Iro Voulgari

Iro Voulgari
National and Kapodistrian University of Athens | uoa · Faculty of Early Childhood Education

PhD in Massively Multiplayer Games and Learning

About

38
Publications
15,786
Reads
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230
Citations
Introduction
Background in Humanities and Educational Sciences, studies and professional experience in Educational Technology, research in MMOGs and digital games based learning.
Additional affiliations
January 2007 - December 2008
ILSP
Position
  • VEMUS (Virtual European Music School)
Description
  • multilingual, interactive, networked and open platform for the tuition of music
March 2005 - present
University of Patras
Position
  • Researcher
Education
March 2005 - June 2012
University of Patras
Field of study
  • Massively Multiplayer Online Games & Learning
September 1997 - August 1998
University of Leeds
Field of study
  • Information Technology, Multimedia and Education
September 1992 - August 1996
Democritus University of Thrace
Field of study
  • Education Sciences in Pre-School Age

Publications

Publications (38)
Article
Full-text available
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology- enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this r...
Conference Paper
Full-text available
In this paper, we explore the potential of player characters, in Massively Multiplayer Online Games, to support learning. We situate our study within a context consisted of the cognitive, the social, and the affective dimensions for the support of learning, on which we map relevant attributes of the player characters. For identifying these attribut...
Conference Paper
Full-text available
In this paper we focus on the concept of the “Good Player” in Massively Multiplayer Online Games (MMOGs). Through a mixed method research (interviews and survey) we explore the perceptions of the players on the criteria that define a good player. We identified skills and qualities that are relevant not only to the gaming skills of the players but a...
Article
Full-text available
Artificial Intelligence (AI) and Machine Learning (ML) algorithms are increasingly being adopted to create and filter online digital content viewed by audiences from diverse demographics. From an early age, children grow into habitual use of online services but are usually unaware of how such algorithms operate, or even of their presence. Design de...
Article
Despite the increasing demand for non-formal science learning activities, few studies report on practitioners' perspectives and experiences with designing and implementing such activities worldwide. This paper focuses on their challenges by drawing upon twenty-two interviews with practitioners involved in diverse science learning activities in vari...
Article
Full-text available
Research examining preschool teachers' views on the use of digital games in teaching and learning is quite limited. This study aims to investigate preschool teachers' views about the integration of digital games in the classroom. Views from ten Greek preschool teachers were collected with semi-structured interviews and analyzed using thematic conte...
Conference Paper
Full-text available
Σκοπός της παρούσας έρευνας ήταν να εξετάσει τις στάσεις και τις αντιλήψεις φοιτητών/τριών πρωτοβάθμιας εκπαίδευσης απέναντι στη χρήση βιβλίων ΕΠ στη διδασκαλία τους στο μέλλον, καθώς και τους παράγοντες που επηρεάζουν την πρόθεσή τους ως προς αυτή τη χρήση. Η έρευνα, αξιοποιώντας το θεωρητικό υπόβαθρο του Μοντέλου Αποδοχής της Τεχνολογίας, συνέλλε...
Conference Paper
Full-text available
Our aim in this study is to examine the gaming habits and game preferences of university students / pre-service teachers. Teachers' confidence to use and attitudes towards technology, and their experience with digital games seem to be some of the most critical factors determining the use of digital games in the classroom. Furthermore, personal game...
Conference Paper
Full-text available
Although the appropriate design of the game is crucial for the attainment of learning objectives in game based learning, in formal education settings the role of the educators is critical. The experience and the competences of the educators are important for the success of the game based educational intervention. Our study is situated in this conte...
Chapter
Full-text available
Digital games have gained significance as a new paradigm in education. Digital games are accessible and affordable to anyone and provide opportunities for at-scale teaching and learning. In recent years, there has been increasing interest in digital games to support computational thinking and programming in pre-college (K–12) schools. Artificial In...
Chapter
Full-text available
In this chapter, we focus on the links between science learning and digital games. We review previous studies in the field, identify key findings and propose a conceptual model for further research. We view digital games not only as media through which players can explore and understand or be motivated to further study the learning content, but als...
Article
Full-text available
There is a growing number of informal and non-formal learning activities worldwide related to STEM (Science, Technology, Engineering, Mathematics) curricular subject areas—particularly those involving coding and making. To better understand the general aim and content of such activities, we conducted a survey addressing highly experienced instructi...
Chapter
This paper examines non-formal and informal learning practices for science learning. Through a case study and an exploratory, qualitative approach we identify aspects involved such as the content, the goals, the pedagogical approaches, the settings, the role of fun and playfulness, challenges, and the role of the practitioner. Data was collected th...
Conference Paper
Full-text available
There is a growing number of informal and non-formal learning activities worldwide related to STEM (Science, Technology, Engineering, Mathematics) subject areas – particularly, those related to coding and making. To understand the general aim and content of such activities, we conducted a survey addressing highly experienced instructional designers...
