Iro Voulgari

ORCID: 0000-0002-9593-5364
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Online Learning and Analytics
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Innovative Teaching and Learning Methods
  • Mobile Learning in Education
  • Child Development and Digital Technology
  • Wikis in Education and Collaboration
  • Teaching and Learning Programming
  • Educational Tools and Methods
  • Innovative Education and Learning Practices
  • Online and Blended Learning
  • Education and Learning Interventions
  • Technology-Enhanced Education Studies
  • COVID-19 and Mental Health
  • ICT Impact and Policies
  • Augmented Reality Applications
  • Innovative Human-Technology Interaction
  • Education and Critical Thinking Development
  • Online Learning Methods and Innovations
  • E-Learning and Knowledge Management
  • Digital literacy in education
  • Biomedical and Engineering Education
  • Technology Use by Older Adults
  • Museums and Cultural Heritage

National and Kapodistrian University of Athens
2019-2024

University of Malta
2019-2022

Information Technology Institute
2014

University of Patras
2008-2014

University of Piraeus
2014

Agricultural University of Athens
2007-2008

Institute for Language and Speech Processing
2008

Recent research emphasizes the importance of Artificial Intelligence applications as supporting tools for students in higher education. Simultaneously, an intensive exchange views has started public debate international educational community. However, a more proper use these applications, it is necessary to investigate factors that explain their intention and actual future. With Unified Theory Acceptance Use Technology (UTAUT2) model, this work analyses influencing students’ technology. For...

10.3390/info15060314 article EN cc-by Information 2024-05-28

With the ubiquitous role of Artificial Intelligence (AI) in everyday applications such as smartphones and social media, children need digital literacy skills to navigate world, critically view, reflect on ethical implications design architecture AI systems. To address this increasing for skills, particularly younger students, paper presents rationale LearnML project which aims develop a framework game-based educational material promoting among primary secondary education students. We also...

10.1145/3459990.3465176 article EN Interaction Design and Children 2021-06-24

There is a growing number of informal and non-formal learning activities worldwide related to STEM (Science, Technology, Engineering, Mathematics) curricular subject areas—particularly those involving coding making. To better understand the general aim content such activities, we conducted survey addressing highly experienced instructional designers instructors science in nine European countries (N = 128). The goal this paper investigate relation between gender activity leader experts,...

10.1016/j.ijcci.2020.100184 article EN cc-by-nc-nd International Journal of Child-Computer Interaction 2020-07-15

Recent research emphasises the importance of Artificial Intelligence applications as supporting tools for students in higher education. Simultaneously, an intensive exchange views has started public debate international educational community. However, a more proper use these applications, it is necessary to investigate factors that explain their intention and actual future. With Unified Theory Acceptance Use Technology (UTAUT2) model, this work analyses influencing students'...

10.20944/preprints202404.0750.v1 preprint EN 2024-04-11

There is a growing number of informal and non-formal learning activities worldwide related to STEM (Science, Technology, Engineering, Mathematics) subject areas -- particularly, those coding making. To understand the general aim content such activities, we conducted survey addressing highly experienced instructional designers instructors science in nine European countries (N=128). The goal this paper investigate relation between (1) targeted age-group (2) gender participants these (3)...

10.1145/3335055.3335065 article EN 2019-05-28

Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating effectiveness networks emerging as well cognitive aspects knowledge acquisition such involve. Within this context, present a conceptual framework investigation collaborative problem‐solving processes in apply it number MMOGs through interviews virtual ethnography. Our findings suggest balanced...

10.1080/17439884.2010.494429 article EN Learning Media and Technology 2010-06-01

In this paper, the VEMUS platform is presented, as a novel approach for music tuition that focuses on beginner and intermediate students, typically aged from 9 to 15 years. This characterized by an open, highly interactive networked multilingual framework covers selection of popular wind instruments. The environment integrates innovative, pedagogically-motivated e-learning components augment traditional teaching in three distinct learning settings, namely self-practicing, classroom distance...

10.1109/icalt.2008.223 article EN 2008-01-01

The features and potential of MMOGs to constitute environments for collaborative problem solving activities learning are the main focus this paper. Principles from area CSCL, problem-solving, cognition can be applied design an educational MMOG so as effective interactions collaboration among players fostered. We attempt propose a framework investigation tasks within MMOGs.

10.1109/digitel.2008.20 article EN 2008-01-01

Despite the increasing demand for non-formal science learning activities, few studies report on practitioners' perspectives and experiences with designing implementing such activities worldwide. This paper focuses their challenges by drawing upon twenty-two interviews practitioners involved in diverse various settings seven European countries. By including settings, this study contributes to existing knowledge base, addresses aforementioned gap literature, informs future practices. Our...

10.1080/09500693.2022.2035466 article EN cc-by-nc-nd International Journal of Science Education 2022-02-11

Artificial Intelligence (AI) and Machine Learning (ML) algorithms are increasingly being adopted to create filter online digital content viewed by audiences from diverse demographics. From an early age, children grow into habitual use of services but usually unaware how such operate, or even their presence. Design decisions biases inherent in the ML datasets they trained on shape everyday lives present future generations. It is therefore important disseminate a general understanding AI ML,...

10.3389/feduc.2022.913530 article EN cc-by Frontiers in Education 2022-06-17

In this paper we explore the attitudes of secondary education students towards environmental problems and education. The study took place in Viotia prefecture Greece, a largely heterogeneous area with high degree industrialization consequent problems. Data were collected through survey sample size was 1059 students. main findings involve relation students' perceptions on factors such as their awareness problems, gender, family background, type school, residence. also indicate that more aware...

10.29333/ijese/6442 article EN cc-by Interdisciplinary Journal of Environmental and Science Education 2019-12-30

In this paper we explore the motivations of players for engagement in Massively Multiplayer Online Games (MMOGs). We employ a mixed method research (qualitative and quantitative approach) identify aspects MMOGs that motivate players, such as sociability, achievement, challenges, competition, elements increasing immersion. situate findings within learning context discuss how these further increase effectiveness environment.

10.1109/icalt.2014.75 article EN 2014-07-01

Although the appropriate design of game is crucial for attainment learning objectives in based learning, formal education settings role educators critical. The experience and competences are important success educational intervention. Our study situated this context, examining perceptions, experience, intentions to use digital games student teachers. goal identify propose areas where teachers may be supported during their studies so that they better prepared implement primary secondary...

10.1145/3402942.3409611 article EN 2020-09-15

In this paper we propose and apply a framework for the investigation of potential Massively Multiplayer Online Games (MMOGs) collaborative learning. We focus on group structure processes. The findings suggest interconnection design features players' practices.

10.1109/vs-games.2011.36 article EN 2011-05-01

In this paper, we describe a study focusing on the problem solving processes preschool children display while playing digital game. Through qualitative methodology using observation, gameplay screen-capture, and semi-structured interviews as data collection instruments, in an early childhood education classroom, found that displayed practices approaches, such analysis, selection of information, assessment. aim to contribute research design games for go beyond drill-and-practice acquisition...

10.1145/3402942.3402991 article EN 2020-09-15

In this paper we discuss lessons learnt from research on the educational use of MMOGs with respect to meaningful pedagogical design MOOCs. More specifically, focus four main areas, namely, motivation, grouping, structure, and assessment, which appear present certain challenges for

10.1109/icalt.2014.14 article EN 2014-07-01
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