Christos Troussas

Christos Troussas
University of West Attica | TEIATH · Department of Informatics and Computer Engineering

PhD in Informatics

About

145
Publications
43,482
Reads
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1,530
Citations
Citations since 2016
111 Research Items
1427 Citations
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Education
November 2010 - October 2017
University of Piraeus
Field of study
  • Personalized Software
October 2008 - June 2010
University of Piraeus
Field of study
  • Intelligent Technologies for Human-Computer Interaction
October 2003 - June 2008
University of Piraeus
Field of study
  • Informatics

Publications

Publications (145)
Chapter
Full-text available
This study investigates learners’ viewing behaviors and engagement patterns through educational video analytics. Based on the performance of 42 instructional videos aiming to provide asynchronous help in both online and traditional Engineering laboratories in Higher Education, a comparative analysis has been performed. Data from YouTube channel’s r...
Article
Full-text available
In this systematic review, research works pertaining to the use of augmented reality (AR) in special education are investigated. In recent years, the introduction of Information and Communication Technology (ICT) in education has transformed the teaching and learning process. Augmented reality is an emerging technology, which has been widely used i...
Article
Full-text available
Adaptive systems and Augmented Reality are among the most promising technologies in teaching and learning processes, as they can be an effective tool for training engineering students’ spatial skills. Prior work has investigated the integration of AR technology in engineering education, and more specifically, in spatial ability training. However, t...
Chapter
This paper presents an educational digital game which combines FFNN and learning styles to provide optimal types of learning units to learners so they can advance their knowledge level and improve their and learning outcomes. The digital game has ten stages and its main scope it to teach the players basic computer science concepts. In each stage, t...
Chapter
Augmented Reality has been an important part of engineering education, and more specific in the field of spatial skills training. Based on the literature review, desktop or mobile spatial ability training applications already developed, lack personalization as they do not identify students’ learning styles, and the activities delivered to them are...
Chapter
The rapid development of information and communication technologies (ICT) has revolutionized teaching and learning strategies, leading to digital learning technologies. Digital learning is any type of learning that uses technology, such as Internet, social media, web technologies, multimedia, mobile devices, etc. Since digital learning has dominate...
Chapter
This paper presents a novel way to raise environmental awareness with the utilization of an electronic game, developed with the Unity engine using C#. The game, by analyzing the user, is responsible to aid him by giving him/her personalized guidance. The novelty of this approach is that it uses elements of the Montessorian theory, the phenomenon of...
Chapter
Virtual Reality is a beneficial and appealing supplement to traditional education. VR has been a broad term used to designate a variety of educational systems throughout the years, including desktop-based Virtual Reality, CAVE-based Virtual Reality, stereoscopic glasses-based Virtual Reality and custom-developed Virtual Reality systems. This study...
Chapter
E-learning is the process of acquiring knowledge through electronic devices such as computers and smart devices connected to the internet, facilitating users to learn anytime and anywhere. E-learning through modern virtual classroom platforms combines a variety of technological tools aiming at successful and effective distance learning, enhancing t...
Article
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With the immersion of a plethora of technological tools in the early post-COVID-19 era in university education, instructors around the world have been at the forefront of implementing hybrid learning spaces for knowledge delivery. The purpose of this experimental study is not only to divert the primary use of a YouTube channel into a tool to suppor...
Article
Nowadays, due to the increasing number of cyberattacks, cybersecurity education, training, and awareness are considered crucial for preparing current and future IT professionals. Thus, it is essential for educational institutions to foster well-designed learning strategies in the field of cybersecurity that will not only focus on theory-based learn...
Article
Abstract Technical skills related to basic mathematics in higher education have been a key foundation for further allied courses across primary programs. While the traditional learning strategies appear to be inadequate to enhance the basic mathematics skills of tertiary students, digital mathematical games pose a potential to improve such a set of...
Article
Full-text available
Working in groups is an important collaboration activity in the educational context, where a variety of factors can influence the prediction of the teams’ performance. In the pertinent bibliography, several machine learning models are available for delivering predictions. In this sense, the main goal of the current research is to assess 28 differen...
Chapter
Adaptive learning systems employ educational techniques and use computer algorithms to orchestrate the interaction with the learner. One example of their activities is the error detection and diagnosis. Error diagnosis serves for identifying the learners’ mistakes, their nature and the reason for happening. This module is important since it can hel...
Article
Full-text available
Facing the disruption caused by COVID-19 pandemic, the emergence of imposed and exclusive online learning revealed challenges for researchers worldwide, as of reforming curricula shortly and of collecting data accumulated by monitoring stu-dents’ commitment and academic performance. With this pool of data, this research explores grade prediction in...
Article
Full-text available
Affective computing can be implemented across many fields in order to provide a unique experience by tailoring services and products according to each person’s needs and interests. More specifically, digital learning and robotics in education can benefit from affective computing with a redesign of the curriculum’s contents based on students’ emotio...
Article
The advent of social networking platforms has opened new horizons in the field of digital education. The research effort in this field is still in its infancy and many aspects remain unexplored. For instance, in traditional classrooms, tutors compute students’ final grade based on several external factors, such as their effort, participation, etc....
