Ioannis PALIOKAS

PhD, MSc, BSc

Research skills

  • IT
    Delphi (***, Java (**, Javascript (**, C++ (**, Visual Basic (**, GML (*(*, Prolog (*, Assembly (*, SQL (***, PhotoShop (*, PaintShop (***, AutoCAD (***, SketchUp (***, 3DStudio Max (**, Flash MX (*, VRML (***, OpenGL(**, Macromedia Authorware (***, HTML (***, PHP (**, Macromedia DreamWeaver (***, Microsoft Expression Web (***, iClone (***, CrazyTalk(**

Research interests

  • Interests
    ICT in Education Computer Graphics Pedagogical Engineering Virtual Reality Applications Video Game Design, Internet, World Wide Web, Computational Geometry, Image Processing, Scientific Visualization, Computer-Aided Engineering

Research experience

  • Feb 2011–
    Aug 2011
    Research: Specifications of Digital Educational Platform, Development and Operation of Digital Knowledge Base, Digital Formation and Metadata, Educational Material Infrastructure for Best Teaching Practices and Networking
    Greek Technology and Research Institute on Computers and Informatics · Aesthetics Education · Greek Technology and Research Institute on Computers and Informatics
    Patra
    Educational Videogame design, rich educational content, learning objects metadata
  • Jun 2008–
    Aug 2009
    Research: Development of an interactive web application for the exploitation of the Greek flora knowledge base
    Technological Educational Institution of Kavala · Landscape Architecture · Technological Educational Institution of Kavala
    Prof. Konstandinou, M. research group · Drama

Education

  • Nov 2004–
    Feb 2008
    Democritus University of Thrace
    Exploratory Learning Environments Development · PhD
    Greece · Alexandroupolis
  • Jan 2002–
    Sep 2003
    New York Institute of Technology
    Digital Image Processing · Master of Science in Computer Science
    United States · New York
  • Oct 1993–
    Sep 1999
    Democritus University of Thrace
    Electrical & Computer Engineering · Bachelor in Electrical and Computer Engineer
    Greece · Xanthi

Other

  • Languages
    Greek, English
  • Scientific Memberships
    Technical Chamber of Greece
    Hellenic Game Developers Association
    National Organization for ICT in Agriculture, Food and the Environment
    Greek Educational Association
  • Journal Referee
    Computers and Education Journal, Elsevier, 2010.

    Contemporary Issues in Education Journal 2009, 2010, 2011

    The International Journal of Technology, Knowledge and Society, Common Ground Publisher, 2008.

    The International Journal of the Inclusive Museum, Common Ground Publisher, 2008.

  • Other Interests
    Member of Scientific board of 5th International Conference on Information and Communication Technologies in Agriculture, Food and Environment-HAICTA, 2011

    Chairman in International Conference on Signal Processing and Multimedia Applications-SIGMAP, Athens, Greece, 2010.

    Member of the scientific board of the 3rd International Multi-Conference on Engineering & Technological Innovation IMETI, Orlando, Florida, 2010.

    Member of the Organizing Committee of the 2nd International Conference on Computers, Communications & Control, IEEE & Agora University, 2008.

    Member of the Organizing Committee and co-editor of the proceedings of the International Conference in Landscape Architecture and New Technologies-LANT07, Drama, Greece, 25-26 May, 2007, Department of Landscape Architecture, TEI of Kavala

Publications

  • European Education Standards and Vocational Education and Training

    G. Iakovidis, I. Paliokas, Ch. Antoniou

    Evaluation in Education in the Balkan Countries,, Belgrade, Serbia; 01/2011

    The Treaty of Lisbon set the framework for a common education policy and defined the developmental strategy of the European Union, setting the focus on the Technical and Vocational Education (VET) as a means of promoting development and employment by 2020. Furthermore, it spotlighted as development ... [more] The Treaty of Lisbon set the framework for a common education policy and defined the developmental strategy of the European Union, setting the focus on the Technical and Vocational Education (VET) as a means of promoting development and employment by 2020. Furthermore, it spotlighted as development instruments i) the creation of a society of knowledge, ii) the use of innovation for growth, iii) social cohesion, facilitating the mobility of teachers and students alike in order to create a single European educational identity. This paper aims to present and assess the European Educational Standards that pertain to the VET and to expand the scientific discussion on future education policy issues, present initial results, which would be of interest to the Balkan education community.
  • PlayLOGO 3D: A 3D interactive video game for early programming education

