality. Our target group were sixth graders (N = 132, M 11.03, SD ± 0.23, 53.4%...
Research in STEAM education continues to develop, and yet the literature this area is often theoretically ‘light’. Given importance of theory provide explanatory power, aim paper offer a theoretical classification system be used as tool for researchers practitioners area. Derived from searches on within open science/schooling, secondary/tertiary intersection global challenges, 26 frameworks were identified academic sources refined based their coherence strong heritage. A relational ontology...
With the United Nations (UN) Sustainable Development Goals and national commitments requiring effective implementation of evidence-based innovations, we are witnessing a growing number related interventions in educational environments based on digitalization gamification. In particular, serious games playful activities being used to empower children's awareness reflection issues climate change sustainability. this work, discuss such approaches through lens our own experience with an...
The use of maker community tools and IoT technologies inside classrooms is spreading in an increasing number education science fields. GAIA a European research project focused on achieving behavior change for sustainability energy awareness schools. In this work, we report how large deployment educational buildings real-world data from infrastructure, are utilized to support "maker" lab kit activity the classroom, together with serious game. We also provide some insights integration these...
C2Learn (www.c2learn.eu) is an ongoing European research project aimed at fostering co-creativity in learning. Playfulness and particular digital gaming constitute the project's chosen means for learner involvement. Game design defines elements of learners' playful experiences produces specifications development corresponding games other activities. End-user school communities are engaged iterative dialogic cycles leading to various decisions their implementation. The paper particularly...
The Rural Wings project tested the use of DVB-RCS-based satellite broadband integrated with local wireless networks, for delivery innovative e-learning services to remote rural communities in Europe. A number scenarios were developed and implemented more than 100 pilot sites 12 countries across Europe beyond, corresponding a wide range learning approaches diverse circumstances various settings. In light experiences data gathered during trials sites, several aspects appropriateness impact...