Article
Full-text available
Since mid-March 2020, due to the COVID-19 pandemic, higher education has been facing a very uncertain situation, despite the hasty implementation of information and communication technologies for distance and online learning. Hybrid learning, i.e., the mixing of distance and face-to-face learning, seems to be the rule in most universities today. In...
Article
Digitalization in education is of great importance, especially in era of COVID-19 pandemic. Augmented Reality can help to this direction, bringing a range of benefits in the field of education. Prior researches reveal that AR enhances the students’ learning outcomes offering significant pedagogical affordance when it is used in the tutoring of diff...
Article
Full-text available
Environmental awareness refers to the understanding of the importance of protecting the natural environment. Digital technologies can play an important role in raising awareness of environmental issues. In view of this compelling need, this paper presents a novel way to promote environmental awareness with the use of smartphones. To achieve this, i...
Preprint
Full-text available
Facing the disruption caused by COVID-19 pandemic, the emergence of imposed and exclusive online learning revealed challenges for researchers worldwide, as of reforming curricula shortly and of collecting data accumulated by monitoring stu-dents' commitment and academic performance. With this pool of data, this research explores grade prediction in...
Article
Full-text available
Mobile learning is a promising form of digital education to access learning content through modern handheld devices. Through mobile learning, students can learn using smartphones, connected to the Internet, without having restrictions posed by time and place. However, such environments should be enriched with sophisticated techniques so that the le...
Article
Full-text available
E-learning has traditionally emphasised educational resources, web access, student participation, and social interaction. Novel virtual spaces, e-lectures, and digital laboratories have been developed with synchronous or asynchronous practices throughout the migration from face-to-face teaching modes to remote teaching during the pandemic restricti...
Article
The integration of Augmented Reality (AR) in welding training is considered to increase the efficiency, security and time gain in operations, reducing consumable and infrastructures costs. Prior research has examined the integration of AR-simulation in applications, like medical operations or aviation, showing the need for greater usability of thes...
Article
Full-text available
The COVID-19 pandemic has challenged many educational institutions around the world in 2020 and 2021 as traditional education has been interrupted to prevent the spread of the virus. This forced the transition from traditional education to fully distance learning environments for all levels of education. The widespread adoption of distance learning...
Article
Full-text available
This paper presents a novel cognitive diagnostic module which is incorporated in e-learning software for the tutoring of the markup language HTML. The system is responsible for detecting the learners’ cognitive bugs and delivering personalized guidance. The novelty of this approach is that it is based on the Repair theory that incorporates addition...
Article
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Digital repositories contain a large amount of content, which is available to heterogeneous groups of people. As such, in many cases people encounter difficulties in finding specific content which is related to their preferences. In view of this compelling need and towards advancing human-computer interaction, this paper presents a recommender syst...
Article
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During the Covid-19 pandemic, various on-line tools have been employed to support both synchronous and asynchronous education in universities. Several efforts have been made towards investigating the influence of various on students’ academic performance in higher education. However, investigating the effectiveness of different learning methods dur...
Chapter
Full-text available
Faced with the disruption generated by the COVID-19 pandemic, the advent of enforced and exclusive online learning presented a challenging opportunity for researchers worldwide, to quickly adapt curricula to this new reality and gather electronic data by tracking students’ satisfaction after attending online modules. Many researchers have looked in...
Chapter
Full-text available
The COVID-19 pandemic provoked many changes in our everyday life. For instance, wearing protective face masks has become a new norm and is an essential measure, having been imposed by countries worldwide. As such, during these times, people must wear masks to enter buildings. In view of this compelling need, the objective of this paper is to create...
Chapter
Full-text available
Augmented Reality (AR) is an emerging technology thriving in recent years. The implementation of AR in education offers great opportunities to enhance educational environments achieving better learning outcomes. As students with learning disabilities struggle with reading comprehension, an AR learning environment provides them support to better und...
Chapter
Full-text available
Instructional materials, internet accessibility, student involvement and communication have always been integral characteristics of e-learning. During the transition from face-to-face to COVID-19 new online learning environments, the lectures and laboratories at universities have taken place either synchronously (using platforms, like MS Teams) or...
Chapter
Full-text available
During the COVID-19 period, education has been required to reform and adapt to a modern, imposed paradigm in which all of its activities must be delivered in a completely digital format. As a result, in light of this pressing need, educational institutions should either repurpose existing facilities, such as learning management systems, or develop...
Chapter
Full-text available
Traditional learning methods frequently fail to provoke students’ interest, stimulate their enjoyment and encourage them to participate in learning activities, resulting in discomfort, distractions, and disengagement, if not quitting. Education’s goal is to improve the quality and effectiveness of teaching and learning methods. This paper aims to p...
Chapter
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The COVID-19 pandemic struck humanity in February 2020. Closures of educational institutions, worldwide, resulted to the creation of emergency remote teaching environments as a substitute to face to face learning. The disruption caused in the academic community has stimulated innovative learning methods within all levels of the educational sector....
