Part I: DIGITAL TECHNOLOGIES AND PEDAGOGY1
The feasibility and interest of monitoring the cognitive and affective states of groups of co-learners in real time as they learn
Julien Mercier
University of Montreal, Canada
2
Exploring the potential of computer-based concept mapping under self- and collaborative-mode within emerging learning environments
Sofia Hadjileontiadou1, Sofia B. Dias2, José Diniz2, and Leontios J. Hadjileontiadis3,4
1Hellenic Open University, Athens, Greece,
2Universidade de Lisboa, Portugal,
3Aristotle University of Thessaloniki, Greece,
4Khalifa University of Science and Technology, UAE.
3
Creativity and ICT: theoretical approaches and perspectives in school education
Kleopatra Nikolopoulou
National and Kapodistrian University of Athens, Greece
4
Exploring teachers' perceptions of Technological Pedagogical and Content Knowledge: Implications of a pilot study in Greece
Demetra Demetriou, Athanassios Jimoyiannis
University of Peloponnese, Greece
5
An ensemble-based semi-supervised approach for predicting students' performance
I.E. Livieris1, K. Drakopoulou2, T. Mikropoulos3, V. Tampakas1, and P. Pintelas2
1 Technological Educational Institute of Western Greece, Greece
2 University of Patras, Greece
3 University of Ioannina, Greece
6
Addressing creativity in the collaborative design of digital books for Environmental and Math Education
Maria Daskolia, Chronis Kynigos, Angeliki Kolovou
National and Kapodistrian University of Athens, Athens, Greece
7
How do transformational principals perceive ICT as a means for promoting 21st century skills? A descriptive case study
Spiridoula Laschou, Vasilis Kollias & Ilias Karasavvidis
University of Thessaly, Greece
Part II: Educational Games
8
The Educational Impacts of Minecraft on Elementary School Students
Thierry Karsenti & Julien Bugmann
University of Montreal, Canada
9
Mobile games in computer science education: State of the art and proposal of a mobile game design that incorporates physical activity
Ioannis Siakavaras, Marina Papastergiou, Nikos Comoutos
University of Thessaly, Greece
10
Exemplifying online game design and exploitation for interdisciplinary teaching in Primary School through the WeAreEurope game for EU citizenship education
Tharrenos Bratitsis
University of Western Macedonia, Greece
11
Evaluation of an augmented reality game for environmental education: "Save Elli, Save the environment"
Koutromanos George1, Tzortzoglou Filippo2, Sofos Alivisos2
1 National and Kapodistrian University of Athens, Greece
2 University of the Aegean, Greece
Part III: Science and Mathematics
12
Hostage of the Software: Experiences Teaching Inferential Statistics to Undergraduate Human-Computer Interaction students and a Survey of the Literature
Frode E. Sandnes1,2, Evelyn Eika
1 Faculty of Technology, Art and Design, Oslo and Akershus University College of Applied Sciences, Norway
About the Author: Anastasios Mikropoulos is a Professor in the Department of Primary Education at the University of Ioannina in Ioannina, Greece. His primary research interests include learning technologies, virtual reality in education, educational neuroscience, and digital educational games. He is the Director of the Educational Approaches to Virtual Reality Technologies Laboratory (EARTH Lab) at the University of Ioannina, which conducts basic and applied research in the scientific field of ICT in education, virtual reality in education, and the scientific and educational domains of educational software.