
Foteini - Fotini Paraskeva- PhD Educational Psychology (Learning and Technology)
- Professor at University of Piraeus
Foteini - Fotini Paraskeva
- PhD Educational Psychology (Learning and Technology)
- Professor at University of Piraeus
About
85
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Publications
Publications (85)
This research investigates the design, implementation, and evaluation of an e-learning course, based on the Project-Based Learning (PBL) method for teaching English to 6th-grade primary school pupils. The primary objectives of the study are to enhance student participation, promote peer collaboration, and foster intercultural understanding through...
It is an educational augmented board escape game, that was designed and developed by students for students to learn how to protect their privacy/ personal data on Web!
Game Description:
The game (https://learning-paths.wixsite.com/escwebgame) is based on the educational scenario of a project-based learning workshop, in which high school students w...
In the contemporary business environment, novice engineers are required to possess a broad range of competencies extending beyond traditional academic knowledge. Soft skills, including collaboration, communication, critical thinking, and creativity (collectively referred to as the 4Cs), are particularly crucial. Conventional pedagogical approaches...
Information and Communication Technologies (ICT) have led to the evolution of the Web (from 1.0 to 4.0 with trends towards 5.0), offering more and better services to users worldwide. New opportunities to optimize learning now exist thanks to the application of these technologies in the field of education. The concept of smart learning has become in...
Electronic Portfolios (ePortfolios) have become a popular pedagogical approach on the tertiary educational landscape worldwide. The ePortfolio development is based on the fact that the reflective practice of its creation allows students to document and track their learning, develop a coherent picture of their learning experience, and improve their...
STEAM methodology has been proven effective in combining different learning topics in inter-disciplinary teaching approaches, to achieve better learning results. It appeals to the contemporary world’s demands by preparing tomorrow citizens in terms of job efficacy and 21st century skills. Especially, students with high engineering expertise need to...
Agile methodologies derived from software development are today successfully applied in educational contexts as they provide a robust description of process workflows in team-based learning. It appears that the Agile Scrum model enhances team effectiveness, particularly focusing on teamwork and team interaction, which indicate effective collaborati...
In Smart Learning Environments (SLEs), Smart Pedagogy (SmP) provides teachers and students with methods, strategies, and techniques to integrate and effectively leverage cutting-edge technology in the teaching and learning process for optimal learning. International research disposes several studies, which highlight the motivational dimension of th...
In parallel to web evolution from 1.0 to 4.0 with trends to 5.0, e-learning has evolved to Smart Learning (SmL). E-courses are pedagogically designed and implemented using Web technologies to provide Smart Learning Affordances (SLAs). By following Research-based Design methodology, this study investigates the effectiveness of Web technologies integ...
Nowadays, the education of students and especially teenagers for the safe use of the Internet is an essential issue. Especially after the Covid19 pandemic, students were exposed to mobile devices, social networks, and digital identity from an early age without being aware of the risks and consequences. Therefore, it was considered appropriate to de...
To promote UNESCO’s Sustainable Development Global Goals (SDGs) in Higher Education and document a set of good practices emerging from the construction of Arduino Internet of Things (IoT) projects, particularly as contributions to climate action (SDG 13), authors followed the three-stage design-based methodology. Thus, a conceptual framework was de...
This quasi-experimental mixed-learning study aimed to measure the impact of inquiry-based learning in line with the ARCS motivational model on the development of students’ motivation for the History lesson and the effectiveness of e-learning in general. We adopted a quasi-experimental method with a conceptual framework for blended learning based on...
Teachers in secondary education are involved in many instructional design activities without formal training in learning and/or e-learning, particularly on motivational theories. Motivational theories provide a basis of instructional strategies and allow reliable prediction of their effectiveness in various web-based platforms. ARCS, motivational t...
This paper outlines the process of integrating an ePortfolio as a tool of academic development for students in tertiary education. The construction of the ePortfolio was based on the Self-Regulated Learning strategies which lead students’ performance towards constructing the artifacts for their ePortfolios in order to better present reflect and imp...
Purpose
Undergraduate students often find it difficult to organize their learning activities and manage their learning. Also, teachers need dynamic pedagogical frameworks and learning technologies for supporting learners to advance their academic performance. The purpose of this paper is to investigate the effect of an ePortfolio intervention on se...
Purpose
As business is becoming more global, virtual teams are getting increasingly prevalent. The purpose of this paper is to examine virtual team effectiveness by taking a deeper look at the Virtual World Teams (VWTs) of Massively Multiplayer Online Games (MMOGs).
