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Nikolaos Pellas
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2020 – today
- 2024
- [j32]Amaryllis-Chryssi Malegiannaki, Evangelia Garefalaki, Nikolaos Pellas, Mary H. Kosmidis:
Virtual Reality Assessment of Attention Deficits in Traumatic Brain Injury: Effectiveness and Ecological Validity. Multimodal Technol. Interact. 8(1): 3 (2024) - 2023
- [j31]Athanasios Christopoulos, Nikolaos Pellas, Umar Bin Qushem, Mikko-Jussi Laakso:
Comparing the effectiveness of video and stereoscopic 360° virtual reality-supported instruction in high school biology courses. Br. J. Educ. Technol. 54(4): 987-1005 (2023) - [j30]Nikolaos Pellas:
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education. J. Comput. Assist. Learn. 39(5): 1576-1590 (2023) - [j29]Nikolaos Pellas:
The influence of sociodemographic factors on students' attitudes toward AI-generated video content creation. Smart Learn. Environ. 10(1): 57 (2023) - 2022
- [j28]Athanasios Christopoulos, Nikolaos Pellas, Justyna Kurczaba, Robert D. Macredie:
The effects of augmented reality-supported instruction in tertiary-level medical education. Br. J. Educ. Technol. 53(2): 307-325 (2022) - [j27]Stylianos Mystakidis, Athanasios Christopoulos, Nikolaos Pellas:
A systematic mapping review of augmented reality applications to support STEM learning in higher education. Educ. Inf. Technol. 27(2): 1883-1927 (2022) - 2021
- [j26]Athanasios Christopoulos, Stylianos Mystakidis, Nikolaos Pellas, Mikko-Jussi Laakso:
ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Comput. 10(8): 92 (2021) - [j25]Ioannis Kazanidis, Nikolaos Pellas, Athanasios Christopoulos:
A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies. Multimodal Technol. Interact. 5(3): 9 (2021) - [j24]Nikolaos Pellas, Stylianos Mystakidis, Athanasios Christopoulos:
A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education. Multimodal Technol. Interact. 5(6): 28 (2021) - [j23]Nikolaos Pellas, Stylianos Mystakidis, Ioannis Kazanidis:
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature. Virtual Real. 25(3): 835-861 (2021) - 2020
- [j22]Nikolaos Pellas, Ioannis Kazanidis, George Palaigeorgiou:
A systematic literature review of mixed reality environments in K-12 education. Educ. Inf. Technol. 25(4): 2481-2520 (2020) - [j21]Nikolaos Pellas, Stylianos Mystakidis:
A Systematic Review of Research about Game-based Learning in Virtual Worlds. J. Univers. Comput. Sci. 26(8): 1017-1042 (2020) - [j20]Nikolaos Pellas, Andreas Dengel, Athanasios Christopoulos:
A Scoping Review of Immersive Virtual Reality in STEM Education. IEEE Trans. Learn. Technol. 13(4): 748-761 (2020) - [c5]Athanasios Christopoulos, Nikolaos Pellas:
Theoretical Foundations of Virtual and Augmented Reality-Supported Learning Analytics. IISA 2020: 1-4
2010 – 2019
- 2019
- [j19]Ioannis Kazanidis, Nikolaos Pellas, Panagiotis Fotaris, Avgoustos A. Tsinakos:
Can the flipped classroom model improve students' academic performance and training satisfaction in Higher Education instructional media design courses? Br. J. Educ. Technol. 50(4): 2014-2027 (2019) - [j18]Ioannis Kazanidis, Nikolaos Pellas:
Developing and Assessing Augmented Reality Applications for Mathematics with Trainee Instructional Media Designers: An Exploratory Study on User Experience. J. Univers. Comput. Sci. 25(5): 489-514 (2019) - [j17]Nikolaos Pellas, Panagiotis Fotaris, Ioannis Kazanidis, David Wells:
Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning. Virtual Real. 23(4): 329-346 (2019) - 2018
- [j16]Nikolaos Pellas:
Is the flipped classroom model for all? Correspondence analysis from trainee instructional media designers. Educ. Inf. Technol. 23(2): 757-775 (2018) - [j15]Nikolaos Pellas, Spyridon Vosinakis:
The effect of simulation games on learning computer programming: A comparative study on high school students' learning performance by assessing computational problem-solving strategies. Educ. Inf. Technol. 23(6): 2423-2452 (2018) - [j14]Ioannis Kazanidis, Nikolaos Pellas, Panagiotis Fotaris, Avgoustos A. Tsinakos:
Facebook and Moodle Integration into Instructional Media Design Courses: A Comparative Analysis of Students' Learning Experiences using the Community of Inquiry (CoI) Model. Int. J. Hum. Comput. Interact. 34(10): 932-942 (2018) - 2017
- [j13]Nikolaos Pellas, Anna Boumpa:
Blending the CoI model with Jigsaw technique for pre-service foreign language teachers' continuing professional development using Open Sim and Sloodle. Educ. Inf. Technol. 22(3): 939-964 (2017) - [j12]Nikolaos Pellas, Ioannis Kazanidis, Nikolaos Konstantinou, Georgia Georgiou:
Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review. Educ. Inf. Technol. 22(5): 2235-2279 (2017) - [j11]Nikolaos Pellas:
An exploration of interrelationships among presence indicators of a community of inquiry in a 3D game-like environment for high school programming courses. Interact. Learn. Environ. 25(3): 343-360 (2017) - [j10]Nikolaos Pellas, Efstratios Peroutseas:
Leveraging Scratch4SL and Second Life to motivate high school students' participation in introductory programming courses: findings from a case study. New Rev. Hypermedia Multim. 23(1): 51-79 (2017) - [c4]Nikolaos Pellas, Spyridon Vosinakis:
How can a simulation game support the development of computational problem-solving strategies? EDUCON 2017: 1129-1136 - [c3]Nikolaos Pellas, Spyridon Vosinakis:
Learning to Think and Practice Computationally via a 3D Simulation Game. IMCL 2017: 550-562 - 2016
- [j9]Nikolaos Pellas:
Bolstering the quality and integrity of online collaborative university- level courses via an open Sim standalone server in conjunction with sloodle. Educ. Inf. Technol. 21(5): 1007-1032 (2016) - 2015
- [j8]Nikolaos Pellas, Ioannis Kazanidis:
On the value of Second Life for students' engagement in blended and online courses: A comparative study from the Higher Education in Greece. Educ. Inf. Technol. 20(3): 445-466 (2015) - 2014
- [j7]Nikolaos Pellas:
The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life. Comput. Hum. Behav. 35: 157-170 (2014) - [j6]Nikolaos Pellas, Ioannis Kazanidis:
Online and hybrid university-level courses with the utilization of Second Life: Investigating the factors that predict student choice in Second Life supported online and hybrid university-level courses. Comput. Hum. Behav. 40: 31-43 (2014) - [j5]Nikolaos Pellas:
What Makes Students to Participate in Online Collaborative Settings Through Second Life?: Students' Views and Perspectives Based on Adult Participation Theories. Int. J. Digit. Lit. Digit. Competence 5(1): 21-44 (2014) - [j4]Nikolaos Pellas:
Exploring Interrelationships among High School Students' Engagement Factors in Introductory Programming Courses via a 3D Multi-user Serious Game Created in Open Sim. J. Univers. Comput. Sci. 20(12): 1608-1628 (2014) - [j3]Nikolaos Pellas, Ioannis Kazanidis:
Engaging students in blended and online collaborative courses at university level through Second Life: comparative perspectives and instructional affordances. New Rev. Hypermedia Multim. 20(2): 123-144 (2014) - [j2]Nikolaos Pellas, Ioannis Kazanidis:
The impact of computer self-efficacy, situational interest and academic self-concept in virtual communities of inquiry during the distance learning procedures through Second Life. World Wide Web 17(4): 695-722 (2014) - [c2]Nikolaos Pellas, Nikolaos Konstantinou, Georgia Georgiou, Christos Malliarakis, Ioannis Kazanidis:
Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement. ICALT 2014: 699-700 - 2013
- [j1]Nikolaos Pellas:
Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science: Preliminary Findings from a Case Study in Higher Education. Int. J. Virtual Communities Soc. Netw. 5(4): 1-23 (2013) - [c1]Nikolaos Pellas, Efstratios Peroutseas, Ioannis Kazanidis:
Virtual communities of inquiry (VCoI) for learning basic algorithmic structures with open simulator and Scratch4OS: a case study from the secondary education in Greece. BCI 2013: 187-194
Coauthor Index
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