    I. Paliokas, Arapidis Ch., Mpimpitsos M.

    International IEEE Conference in Games and Virtual Worlds for Serious Applications-VSGames, Athens, Greece; 01/2011

    Since most edutainment applications are designed to support learning in a more enjoyable way taking advance of multimedia, our approach in this project follow a different route. We propose PlayLogo3D which is a LOGO like environment especially designed to be a videogame. Its educational effectivenes... [more] Since most edutainment applications are designed to support learning in a more enjoyable way taking advance of multimedia, our approach in this project follow a different route. We propose PlayLogo3D which is a LOGO like environment especially designed to be a videogame. Its educational effectiveness is expected to be shown after Elementary school students get involved in formal programming lessons using LOGO or other languages. We concentrate on initial spatial and programming abilities and emphasize that Elementary School students need an introductory level for programming based on their Intuitive knowledge before getting involved with algorithmic concepts. This paper outlines an approach for: A) Use a subset of LOGO language in a 3D environment, B) Design a serious games application for pre-programming education and C) Do all of the above without sticking at the typical educational criteria of ‘right and wrong’.
  • Teaching Practices for Cognitive Load Managment in CAD Education (Προτάσεις Διδακτικών Πρακτικών για τη Διαχείριση του Γνωστικού Φόρτου στη Μάθηση της Σχεδίασης με Βάση τον Υπολογιστή)

    Paliokas, Ι. (2010)

    The 5th Panhellenic Conference: Teaching of Informatics (5ο Πανελλήνιο Συνέδριο: Η Διδακτική της Πληροφορικής (ΕΚΠΑ-ΕΤΠΕ)), pp. 282-292, Athens; 01/2010

    Παρατίθενται μια σειρά από προβληματισμοί σχετικά με το Γνωστικό Φόρτο (Cognitive Load) κατά την μάθηση της σχεδίασης με βάση τον υπολογιστή (Computer Aided Design-CAD) σε προπτυχιακό επίπεδο. Με δεδομένο ότι οι φοιτητές της Τριτοβάθμιας Εκπαίδευσης παρουσιάζουν αρχικά σημαντική ανομοιομορφία ως προ... [more] Παρατίθενται μια σειρά από προβληματισμοί σχετικά με το Γνωστικό Φόρτο (Cognitive Load) κατά την μάθηση της σχεδίασης με βάση τον υπολογιστή (Computer Aided Design-CAD) σε προπτυχιακό επίπεδο. Με δεδομένο ότι οι φοιτητές της Τριτοβάθμιας Εκπαίδευσης παρουσιάζουν αρχικά σημαντική ανομοιομορφία ως προς τις γνώσεις και τις ικανότητες σχεδίασης με CAD, παρουσιάζονται συγκεκριμένες διδακτικές παρεμβάσεις που μπορούν να βοηθήσουν στη διαχείριση του Γνωστικού Φόρτου κατά τη διάρκεια των μαθημάτων και να διατηρήσουν υψηλό το κίνητρο συμμετοχής σε εργαστηριακής φύσεως σχεδιαστικά πονήματα. Σκοπός είναι η γεφύρωση της διαδικασίας σχεδίασης 3Δ μοντέλων και φωτορεαλιστικών σκηνών με τη δημιουργική διάθεση και την ουσία της απόδοσης νέων ιδεών. Οι κοινωνικές αλληλεπιδράσεις και ο έντονα συμμετοχικός χαρακτήρας της εκπαίδευσης σε CAD είναι παράγοντες που οφείλει να διαχειρίζεται ο ακαδημαϊκός δάσκαλος για να οδηγήσει τους φοιτητές στην ανακάλυψη των πιο ενεργητικών στοιχείων της παρουσίας τους στο εργαστήριο.
  • Teaching Cyberethics using 3D Interactive Narratives (Μια πρόταση για τη διδασκαλία της Κυβερνοηθικής με τη χρήση 3Δ Αλληλεπιδραστικών Δραματουργημάτων)

    Paliokas, Ι. (2010).