Design/methodology/approach
The paper investigates the effects of leaders’ emotion...
In the context of a sustainable development the mitigation of the energy consumption could be achieved by the incorporation of Information and Communication Technology (ICT) as well as the exploitation of smart computing in every day sectors, formulating a smart society constituted by energy conscious citizens. According to this assumption a smart...
More and more university programs try to establish an understanding of research methodology with relevant courses at undergraduate schools. Engineer students should have adequate academic training and experience to gain knowledge on such research content, should be able to thrive in research, to source valid and credible information by sorting out...
It is particularly important to understand the role of motivation in digital learning environments so that designers taking advantage of design principles can encourage trainee’s engagement and, by extension, the learning process and further contribute to reducing the drop-out rates. This study aims to add evidence to the context of e-learning moti...
Over the years, an explosive growth in the use of virtual teams in organizations has been noticed. However, the individual and team factors that result in the team effectiveness of a virtual team still remain unclear. The purpose of the paper is to try to comprehend how virtual teams work better, by shedding light on the Virtual World Teams of Mass...
Gamification constitutes a new methodology in instructional design that gains more and more attention in education field. Many systems utilize gamification techniques for the purposes of different fields, such as marketing, education and computer science (Werbach & Hunter, 2012). Gamification increases the levels of engagement of users (Lamprinou,...
This paper focuses on an educational scenario for introducing elementary school students to programming concepts as they emerge from the SCRATCH tool. It is an introductory approach to a more general design of a blended learning environment, which was structured to explore the learning factors of motivation, collaboration and computational thinking...
Mobile technologies are integrated parts of our lives, and their use in educational settings could provide new, exciting opportunities for teaching and learning. The integration of the iPad in education, in particular, is thought to bring a paradigm shift and transform the twenty-first century classroom. However, as it is relatively new and experie...
As the increasing interaction of people, countries and cultures unfolds today’s teachers must raise standards and manage dealing issues based on cultural differences. The discourse concerning cultural interactivity should be major in Teacher Professional Development (TPD). It is widely accepted that Virtual Learning Environments (VLE) and especiall...
The purpose of this study was to design a blended learning environment, specifically a flipped classroom in order to provide capabilities for motivation to primary school students, to familiarize them with programming principles and encourage them to get involved with the STEAM (Science, Technology, Engineering, Arts, Mathematics) fields. The blend...
Research has shown computer programming as a means of enhancing computational thinking. While a number of pedagogical frameworks have been developed for teaching programming the difficult and demanding nature of algorithms and programming concepts requires motivational preconditions that would drive young students to engagement. In particular, sinc...
STEAM methodology proposes a holistic view of educational topics and provides the tools and structures so as to combine them in everyday school practice. Science, Technology, Engineering, Arts and Mathematics are the five silos, through which each topic is explored. Arts, as the new extension, is considered to be the key in bringing technological t...
The opportunities for improved educational practice provided by technology have been explored in numerous researches and reviews. However, in order to design and implement Technology-Enhanced Learning Environments (TELEs) in class, teachers need to feel confident about their ability to teach using these tools. It is therefore essential to progress...
Seven (7) Good Practices for Moodle Customization based on ARCS motivational model and Collaborative Learning Strategies
Students’ motivation is an important factor in ensuring the success of an e-learning course. Thus, in order to ensure that learners remain motivated throught the learning process motivational design has been used during the development process of the e-course. The use of gamification that is a new technique of instructional design in the elearning...
Research has shown problem-based learning (PBL) to be an effective learning method in many ways. Although PBL learning has been studied extensively and a number of papers have discussed the merits of implementing PBL in educational environments, greater emphasis should be given on how it can be adapted to teach language effectively in secondary edu...
Studies are needed to investigate the features of e-learning environments in Higher education (HE) and highlight important issues, such as good practices, instructional design and techniques employed so that meaningful learning experiences can emerge. To this end, the design of an intuitive learning platform that integrates online and F2F learning...
Success in teaching requires teachers’ strong social and emotional competences to effectively manage and develop students’ emotional development in every day practice. Having identified the important role of these competencies in schools, virtual learning environments (VLEs) and specifically environments like Second Life (SL) could be selected in o...
The profile of the 21st-century teacher should reflect the philosophy of lifelong and adaptive learners who never stop enriching their knowledge, upgrading their skills and re-calibrating their career paths. To achieve such goals, many academic institutions implement teacher professional development (TPD) programs to support the professional develo...
A self-regulated oriented ePortfolio as a dynamic social networking tool, orchestrated along the processes of Self-Regulated Learning (SRL) with career management skills was designed. The aim of this study is to examine how time management can be positively influenced through the implementation of the ePortfolio. We conducted a quasi-experimental r...