Conference Paper
Full-text available
The aim of this study is to examine whether an augmented reality (AR) application can support the engagement, motivation, and quality of symbolic play of children with autism. The symbolic play of autistic children has been characterized as "inadequate" or "impaired" in a number of studies. In this paper, we describe the design and implementation o...
Conference Paper
Full-text available
In this study we focused on the identification of factors involved in the cohesion of Massively Multiplayer Online Games (MMOGs) groups. We operationalised cohesion as the forces that keep the group together and the links between group and members. We explored the perceptions of players through a mixed methods research approach, combining qualitati...
Chapter
Massive Open Online Courses (MOOCs) have gained significant attention during the past few years. Although MOOCs are widely discussed as potential alternatives to traditional university courses, still there are several challenges for their pedagogically effective design. More specifically, MOOCs are facing the challenge of designing learner-centered...
Conference Paper
In this paper we discuss lessons learnt from research on the educational use of MMOGs with respect to the meaningful pedagogical design of MOOCs. More specifically, we focus on four main areas, namely, motivation, grouping, structure, and assessment, which appear to present certain challenges for the design of MOOCs.
Conference Paper
Full-text available
In this paper we explore the motivations of players for engagement in Massively Multiplayer Online Games (MMOGs). We employ a mixed method research (qualitative and quantitative approach) and identify aspects of MMOGs that motivate players, such as the sociability, the achievement, the challenges, the competition, and elements increasing immersion....
Chapter
Full-text available
Massively Multiplayer Online Games (MMOGs) are rich in goal-oriented activities and collaborative and social interactions, both essential for learning the game and progressing. In this chapter we employ a theoretical framework for linking learning and collaborative learning principles with MMOGs and investigate, through an exploratory and qualitati...
Conference Paper
Full-text available
In this paper we propose and apply a framework for the investigation of the potential of Massively Multiplayer Online Games (MMOGs) for collaborative learning. We focus on the group structure and processes. The findings suggest the interconnection of design features and players' practices.
Conference Paper
Full-text available
In this paper we focus on the interaction of the players community in MMOGs with the game environment from the perspective of the rules, and the possible implications of these interactions, for the game design. We identify and describe two main types of behaviours: the breaking of rules and the development of new ones, and conclude that whether the...
Chapter
Full-text available
In this chapter a theoretical framework is proposed for the investigation of Massively Multiplayer Online Games (MMOGs) as environments for the emergence of collaborative learning. Elements and features of MMOGs such as the integrated tasks, the interactions among players, the groups, the members’ characteristics, and the environment are examined t...
Conference Paper
Full-text available
This study focuses on the investigation of features of Massively Multiplayer Online Games (MMOGs) relevant to the support of collaborative learning processes. Through qualitative research (interviews with players, participant observation in MMOGs, research in websites and for a) we identify and describe motivational, cognitive and social features o...
Article
Full-text available
Although there is strong evidence that massively multiplayer online games constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this context we...
Conference Paper
Full-text available
Massively Multiplayer Online Games (MMOGs) constitute virtual environments rich in task-oriented and social interactions among players. These interactions are directed both by the design of the environment as well as by the community of the players. There are strong indications that these environments constitute, beyond of environments for fun, env...
Conference Paper
Full-text available
In this paper, the VEMUS platform is presented, as a novel approach for music tuition that focuses on beginner and intermediate students, typically aged from 9 to 15 years. This platform is characterized by an open, highly interactive and networked multilingual music tuition framework that covers a selection of popular wind instruments. The VEMUS e...
Conference Paper
Full-text available
The features and potential of MMOGs to constitute environments for collaborative problem solving activities for learning are the main focus of this paper. Principles from the area of CSCL, problem-solving, cognition and learning can be applied to the design of an educational MMOG so as for effective interactions and collaboration among the players...
Conference Paper
Full-text available
In the Agricultural University of Athens a project was completed aiming to investigate whether and how the peculiarities and the difficulties encountered in the teaching and learning process in Earth and Life Science courses (agricultural, environmental and biomedical courses) can be faced with the exploitation of videoconferencing technology. In t...

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Projects

Projects (2)
Project
The project aims to help Europe better understand the new ways in which informal science learning is taking place through various coding, making, and play activities that young Europeans (children, adolescents and young adults) are nowadays increasingly engaged with, outside school and higher education science classrooms, beyond the formal boundaries of science education.
Archived project