    2nd Panhellenic Educational Conference of Hmathia: Digital and Web applications in Education, pp. 1744-1757., Veria-Naoussa, Greece; 01/2010

    Η έκρηξη του Διαδικτύου έχει ως συνεπακόλουθο την εμπλοκή των χρηστών σε πολυεπίπεδες δραστηριότητες που εγείρουν με τη σειρά τους θέματα ηθικής συμπεριφοράς. Ο προβληματισμός περί των αρχών της δεοντολογικής συμπεριφοράς που σχετίζονται με τις ΤΠΕ και τα δίκτυα οφείλει να εισάγεται στην εκπαίδευση,... [more] Η έκρηξη του Διαδικτύου έχει ως συνεπακόλουθο την εμπλοκή των χρηστών σε πολυεπίπεδες δραστηριότητες που εγείρουν με τη σειρά τους θέματα ηθικής συμπεριφοράς. Ο προβληματισμός περί των αρχών της δεοντολογικής συμπεριφοράς που σχετίζονται με τις ΤΠΕ και τα δίκτυα οφείλει να εισάγεται στην εκπαίδευση, όπως άλλωστε συμβαίνει σε χώρες τους εξωτερικού όπου η Κυβερνοηθική (Cyberethics) αποτελεί αυτόνομο αντικείμενο διδασκαλίας. Παρατίθενται ορισμένοι προβληματισμοί, αποκαλύπτονται διαστάσεις του θέματος που ίσως μέχρι σήμερα παρέμεναν άγνωστες στο ευρύ εκπαιδευτικό κοινό και τέλος ακολουθεί μια σειρά προτάσεων για την Ελληνική Εκπαίδευση βασισμένων σε ποικίλες διδακτικές παρεμβάσεις και προτεινόμενες πρακτικές.
  • Investigation of the attitudes and believes of vocational training students with respect to virtual reality applications

    I. Paliokas, G. Kekkeris

    Contemporary Issues in Education. 01/2010; 1:138-154.

    In this paper the attitudes, expectations and aspirations of students of Professional Schools (EPAS-OAED, formerly TEE) on the use of Virtual Reality applications are extracted to estimate the degree of familiarity (in matter of interaction) with those applications for future educational use. The re... [more] In this paper the attitudes, expectations and aspirations of students of Professional Schools (EPAS-OAED, formerly TEE) on the use of Virtual Reality applications are extracted to estimate the degree of familiarity (in matter of interaction) with those applications for future educational use. The results were formed using a questionnaire on a small sample of students under laboratory conditions. The analysis of the results highlights some points regarding the benefits that may arise from the use of Virtual Reality applications in educational processes. The responses clearly show the high expectation of using educational software that is technical sound and human-centric. At the same time students show critical thinking about technical and morphological characteristics of Virtual Reality applications.
  • Archaeo Viz: A 3D exploratory learning environment of reconstructed archaeological sites and cultural artefacts

    I. Paliokas, V. Buda, A.R. Iancu

    International Conference on Signal Processing and Multimedia Applications, Athens, Greece; 01/2010

    In this paper, we present an educationally effective software system based on modelling for cultural heritage objects and landscapes of archaeological sites. The low-cost ‘Archaeo Viz’ can be easily applied as an extension to pre-existing museum data management systems. Its main contribution is to s... [more] In this paper, we present an educationally effective software system based on modelling for cultural heritage objects and landscapes of archaeological sites. The low-cost ‘Archaeo Viz’ can be easily applied as an extension to pre-existing museum data management systems. Its main contribution is to strengthen the visualized experience of visitors, support educational activities and enhance the communication between archaeologists, researchers, museum curators and the public. It is a concrete, open and evolving model designed to support case studies based on archaeological complex sites in a game like environment.
  • Reinforcing Metacognition in CAD Education using Videotutorials

    Paliokas, I. (2009)

    Journal of Computer Aided Design and Applications. 06/2009; 6:613-623.