Gamification is a new technique in instructional design that gains more and more attention in the elearning field. The implementation of gamification systems varies on different fields, such as sales, web design, marketing, education etc. There are many examples of applied gamification, such as international companies that use game elements in thei...
Teachers’ training programs should focus on practical experiences and reflective practices through technology enhanced learning environments in order to foster their collaboration and communication skills. The aim of this research is the design and implementation of a collaboration PBLJii script (Problem-based learning & Jigsaw II Script), which is...
Undergraduate students find it difficult to understand the necessity of transforming key competencies into meaningful knowledge with regard to self, academia and career development. Higher Education should deliver learner-centered experiences like ePortfolios so as to support students into taking responsibility for their own learning processes duri...
The rise of mobile broadband devices and services has significantly changed the role of mobile devices in people's daily lives by enabling the provision of innovative applications and services anywhere, anytime. Despite the fact that new ideas and innovation mainly occur within Higher Education Institutions (HEIs), the adoption of mobile and ubiqui...
Higher Education Institutions should provide well-designed learning experiences to foster 21st skills (creativity, collaboration, problem solving, critical thinking and flexibility). Creativity is recognized as both a transversal skill for lifelong learning and a driver for innovation. It is suggested that Web 2.0 technologies can support learners...
The systematic design of personalised e-learning courses so as to
place emphasis on preferred ways of studying and to motivate learners to
manage their own learning process poses a major challenge. To meet this
challenge, the design and implementation of the ‘SR-INSPIREus-Learning
Framework’ applying aspects of self-regulated learning (SRL) theory...
In order to succeed in today’s life and work environments, people require more than thinking skills and content knowledge. Initiative and self-direction skills are needed, including the ability to manage goals and time, to work independently, and be self-directed learners. On the other hand, e-learning has brought changes in every field of formal a...
Goal setting is an important process of self-regulation, affecting motivation, self-efficacy beliefs and learning. There is a need to examine the way individuals can engage in effective goal setting, enhance self-regulated learning and promote academic and professional development. To deliver such a solution, a self-regulated oriented ePortfolio (M...
This case study was conducted to explore the metacognitive awareness of reading comprehension strategies of students while they used a dedicated e-Reader (Amazon Kindle) for reading an e-text. Fifteen high school students were assigned to complete a reading task which included reading two chapters of an e-book in a foreign language using a dedicate...
Educational games, simulations and 3D virtual worlds are effective training and motivational tools for simulating real world experiences. Towards this, the integration of game elements, mechanics, and frameworks into Teachers' Professional Development (TPD) training programs is important in order to support hard (knowledge domain) and soft skills (...
In order to succeed in today's life and work environments, people require more than thinking skills and content knowledge. Initiative and self-direction skills are needed, including the ability to manage goals and time, to work independently, and be self-directed learners. On the other hand, e-learning has brought changes in every field of formal a...
Toulmin's argumentation ontology is revisited and seen in a new light with a view to developing Higher Education students' argumentation skills in a Multi-User Virtual Environment (MUVE), Second Life. The methodology applied takes Toulmin's focus on the micro-structure of the argument (the intra-relationship of argument components) as its starting...
The rise of mobile broadband devices and services has significantly changed the role of mobile devices in people's daily lives by enabling the provision of innovative applications and services anywhere, anytime. Despite the fact that new ideas and innovation mainly occur within Higher Education Institutions (HEIs), the adoption of mobile and ubiqui...
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are self-or...
Research spanning two decades shows that there is a continuing development of 3D virtual worlds and investment in such environments for educational purposes. Research stresses the need for these environments to be well-designed and for suitable pedagogies to be implemented in the teaching practice in order for these worlds to be fully effective. To...
This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement - behavioral, affective and cognitive - is fostered by such tools in order to enhance collaborative learning.For the study we used a purpose-created 3D virtual envir...
This paper presents the results of a recently conducted research that explores Massively Multiplayer Online Games (MMOG) form a psychosocial perspective. More specifically, this paper includes the empirical findings of the research which used quantitative analysis techniques to investigate the relationship between physiological factors in MMOGs, su...
This paper outlines the process of integrating an e-portfolio tool in tertiary education for students’ personal and professional development. During 2009 spring semester, we implemented an e-portfolio tool for students of a computer science university department.We explored the potential of e-portfolio to support self-regulated learning. The evalua...
