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Christopoulos, Athanasios; Pellas, Nikolaos; Kurczaba, Justyna; Macredie, Robert – British Journal of Educational Technology, 2022
A significant body of the literature has documented the potential of Augmented Reality (AR) in education, but little is known about the effects of AR-supported instruction in tertiary-level Medical Education (ME). This quasi-experimental study compares a traditional instructional approach with supplementary online lecture materials using digital…
Descriptors: Medical Education, Simulated Environment, Teaching Methods, Instructional Effectiveness
Christopoulos, Athanasios; Pellas, Nikolaos; Laakso, Mikko-Jussi – Education Sciences, 2020
While virtual reality has attracted educators' interest by providing new opportunities to the learning process and assessment in different science, technology, engineering and mathematics (STEM) subjects, the results from previous studies indicate that there is still much work to be done when large data collection and analysis is considered. At…
Descriptors: Learning Analytics, STEM Education, Computer Simulation, Instructional Design
Mystakidis, Stylianos; Christopoulos, Athanasios; Pellas, Nikolaos – Education and Information Technologies, 2022
While there is an increasing interest in Augmented Reality (AR) technologies in Primary and Secondary (K-12) Education, its application in Higher Education (HE) is still an emerging trend. This study reports findings from a systematic mapping review, based on a total of forty-five (n = 45) articles published in international peer-reviewed journals…
Descriptors: Computer Simulation, Higher Education, STEM Education, Educational Research
Christopoulos, Athanasios; Pellas, Nikolaos; Bin Qushem, Umar; Laakso, Mikko-Jussi – British Journal of Educational Technology, 2023
The promise of using immersive technologies in learning has increasingly been attracting researchers' and practitioners' attention. However, relevant empirical works are usually conducted in fully controlled Virtual Reality (VR) laboratories, as opposed to conventional settings. This quasi-experimental study compares the effectiveness of video…
Descriptors: Video Technology, Computer Simulation, Technology Uses in Education, Supplementary Education
Pellas, Nikolaos; Kazanidis, Ioannis; Palaigeorgiou, George – Education and Information Technologies, 2020
Various studies have widely utilized mixed reality (MR) in primary and secondary (K-12) education. Nevertheless, there has been relatively no explicit focus on a substantial amount of studies that are reviewed systematically in order to present and suggest the educational benefits of MR technology for the development of learning environments. The…
Descriptors: Literature Reviews, Educational Environment, Computer Simulation, Blended Learning
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Pellas, Nikolaos; Dengel, Andreas; Christopoulos, Athanasios – IEEE Transactions on Learning Technologies, 2020
Although virtual reality (VR) simulation training has gained prominence, review studies to inform instructors and educators on the use of this technology in science, technology, engineering, and mathematics (STEM) are still scarce. This article presents various VR-supported instructional design practices in K-12 (primary and secondary) and higher…
Descriptors: STEM Education, Computer Simulation, Computer Uses in Education, Elementary Secondary Education
Pellas, Nikolaos; Vosinakis, Spyridon – Education and Information Technologies, 2018
Computer games are quickly gaining momentum by enabling new approaches to teaching and learning experience for programming courses in K-12 curriculum. However, it remains unclear if the game interface and elements created by using three-dimensional (3D) virtual worlds combined with visual programming languages or a visual programming environment…
Descriptors: Computer Games, Educational Technology, Technology Uses in Education, Problem Based Learning
Pellas, Nikolaos – Education and Information Technologies, 2016
The contemporary era provides several challenges which extend from the reconstitution of an innovative knowledge domain and curricula to candidate learning platforms that support online course delivery methods. Educators and scholars on these demands have recently started to rethink alternative ways for the assimilation of the experiential…
Descriptors: Online Courses, Electronic Learning, Experiential Learning, Computer Simulation
Pellas, Nikolaos; Kazanidis, Ioannis; Konstantinou, Nikolaos; Georgiou, Georgia – Education and Information Technologies, 2017
The present literature review builds on the results of 50 research articles published from 2000 until 2016. All these studies have successfully accomplished various learning tasks in the domain of Science, Technology, Engineering, and Mathematics (STEM) education using three-dimensional (3-D) multi-user virtual worlds for Primary, Secondary and…
Descriptors: STEM Education, Computer Simulation, Elementary Secondary Education, Higher Education
Pellas, Nikolaos – International Journal of Learning and Change, 2014
Nowadays, the dissemination and exploitation of three-dimensional (3D) multi-user virtual worlds in higher education have been disclosed from their widespread acceptance as candidate learning platforms. However, it is still lacking a theoretical cybernetic macro-script to elaborate the coordination of multiple complex interactions among…
Descriptors: Cybernetics, Organizational Development, Scripts, Computer Assisted Instruction
Pellas, Nikolaos – Interactive Learning Environments, 2017
The combination of Open Sim and Scratch4OS can be a worthwhile innovation for introductory programming courses, using a Community of Inquiry (CoI) model as a theoretical instructional design framework. This empirical study had a threefold purpose to present: (a) an instructional design framework for the beneficial formalization of a virtual…
Descriptors: Educational Indicators, Communities of Practice, Computer Simulation, High School Students
Pellas, Nikolaos; Kazanidis, Ioannis – Education and Information Technologies, 2015
Nowadays three-dimensional (3D) multi-user virtual worlds (VWs) are the most well-known candidate platforms in Higher education. Despite the growing number of notable studies that have presented VWs as valuable platforms for the e-Education, there is still a paucity of a comparative study in order to be determined the degree of the students'…
Descriptors: Blended Learning, Online Courses, Higher Education, Comparative Education
Pellas, Nikolaos; Peroutseas, Efstratios – Journal of Educational Computing Research, 2016
While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…
Descriptors: High School Students, Educational Games, Computer Simulation, Simulated Environment