    The teaching of Computer Aided Design (CAD) constitutes a major challenge today. Designers from various academic disciplines (architects, engineers, graphics designers, etc.) who are more or less familiar with CAD technology seek more creative ways of expression. Since these technologies are in the ... [more] The teaching of Computer Aided Design (CAD) constitutes a major challenge today. Designers from various academic disciplines (architects, engineers, graphics designers, etc.) who are more or less familiar with CAD technology seek more creative ways of expression. Since these technologies are in the midst of a rather rapid evolution, tailoring instruction to meet these potential challenges calls for an ongoing modernization as well as a constant adaptation of our teaching methods in order to satisfy the fluctuating needs, not only of the business world, but also of the contemporary teaching practices of adult education. In this paper, an attempt is made to provide an overview of various teaching practices geared toward the creation of a sound learning environment within the CAD laboratory while managing existing concept maps. The goal here is to help reinforce students’ metacognitive abilities since they have been proven paramount in their learning journey. One of the most promising teaching practices illustrated herein is the use of videotutorials as well as the use of video-recordings from student’s screens in the monitoring and improvement of metacognition in individual students.
  • Teaching ICT thought theatrical (drama) activities (in Greek)

    I. Paliokas, Kekkeris, G. (2009)

    Education & New Technologies. 01/2009; 6:49-61.

    Είναι γεγονός ότι δεν είναι σπάνιες οι εσφαλμένες αντιλήψεις των μαθητών για την οργάνωση και λειτουργία των υπολογιστικών συστημάτων και άλλων συσκευών υψηλής τεχνολογίας που χρησιμοποιούνται στην καθημερινή ζωή. Με αφετηρία την έλλειψη νοητικών μοντέλων λειτουργίας γίνεται πρόταση για μια εναλλακτ... [more] Είναι γεγονός ότι δεν είναι σπάνιες οι εσφαλμένες αντιλήψεις των μαθητών για την οργάνωση και λειτουργία των υπολογιστικών συστημάτων και άλλων συσκευών υψηλής τεχνολογίας που χρησιμοποιούνται στην καθημερινή ζωή. Με αφετηρία την έλλειψη νοητικών μοντέλων λειτουργίας γίνεται πρόταση για μια εναλλακτική προσέγγιση που συνδυάζει διαθεματικά τη Θεατρική Αγωγή και τις Νέες Τεχνολογίες. Βαρύτητα δίνεται όχι στην ίδια την Θεατρική Αγωγή του Ολοημέρου Σχολείου, αλλά στην εφαρμογή εκπαιδευτικών δραστηριοτήτων με δραματικά στοιχεία. Στη συνέχεια ακολουθούν ως μελέτες περίπτωσης δύο προτάσεις διδασκαλίας με συγκεκριμένη στοχοθεσία και συζήτηση επί των πρώτων αποτελεσμάτων.
  • A Web-Enabled Interactive Application for the Development of Knowledge Base on Greek Flora

    M. Konstandinou, I. Paliokas, V. Iakovoglou, S. Sarikou, G. Xhatziphilippidis, Eleftheriadis, N. (2009)

    Botanica Serbika. 01/2009; 33:131-136.

    This paper describes a web services application based on a Flora database. A relational database model is used to deliver information access services mainly to students, as well as educators and researchers of Landscape Architecture. The contents of the database are related to the vascular species o... [more] This paper describes a web services application based on a Flora database. A relational database model is used to deliver information access services mainly to students, as well as educators and researchers of Landscape Architecture. The contents of the database are related to the vascular species of the Flora of Greece which could be used as ornamentals. Authorized users of the web services can also contribute to the content enrichment of the database. The aim of the project is the contribution to the evaluation of Greek flora and taking advantage of available knowledge base in education of Landscape Architecture. The embedded communication tools like forums can be used for delivering didactic activities based on the project method. The database structure, the way of use and the effectiveness of its use are briefly explained.
  • Can Teachers design Educational Comics? (in Greek)