The widespread use of new technologies and, more specifically, of computers has created a new global financial and social setting. In today's society of knowledge and information, the ‘digitally literate citizen’ is not just a necessity but a social demand. Information and Communication Technologies (ICT) are essential in enterprises and organizati...
The “Next Generation”, “Net Generation”, “digital natives”, “millennials” or the “Google generation”, are some of the names used to describe the new generation entering to the workforce, growing up in a networked world and having a different set of needs and expectations as to learning and training. Thus, there is a need to find new e-learning envi...
Over the years, digital games have become complex, often social environments, sometimes involving large distributed communities. This new generation of games, such as the MMOGs (Massive Multiplayer Online Games), have become very popular and their users spend thousands of hours analyzing in a fast pace new situations, interacting with multiple char...
This study aims to explore and test empirically the relationships between variables such as self-efficacy, motivation, content validity, ease of use, communication with trainer, supervisor support and transfer of training. The research was carried out in a large financial organization located in Greece. Research data were collected using an instrum...
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game p...
Web-based and Internet technologies are constantly being developed, evolving new ways of working, teaching, and learning for a broader range of professional and social groups. In a land-scape of technology innovations, teacher professional development should try to capitalize on modern internet-based tools and services, better known as Web 2.0 and...
As more and more studies acknowledge that students are basic contributors to the learning process, factors such as self concept, (computer) self-efficacy and self-regulation are important in enhancing human performance. Nevertheless, these learner characteristics have received little attention in the e-learning environment. This paper presents the...
We propose a computer simulation model aiming to describe the interaction of students in a learning environment composed of
the teacher, the students in a collaborative project and the educational material. Our aim is to investigate the change of
the opinion of students when they interact with an agent with different opinion. This model can apply t...
The development of modern technologies and their extension to every domain of our daily life nowadays is an indisputable fact. The widespread use of computers renders training in these technologies necessary. Consequently, computers were soon introduced into the Greek educational system. Factors related to the nature of the teacher’s personality, s...
Today, the ability to learn is considered a critical factor for an individual’s
academic and career performance. Educational programs and courses can
contribute to this by enabling individuals to develop specific skills and strategies
so as to attain specific goals. Academic research has noted that the goal of
tertiary education is to foster indivi...
Three phases of development of self-regulatory skill in the domain of mathematical problem solving were designed to examine students' behaviour and the effects on their problem solving ability. Forty-eight Grade 4 students (10 year olds) participated in this pilot study. The students were randomly assigned to one of three groups, each representing...
Over the years, digital games have become one of adolescents' main interests and a controversial issue among researchers all over the world. However, it is claimed that digital games can be a promising educational tool utilizing both the attributes that make them effective in the learning process and the students' predisposition to deal with them....
The integration of Information and Communication Technologies (ICT) in educational practice has been the focus of scientific research in a number of studies. Some researchers have argued that this integration will make ICT an additional educational tool (‘traditional research’), while some others have begun to explore individual beliefs that teache...
Structuring and organising an advanced online collaborative learning environment (CSCL) is the object of this research. The
way it can be integrated in the classroom and the curriculum is related to the vision of every reform that aims at improving
education. Most of the existing 3d virtual worlds do not combine learning benefits, development of ad...
—The following paper discusses on the evolution of cognitive networks in conjunction with the development of advanced e-services,
making a brief description of their role in modern society. E-services are delivered through a specific model, which is described
in detail, and find several applications in peoples’ everyday activities. E-learning has p...
The principle and dominant model of integrating e-learning in traditional teaching in the Anglophone academic world is 'blended learning'. Blended learning also is used to describe learning that mixes various event-based activities, including face-to-face classrooms, live e-learning, and self-paced learning. Blended learning's role is to go beyond...
This paper examines the challenges and perspectives University teaching is facing in the context of technology innovations. It argues that University teaching by including e-learning potentials can be facilitating and broadening participation, but points out that pedagogy must be considered.
In education, instructors adopt different instructional modes that correspond to their preferred teaching style: some focus on principles and others on applications; some present the material in a logical progression of small incremental steps, others proceed from the big picture to the detail and so on. On the other side, students are characterize...
In education, instructors adopt different instructional modes that correspond to their preferred teaching style: some focus on principles and others on applications; some present the material in a logical progression of small incremental steps, others proceed from the big picture to the detail and so on. On the other side, students are characterize...
The development of Internet-based, 3-D virtual worlds (VWs) indicates that shared graphical multi-user networking environments are fully functioning; they facilitate communication, gaming, online entertainment, marketing, e-commerce, as well as training and education. As far as VWs are able to represent a promising setting where online teacher lear...