Panagiotis Fotaris

Panagiotis Fotaris
University of Brighton · School of Architecture, Technology, and Engineering

PhD in Applied Informatics
Looking for potential collaborations in the field of educational escape rooms and game-based learning.

About

34
Publications
45,065
Reads
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650
Citations
Citations since 2016
17 Research Items
639 Citations
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2016201720182019202020212022050100150
Introduction
Dr Panagiotis Fotaris is Principal Lecturer in Game Design at the University of Brighton. He has a diverse background in computing, digital media, and user experience, and demonstrates a deep understanding of the pedagogical, social, and cultural issues affecting the adoption of new learning technologies. His research interests focus on the pedagogic potential of escape rooms, videogames, and virtual/augmented environments in the context of higher education.
Additional affiliations
November 2017 - March 2021
University of Brighton
Position
  • Lecturer
Description
  • Principal Lecturer, Researcher, and Programme Leader for the BSc (Hons) for Computer Science for Games, and BSc (Hons) for Digital Games Development.
September 2014 - October 2017
University of East London
Position
  • Lecturer
Description
  • Teaching: - Digital Media Development (L4) - Digital Media Design (L5) - Digital Media Development 2 (L5) - Research Methods (L5) - Professional Practice (L5) - UX Design (L6) - Digital Media Project (L6) - Emerging Digital Media Technologies (L6)
September 2013 - September 2014
University of West London
Position
  • Lecturer in Computing
Description
  • Teaching: - Introduction to Internet Technologies (L4) - Computer Systems Fundamentals (L4) - Fundamentals of Software Development (L4) - Essential Technology (L3) - User-Centred Design (L7)
Education
September 2013 - June 2014
University of West London
Field of study
  • Higher Education
October 2006 - September 2010
Hellenic Open University
Field of study
  • Graphic Arts / Multimedia
January 2002 - March 2011
University of Macedonia
Field of study
  • Applied Informatics