    I. Paliokas, (2009)

    Kinitro Journal. 01/2009;

    Με τις νέες τεχνολογίες να εισβάλουν στο χώρο της εκπαίδευσης διανύουμε περίοδο προσαρμογής των εκπαιδευτικών μεθόδων και μέσων διδασκαλίας. Ένα από τα εναλλακτικά εκφραστικά μέσα με δυνατότητα διδακτικής χρήσης είναι η χρήση των εικονογραφημένων ιστοριών (κόμικς). Η εργασία αυτή διερευνά την ικανότ... [more] Με τις νέες τεχνολογίες να εισβάλουν στο χώρο της εκπαίδευσης διανύουμε περίοδο προσαρμογής των εκπαιδευτικών μεθόδων και μέσων διδασκαλίας. Ένα από τα εναλλακτικά εκφραστικά μέσα με δυνατότητα διδακτικής χρήσης είναι η χρήση των εικονογραφημένων ιστοριών (κόμικς). Η εργασία αυτή διερευνά την ικανότητα των μελλοντικών εκπαιδευτικών της Πρωτοβάθμιας Εκπαίδευσης να σχεδιάζουν κόμικς ως εργαλεία διδασκαλίας, έκφρασης ιδεών και παρότρυνσης για αναζήτηση της γνώσης. Αξιολογώντας ολοκληρωμένες προτάσεις μιας ομάδας φοιτητών του Παιδαγωγικού Τμήματος αποκαλύπτεται η αφηγηματική δύναμη ενός εκφραστικού μέσου που ενώνει γενεές εκπαιδευτικών και των μαθητών. Τα αποτελέσματα της βιβλιογραφικής έρευνας δείχνουν την παιδαγωγική χρησιμότητα των κόμικς, ενώ η ποιοτική αξιολόγηση των προτάσεων που κατατέθηκαν ως εργαστηριακές εργασίες αποκαλύπτουν τις σχεδιαστικές και εκφραστικές ικανότητες των μελλοντικών εκπαιδευτικών στο σχεδιασμό εκπαιδευτικών κόμικς.
  • Mapping the Spaces of Virtual Learning Environments

    I. Paliokas

    Conference on Virtual Learning: Virtual Learning-Virtual Reality, Iasi, Romania; 01/2009

    Virtual Learning Environments (VLEs) are an expression of the post-modern school. In this paper we discover how the functional requirements of the VLEs affect and are being affected by the educational, ethnographic and social spaces. It is supported that educational effectiveness of VLE is not propo... [more] Virtual Learning Environments (VLEs) are an expression of the post-modern school. In this paper we discover how the functional requirements of the VLEs affect and are being affected by the educational, ethnographic and social spaces. It is supported that educational effectiveness of VLE is not proportional only to the quality of learning material, but also to the general educational context of the VLE regarding social characteristics that should be in line with the normal school life. In order to eliminate certain negative issues related to empty and boring VLEs we study the mapping of educational, mental and social spaces into modern virtual environment’s philosophy of use.
  • Edugames: Videogames or Learning Environments? (in Greek)

    I. Paliokas

    5th Panhellenic Conference of ICT in Education: Informatics in Education, Alexandroupolis, Greece; 01/2009

    Apart from the advantages and the evident interest of students of all ages for videogames, the school use remains very weak. The real nature of educational videogames (Edugames) is under investigation among with other desirable characteristics and factors that determine the student’s motives of atte... [more] Apart from the advantages and the evident interest of students of all ages for videogames, the school use remains very weak. The real nature of educational videogames (Edugames) is under investigation among with other desirable characteristics and factors that determine the student’s motives of attendance. It is supported that the educational effectiveness is not proportional to the type of the game and that the technical and social characteristics should be in line with followed pedagogy in order to eliminate certain negative issues related to the gameplay philosophy.
  • Computer+Art=Love

    Paliokas I., Damianidou, Β. (2008)

    International Conference Digital Heritage in the new knowledge environment: shared spaces & open paths to cultural content, Athens; 10/2008