Chapter
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This paper presents a novel framework for developing educational hypermedia systems incorporating adaptation techniques and tailored feedback. In particular, the adaptation techniques refers to the content presentation; where the system hides/displays information according to students’ knowledge level and learning goals, and to the navigation desig...
Chapter
Full-text available
Augmented Reality has been integrated in educational settings in the field of engineering. Prior research has examined the learning outcomes and the pedagogical affordances of this technology. However, training undergraduate engineers, from diverse knowledge level, requires customized training approach, tailored to the individual learning pace. In...
Article
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer to...
Chapter
Gamification is a popular method for enhancing learners’ motivation and thereby strengthening learning efficiency. An example of gamification is the leaderboard, namely an approach showing a ranking of students. Although leaderboards are currently implemented in various domains, previous studies reported that they are solely based on one student ch...
Article
Full-text available
Social networking has modernized digital education through the provision of novel functionalities, such as reacting, commenting, motivation or group formation. In the light of the new developments, this paper presents SNAKE (Social Networking for Advancing Knowledge in E-learning environment), which is an e-learning software incorporating social ch...
Chapter
In the educational setting, working in teams is considered an essential collaborative activity where various biases exist that influence the prediction of teams performance. To tackle this issue, machine learning algorithms can be properly explored and utilized. In this context, the main objective of the current paper is to explore the ability of t...
Article
Full-text available
Innovative technology has been an important part of firefighting, as it advances firefighters’ safety and effectiveness. Prior research has examined the implementation of training systems using augmented reality (AR) in other domains, such as welding, aviation, army, and mathematics, offering significant pedagogical affordances. Nevertheless, firef...
Article
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This paper describes an innovative and sophisticated approach for improving learner-computer interaction in the tutoring of Java programming through the delivery of adequate learning material to learners. To achieve this, an instructional theory and intelligent techniques are combined, namely the Component Display Theory along with content-based fi...
Article
Social Media have become a tool for communication among people, the majority of whom belong to the younger generation. Hence, exploiting them in the educational field can promote communication and collaboration among students and instructors. Moreover, expanding them with more pedagogical tools, such as assessments and adaptivity, can improve furth...
Article
Full-text available
This review paper presents a systematic literature review on the use of Augmented Reality (AR) in engineering education, and specifically in student’s spatial ability training, for the last decade. Researchers have explored the benefits of AR, and its application has been of increasing interest in all levels of education. Engineering students tend...
Article
Full-text available
Personalized computer-based tutoring demands learning systems and applications that identify and keep personal characteristics and features for each individual learner. This is achieved by the technology of student modeling. One prevalent technique of student modeling is stereotypes. Furthermore, individuals differ in how they learn. So, the way th...
Article
The prediction of the performance of teams during the collaboration of their members is considered a difficult task for various reasons. However, an accurate prediction would assist educators and learning experts in the extraction of useful knowledge for designing learning interventions for improving teams’ outcomes. The main objective of the curre...
Article
Full-text available
Computer-supported approaches have been widely used for enriching the learning process. The technological advances have led tutoring systems to embody intelligence in their functionalities. However, so far, they fail to adequately incorporate intelligence and adaptivity in their diagnostic and reasoning mechanisms. In view of the above, this paper...
Book
This volume constitutes the proceedings of the 17th International Conference on Intelligent Tutoring Systems, ITS 2021, held in Athens, Greece, in June 2021. Due to COVID-19 pandemic the conference was held virtually. The 22 full papers, 22 short papers and 18 other papers presented in this volume were carefully reviewed and selected from 87 submis...
Conference Paper
Information filtering systems are responsible to eliminate useless or unnecessary information using computer-based techniques before being delivered to users. Recommender systems are active information filtering systems that attempt to present to the user information items in which s/he is interested. In this paper, we present an information filter...
Chapter
Brain-based learning is the understanding of the human brain functions and its application in educational environments for meaningful learning. Brain-Based Learning adapts the learning process based on the function of human brain, providing a learner-centered tutoring environment. To this direction, a personalized brain-based quiz game was develope...
Chapter
The proliferation of Internet has introduced new technological advances into digital education. One of them is the Massive Open Online Courses (MOOCs). MOOCs are online learning environments offering educational programs to large numbers of geographically dispersed students, free of charge. The rapid development of MOOCs leads to investigate their...
Article
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers adequa...
Chapter
Twitter is the most popular microblogging platform, with millions of users exchanging daily a huge volume of text messages, called “tweets”. This has resulted in an enormous source of unstructured data, Big Data. Such a Big Data can be analyzed by companies or organizations with the purpose of extracting customer perspective about their products or...
Article
Full-text available
Mobile personalized learning can be achieved by the identification of students’ learning styles; however, this happens with the completion of large questionnaires. This task has been reported as tedious and time-consuming, causing random selection of the questionnaires’ choices, and thus, erroneous adaptation to students’ needs, endangering knowled...