Publications

Publications (34)
Article
Full-text available
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment witho...
Article
Full-text available
There is a significant body of research relating to augmented reality (AR) uses for learning in the Primary and the Secondary education sectors across the globe. However, there is not such a substantial amount of work exploring the combination of AR with game-based learning (ARGBL). Although ARGBL has the potential to enable new forms of teaching a...
Article
Full-text available
While “flipping” a classroom has gained attention in K-12 and Secondary school programs, there has been relatively no explicit focus on its effectiveness as a teaching method for instructional media design courses in Higher Education. The purpose of this quasi-experimental study was to determine the effectiveness of the flipped classroom approach t...
Conference Paper
Full-text available
Following the recent shift from traditional didactic classroom models to the adoption of active learning approaches, escape rooms and breakout games are increasingly being used in academia as a method for experiential, peer-group, game-based learning. Although they have the potential to enable new forms of teaching and transform the learning experi...
Article
Full-text available
By immersing learners in a playful, interactive, and engaging experience, Educational Escape Rooms (EERs) have been found to enhance learners’ motivation, help them to develop 21st century skills, and improve knowledge acquisition. As research into EERs is still in a preliminary phase, no unified framework about how to design them has been establis...
Conference Paper
Full-text available
Despite being a relatively new concept, escape rooms are used in academia as learning and collaborative tools. Research findings have established that educational escape rooms (EERs) can create immersion as they combine the strengths of storytelling and gameplay, therefore eliciting high motivation and engagement and so promoting successful learnin...
Conference Paper
Full-text available
Reflective practice is the ability to revisit and reassess one's previous actions to engage intentionally in the process of learning. The concept of reflection leads from unconscious aspects of learning or experience to mindful awareness, giving an individual the power to absorb everyday experiences to make appropriate conscious choices. Digital ga...
Conference Paper
Full-text available
Reflective learning forms knowledge from revisiting and reassessing previous experience intentionally and knowingly to modify experience positively. It helps increase self-awareness, which is a critical component of emotional intelligence, creative thinking skills, and a better understanding of an active engagement. Digital games are an appropriate...
Conference Paper
Full-text available
Human-made and natural disasters are constantly occurring, and citizens need to be aware of their protection. Although disaster education is considered an important aspect of disaster preparedness, it relies mostly on conventional lectures given by experts on disaster prevention. However, a fundamental problem of this method of delivery is that lec...
Conference Paper
Full-text available
Escape Rooms in the school environment are excellent educational tools that promote communication, teamwork and peer learning. It is important, though to highlight their contribution in opening up schools to broader community. "La Casa de Papel" Escape room is a STEAM-focused live-action game that was implemented in a Vocational School of Greece. T...
Conference Paper
Full-text available
The use of Escape rooms in education shows a constantly increasing rate, since schools need to operate with different paradigms of learning. Teachers often incorporate such live action games in their practice either as formative assessment tool or as a method for experiential, peer-group, game-based learning. In vocational schools it's important to...
Conference Paper
Full-text available
By combining elements of entertainment with creative writing, theater and technology, the increasingly popular live-action games escape rooms have the potential to improve the learning experience when used in academic settings. However, since educational escape rooms are still an emerging field, there is limited literature available about their use...
Article
Full-text available
Despite the educational potential of Facebook and Moodle, there are still unanswered questions about their impact on the student learning experience in a well-defined instructional design framework. This study aimed to compare the learning experiences of students who used Moodle (control group) and Facebook (experimental group), in terms of Communi...
Conference Paper
Full-text available
Augmented Reality game-based learning (ARGBL) is quickly gaining momentum in the education sector worldwide as it has the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how ARGBL applications can impact students' motivation and performance in primary education. This study addresses that...
Conference Paper
Full-text available
Many children play games. Most notably, in the twenty first century, these games are digital in appearance and played across a variety of platforms. Gaming can form an immense part of a child's identity development as they grow through their childhood and beyond. The digital games they play frequently offer continuous player feedback as well as pro...
Conference Paper
Full-text available
The ability to provide and implement software solutions is a fundamental component of a computer scientist curriculum. Commonly referred to as the ability to program, this task involves the development of programs to address everyday problems. Over the last decade teaching practices have evolved alongside programming languages to facilitate the lea...
Conference Paper
Full-text available
Unlike conventional taught learning, video games are very successful at keeping players constantly motivated and engaged on a set of tasks for many hours without apparent loss of focus. Additionally, when playing, gamers solve complex problems without experiencing the fatigue or frustration, which would normally accompany a comparable learning task...
Conference Paper
Full-text available
For over 70 years studio-based learning (SBL) continues to have a powerful influence on the creation of environments for teaching and learning in art and design on an academic level. A similar philosophy is followed by the Virtual Design Studio (VDS), a form of virtual workshop that addresses the needs of online design education. The increasing exp...
Conference Paper
Full-text available
As video games are continuously growing in popularity and number of users, the academic community has shown an increasing interest in their potential as innovative teaching tools. Typical games contain tasks that players must complete repetitively in order to advance to later levels, yet somehow they manage to keep them constantly motivated. Enjoya...
Article
Full-text available
Due to the computerization of assessment tests, the use of Item Response Theory (IRT) has become commonplace for educational assessment development, evaluation, and refinement. When used appropriately by a Learning Management System (LMS), IRT can improve the assessment quality, increase the efficiency of the testing process, and provide in-depth d...
Conference Paper
The phrase "A picture is worth a thousand words" is a manifesto that speaks to the value and efficiency of visual communication (Smiciklas 2012). Since students are surrounded by large volumes of complex information - both qualitative and quantitative - but often lack the time or the ability to process it, educators are looking for ways to move bey...
Conference Paper
Full-text available
Due to the computerization of assessment tests, the use of Item Re-sponse Theory (IRT) has become commonplace for educational assessment de-velopment, evaluation, and refinement. When used appropriately by a Learning Management System (LMS), IRT can improve the assessment quality, increase the efficiency of the testing process, and provide in-depth...
Article
Full-text available
Design studio is a dominant teaching method for art and design, promoting exploration and peer learning. Virtual Design Studio (VDS) addresses the needs of distance learners. A VDS case study using deviantArt (an online platform for designers) during a Graphic Design Course, is presented.
Article
Full-text available
Although Classical Test Theory has been used by the measurement community for almost a century, Item Response Theory has become commonplace for educational assessment development, evaluation and refinement in recent decades. Its potential for improving test items as well as eliminating the ambiguous or misleading ones is substantial. However, in or...
Conference Paper
Full-text available
Item Response Theory (IRT) provides the accepted framework for examining student responses to individual test items so as to assess their quality. Moreover, IRT proves especially valuable in both improving items, which will be reused in future tests, and eliminating the ambiguous or misleading ones. However, to ensure all IRT parameters are correct...
Chapter
Full-text available
Developing unambiguous and challenging assessment material for measuring educational attainment is a time-consuming, labor-intensive process. As a result Computer Aided Assessment (CAA) tools are becoming widely adopted in academic environments in an effort to improve the assessment quality and deliver reliable results of examinee performance. This...
Article
Full-text available
Nowadays, open source e-learning applications are complete and reliable solutions that are in no case inferior to the commercial ones. Though gratis, they offer unique advantages such as support of various operating systems and the chance to experiment with their source code. Additionally, there is a vast community of developers willing to aid user...
Article
Full-text available
The recent information and networks explosion has greatly affected the fields of education and distance learning, leading to the development of educational material that provides support for interactive communication between trainers and learners. Web technology in particular stands as a medium with great educational value, mainly due to its abilit...
Conference Paper
Full-text available
Learning Management Systems (LMSs) are applications that facilitate the management, observation and delivery of educational material through the Internet. Nowadays several of these systems are of such high quality that despite their free distribution and open source nature they are gaining popularity among distinct academic institutions. This paper...
Conference Paper
Full-text available
There is no doubt that during the last few years the learning process has been greatly affected by the rapidly evolving era of information and technological development. The continuously increasing pace in computer power advancement in conjunction with new Internet technologies have led to the extensive usage of multimedia and 3D graphics, resultin...
Article
Full-text available
This paper presents an experimental Learning Management System (LMS). The usability aspect of its functions serves as the main focus of this system because the potential for usability problems seems to be especially severe in LMSs, due to their ability to implement complex features and intricate interactions. In order to establish a more efficient...
Conference Paper
Full-text available
Designing a Learning Management System (LMS) is a combination of pedagogical design, usability and information architecture. E-Learning systems should have intuitive interfaces and clear information design, allowing learners to concentrate on learning and course developers on learning strategies, thus making e-learning more efficient. Hence, effect...
Conference Paper
Full-text available
In this paper we present the Overlay Media Transport Protocol (OMTP), a novel yet simple protocol, which combines the fairness and congestion control of TCP with the minimalist approach of UDP to deliver high performance for multimedia streaming in a flexible and efficient way. No modification is needed on either TCP or UDP. Furthermore, OMTP can b...

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Projects

Projects (7)
Project
The project aimed to develop the best practices and design principles to develop GBL with transformative reflection to improve players' self-regulation.
Project
Use the concept of escape rooms for educational purposes