    The communicative nature of Art is adapted to each society based on the renewal of used media and methods. Today the Plastic Arts have adopted the Information and Communications Technologies (ICT) and a global environment of remarkable extraversion has been created. This environment is reinforced by... [more] The communicative nature of Art is adapted to each society based on the renewal of used media and methods. Today the Plastic Arts have adopted the Information and Communications Technologies (ICT) and a global environment of remarkable extraversion has been created. This environment is reinforced by computer networks, digital collections and virtual art communities over the Internet. Today, ICT constitute a creative environment, a platform for Art-education and a field of wide social attendance in new cognitive and recreational topics. Reversely, the visual nature of multimedia applications is also recognized. Thus, we are led to the acceptance of the term ‘aesthetic computing’ (Fishwick, 2008). The way we interact with the figurative content of software applications is adapted to the characteristics of new media while it follows the theoretical speculations of modern art communities. We lead to the conclusion that the relation of computer with Art is not forcing, nor parasitic. It is a relation of living together with reciprocal utility.
  • The Use of Simulators in Technical Education: a case study

    Paliokas, I. (2008)

    Learning Technology (publ. of the IEEE Computer Society). 07/2008; 10:13-19.

    For the complete understanding of concepts of Operating Systems courses, students need practical experience with related algorithms. In order to avoid the high learning effort of writing concurrent programs for experimentation, the development of ready to use programs simulating the algorithms of th... [more] For the complete understanding of concepts of Operating Systems courses, students need practical experience with related algorithms. In order to avoid the high learning effort of writing concurrent programs for experimentation, the development of ready to use programs simulating the algorithms of the kernel is an effective alternative. In this paper, a learning tool has been successfully developed to demonstrate CPU scheduling algorithms and principles through graphical representation of the processes and the CPU workflow. By this approach students can conceptualize the life-cycle of processes and at the same time make modifications of OS algorithms, factors and variables with limited complexity.
  • Implementation of Virtual Museums for School Use

    I. Paliokas, Kekkeris, G. (2008)

    The International Journal of the Inclusive Museum. 01/2008; 1:11-20.

    Lately, Virtual Reality has offered new presentation methods for exhibitions in museums and galleries. Although the school use of virtual museums can offer a lot to Art educators, the inadmissible cost for creating such an application and the time consuming management of the content, prevent this te... [more] Lately, Virtual Reality has offered new presentation methods for exhibitions in museums and galleries. Although the school use of virtual museums can offer a lot to Art educators, the inadmissible cost for creating such an application and the time consuming management of the content, prevent this technology from everyday school life. Our approach aims to offer to Art educators of Primary and Middle school a software platform to create and publish their own virtual museums on the Internet. Before presenting our approach, a review of the international presence of sample of virtual museums in the Internet is considered necessary. Also an attempt to categorize them according to their potential, structure, and contents has to be made. The architectural design, collections creation and content management of our Virtual Reality Learning Environments (VRLE) prototype will be briefly presented.
  • E-Learning CAAD with Virtual Reality and Landscape Architecture Rendering Functionality

    I. Paliokas, A. Lambadas, F. Tseggelidis, D. Papadopoulou, Styliadis, A.D. (2008)

    Journal of Geodesy and Cadastre. 01/2008; 8:75-89.

    Possible applications of Virtual Reality (VR) in Digital Architecture (DA) and Landscape Architecture (LA) projects include collaborative design, Computer-Aided Design (CAD) cognition, as well as haptic rendering with e-learning functionality. Following the current trends in digital architecture, th... [more] Possible applications of Virtual Reality (VR) in Digital Architecture (DA) and Landscape Architecture (LA) projects include collaborative design, Computer-Aided Design (CAD) cognition, as well as haptic rendering with e-learning functionality. Following the current trends in digital architecture, this paper aims to present VR technology as a medium for communication among members of CAD design teams, and as a tool which successfully be used for presentation purposes in landscape architecture projects. Also, the e-learning functionality embedded in digital architecture projects is demonstrated using haptic rendering functions. The proposed methodology is based on widely available off-the-shelf software tools which can be used by creative teams to support visual studio projects in architecture. Finally, a case study related to a small urban area in Thessaloniki, Greece is used to demonstrate the functionality of the proposed method.
  • Study of Users’ behaviour in Virtual Reality Environments

    I. Paliokas, Kekkeris G., Georgiadou, Κ. (2008)

    The International Journal of Technology, Knowledge and Society. 01/2008; 4:121-132.

