
Michalis Meimaris- Professor Emeritus at National and Kapodistrian University of Athens
Michalis Meimaris
- Professor Emeritus at National and Kapodistrian University of Athens
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23
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Introduction
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Publications (23)
Τα τελευταία χρόνια υπάρχει αυξημένο ενδιαφέρον για τα παιδιά στο φάσμα του αυτισμού και επομένως η χρήση και η εφαρμογή κατάλληλων εκπαιδευτικών εργαλείων είναι επιτακτική για την εκπαιδευτική κοινότητα. Στόχος της παρούσας εργασίας είναι μέσα από μια επισκόπηση της σχετικής βιβλιογραφίας α) να σκιαγραφήσει τη συναισθηματική ανάπτυξη και εκπαίδευσ...
This paper presents a critical evaluation of the design and results of the use of the
methodology and tools of digital storytelling during the pandemic period for primary
and secondary school teachers in three Greek islands (Zakynthos, Kefalonia and
Ithaca). A number of teachers trained in the digital storytelling methodology were
asked, as mentors...
ΠΕΡΙΛΗΨΗ
Η χρήση ψηφιακών παιχνιδιών στην εκπαιδευτική διαδικασία προωθεί την διαδραστικότητα και την εξασθένιση των εντάσεων, προωθεί ενεργητικά εκπαιδευτικά μοντέλα και προσφέρει νέες δυνατότητες επικοινωνίας, συνεργασίας και μάθησης. Το ψηφιακό παιχνίδι, δίνει τη δυνατότητα εισαγωγής του μαθητή με αυτισμό σε ένα ελεγχόμενο περιβάλλον που είναι π...
Τα τελευταία χρόνια υπάρχει αυξημένο ενδιαφέρον για τα παιδιά στο φάσμα του
αυτισμού και επομένως η χρήση και η εφαρμογή κατάλληλων εκπαιδευτικών εργαλείων είναι επιτακτική για την εκπαιδευτική κοινότητα. Στόχος της παρούσας εργασίας είναι μέσα από μια επισκόπηση της σχετικής βιβλιογραφίας α) να σκιαγραφήσει τη συναισθηματική ανάπτυξη και εκπαίδευσ...
Digital storytelling combines the tradition of storytelling with digital technology. Creating digital stories invites participants to utilize multiple forms of media in order to construct and share their story. Moreover, it can provide participants with the opportunity to cultivate their skills in creativity and narration, exploring innovative tech...
The research reported in this paper examines how two different groups, primary schoolchildren and elderly people, could close the generation gap through a digital storytelling-based interaction framework that can result in learning for the younger and intergenerational communication. Yesteryear jobs have been chosen as the theme of this research, b...
This paper introduces Milia (AppleTree), an open online platform for social interactive digital storytelling, which has been developed by the Laboratory of New Technologies in Communication, Education and the Mass Media, with the support of the University Research Institute of Applied Communication (URIAC) of the Faculty of Communication and Media...
Τα συναισθήματα στο νηπιαγωγείο αποτελούν ένα ιδιαίτερα σημαντικό μέρος της παιδαγωγικής διαδικασίας. Ένας από τους βασικότερους στόχους είναι η αναγνώριση και η διαχείριση των συναισθημάτων από τα παιδιά του νηπιαγωγείου, καθώς επίσης και η καλλιέργεια της ενσυναίσθησης. Η παρούσα εργασία παρουσιάζει μια ολοκληρωμένη διδακτική παρέμβαση που πραγμα...
This paper constitutes a desk research of primary researches already conducted on e-deliberation. Empirical data are re-examined aiming to give a new dimension to political and public discourse through social media, i.e. the applications that have emerged from Web 2.0. The combination of e-deliberation and Web 2.0 tools provides a new field of inte...
An intergenerational learning research project brought together young students and elderly participants, to study both the level of communication between them and the role of digital technology as an agent in that respect. Use of digital media production was regarded and employed as a method towards acquiring 21st century social and communication s...
Engagement of senior citizens in Digital Learning is based on understanding of learning as a natural process of personal development and social activity in life. In Greece, although the senior citizens are 18% of the total population (2005), the third largest in the EU, they don't seem to be familiarized with ICT remarkably. Lack of Internet's use...
This paper aims to address two main goals: (a) to present the results of a literature review, regarding existing evaluation and educational assessment procedures of digital games; and (b) to propose an open methodological approach concerning the educational assessment of digital games (OMEGA), based on the findings of the literature review.
This re...
The paper presents (a) the process of localizing into Greek selected digital games from the Poisson Rouge website as well as (b) the pilot application of this digital game based learning material for learning basic language and maths concepts in a preschool educational setting. Participants were 20 preschool age children from an urban kindergarten...
This paper focuses on a digital games-based learning pilot in a primary school classroom, as part of a project assignment of the "ICT in Education" MSc program jointly run by the University of Athens, the University of Thessaly and the Technological Educational Institute of Piraeus, Greece. The aim of this pilot research was to investigate how a di...
This communication presents the Magic Potion, an adventure game for learning that has been developed by the EPINOISI project in Greece for students with mild intellectual disability, and discusses in detail the design principles that have been adopted, and choices that have been made, regarding the game's narrative and gameplay structure as well as...
Students with Intellectual Disability (ID) are often described as "slow learners" and cannot easily integrate to the normal curriculum. Still, the needs of a person with ID for accomplishment, enjoyment and perception of high quality multimedia content are augmented. In general education settings digital games for learning seem to work successfully...
This paper documents a number of small-scale DGBL pilots designed and applied in classroom settings by primary education teachers, as practical assignments for a course within the MSc Program "ICT in Education" jointly run by the National and Kapodistrian University of Athens, the University of Thessaly and TEI of Pireaus, Greece. The first pilot c...
Because of the increasing needs for reliable evaluation with respect to the educational procedure, it becomes clearer that the evaluation method should be highly usable in order to enhance participation and thus provide more accurate results.
The extended use of new technologies in the field of open and distance learning leads to the idea of util...
This paper documents a part of a research project titled LOCUNET (LOcation-based Communication Urban NETwork). This project aims at investigating the emergence of new forms of communication environments, supported by the integration of new mobile and locative media technologies and the impact that the implementation of these systems may have on med...
Through the mutual efforts of devoted game researchers and educational practitioners, the value of digital games for learning is starting to augment in formal education, even though considerable opposition persists. Previous studies have shown that an interactive tool tends to educate users better than a pure textual source and it can be argued tha...
The elaboration of an original system of codification and the utilization of the correspondance analysis method makes it possible to draw up an identity card, based on pronotal pigmentation, for a natural solitary population of the malagasy migratory Locust. The method leads the way to the study of geographical and temporal variations of the pigmen...