- Online Learning and Analytics
- Educational Games and Gamification
- Intelligent Tutoring Systems and Adaptive Learning
- Digital Games and Media
- Innovative Teaching and Learning Methods
- Cardiovascular Function and Risk Factors
- Diabetes Management and Research
- Visual and Cognitive Learning Processes
- Mobile Learning in Education
- Cognitive and developmental aspects of mathematical skills
- Teaching and Learning Programming
- Diabetes Treatment and Management
University of Patras
2016-2023
Learner motivation to self-improve is a crucial effectiveness factor in all modes and settings of learning. Game-based learning was long used for attracting maintaining students’ interest especially small ages, deploying means such as scoring, timing, scores peers (i.e., hall fame), etc. These techniques can provide recognition high-scoring players, while also developing sense safe “distance” the impersonal electronic environment low-scoring players. In addition, constructive feedback on...
Abstract The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the investigates game’s aesthetics mechanics support players’ intrinsic Both claims are tested through design, implementation pilot use Multiplication Game (MG). MG learning activity that supports pupils achieving multiplication competence provides teacher dashboard to assess watch own pupils’ performance. game enriched with gamification elements...
The integration of games in formal or informal learning scenarios has been an active field research at a theoretical, as well practical level, the last decades with numerous pilot and commercial applications. Today's kids are no longer referred to "digital kids" but rather "mobile thus stressing tremendous popularity mobile devices these ages. This paper presents adaptive casual game that can be used by pupils 1st, 2nd 3rd grade for practicing their skills multiplication table. incorporates...
Educational games and digital game-based learning (DGBL) provide pupils interactive, engaging, intelligent, motivating environments. According to research, can support students’ enhance their motivation learn. Given the central role teachers play in process, perceptions of DGBL a significant usage effectiveness learning. This paper presents main findings an online research on primary school teachers’ attitudes toward DGBL. Furthermore, investigates opinions about functionalities provided by...
Achieving multiplication table fluency is a major concern during all primary school years and for many pupils it considered challenge. `Rote memory' approaches that have been deployed in the traditional curriculum contributed to prevailing assumption of Mathematics unpleasant uninviting. This paper presents game-based approach assess gradually improve skills by combining an adaptive mechanism identifying resolving pupil weaknesses, while exposing parts learner model user through easily...
The COVID-19 pandemic among other radical changes it imposed onto our typical way of living, working, and interacting, established online education in both synchronous asynchronous forms. This many cases has given alternative forms like digital games, more practical potential. Teachers during this period have proposed games as a part the teaching learning procedure often. that managed to prove their value effective will probably gain place classroom teachers' role is significant towards...
Despite the significant positive characteristics game-based learning offers to pupil and assessment, preserving pupils’ interest keeping them engaged in an educational game is still a challenge. To this end, study implementation of motivation mechanisms games are considered crucial. Typical examples motivators electronic include points (coins), avatar icons, visualization achievement levels, NPCs (non-player characters) giving helpful information users, children-friendly graphics sound...
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