    Virtual Reality (VR) technology offers new options for the study, assessment and rehabilitation of cognitive/functional processes. The capacity of VR to create dynamic three-dimensional environment in which users’ behavioral responses can be recorded, offers assessment and rehabilitation options tha... [more] Virtual Reality (VR) technology offers new options for the study, assessment and rehabilitation of cognitive/functional processes. The capacity of VR to create dynamic three-dimensional environment in which users’ behavioral responses can be recorded, offers assessment and rehabilitation options that are not available using traditional methods. Bearing in mind that the activities of students in school laboratories determine learning goals and methods, the aim of the study is the basic actions which comprise user behavior within the virtual environment. Within the scenario, students are assessed for using the interface in achieving user objectives during visits in selected virtual environments while behavior of student's Avatars are collected in video files. Video analysis of high priority characteristics leads to useful conclusions with regard to student's virtual world behavior and gender differences as well.
  • Improvement of Student’s Energetic and Environmental Consistence using Educational Videogames (in Greek)

    I. Paliokas

    4th Conference of PEEKPE, Nauplio, Greece; 01/2008

    Educational video games (Edugames) are used in alternative teaching methods with remarkable results. Edugames is one of most appropriate ways to teach students of the current generation (referred to as Net.Generation or Game.Generation) in their own language. This project presents a videogame protot... [more] Educational video games (Edugames) are used in alternative teaching methods with remarkable results. Edugames is one of most appropriate ways to teach students of the current generation (referred to as Net.Generation or Game.Generation) in their own language. This project presents a videogame prototype for Environmental Education. This project transforms the 10 rules of Greenpeace for home energy saving to a videogame. Students have to apply those rules during gameplay in order to make homes eco-friendly. It is a interdisciplinary approach which aims to strengthen the environmental awareness of young students.
  • Medical Presentations in Virtual Environments

    I. Paliokas, G. Kekkeris, C. Simopoulos, Karayiannakis, A. (2007)

    Medical Education 2007-Current Trends & Challenges, Alexandroupolis, Greece; 12/2007

    The advantage of information technology in “traditional” curriculum areas has created a motive for the introduction of Virtual Reality into the curriculum of Medical Education. We focus on adaptive instruction and learning models, in order to accommodate learners’ individual needs and offer medical-... [more] The advantage of information technology in “traditional” curriculum areas has created a motive for the introduction of Virtual Reality into the curriculum of Medical Education. We focus on adaptive instruction and learning models, in order to accommodate learners’ individual needs and offer medical-educators an instructional authoring tool. The learning tool is based on a database containing medical slides, video, etc. The software produces an interface easy in use for educators and learners and has a lot of features to make interactive presentations. These can be searching and retrieving via keywords, zooming of slides, an outliner to help the organization of the presentation and the data entry of a usual database. The output of the system consists of multimedia interactive autonomous presentations. The educational activities are also supported by virtual environments, questionnaires and why not educational games.
  • Audit tools characteristics of urban outdoor areas related to active living: Detecting possibilities for ICT use

    S. Hadjileontiadou, I. Paliokas, Kekkeris, G. (2007)

    Landscape Architecture and New Technologies, Drama, Greece; 05/2007

    Research hypotheses associate active living with the built environment. According to this, the relationships between characteristics of outdoor environments, like parks and trails/paths and their impact on physical activity are examined. In this paper the stages of the development procedure for audi... [more] Research hypotheses associate active living with the built environment. According to this, the relationships between characteristics of outdoor environments, like parks and trails/paths and their impact on physical activity are examined. In this paper the stages of the development procedure for audit tools, concerning the above characteristics, is presented and examples for existing tools are discussed. Secondly, the use of ICTs is discussed, for approaching in a more interdisciplinary way the urban community environments’ enhancement.

Following (18)

28
Publications
51
Followers