T. Sapounidis

T. Sapounidis
Aristotle University of Thessaloniki | AUTH

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45
Publications
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794
Citations

Publications

Publications (45)
Article
Full-text available
Education is an activity that involves great cognitive load for learning, understanding, concentrating, and other high-level cognitive tasks. The use of the electroencephalogram (EEG) and other brain imaging techniques in education has opened the scientific field of neuroeducation. Insights about the brain mechanisms involved in learning and assist...
Article
Full-text available
The Bebras Challenge is an international initiative that promotes computational thinking among students through fun and engaging challenges. It incorporates gamification elements, which play a significant role in making learning more interactive and motivating. For teachers, it offers valuable professional development opportunities, helping them to...
Article
Full-text available
Information and Communication Technologies can create effective learning experiences and might enhance students’ knowledge and skills. In particular, virtual technologies are emerging as a transformative tool in education, in areas such as electronic circuits. Studies have shown that virtual environments in electronic circuit education could provid...
Preprint
Education is an activity that involves great cognitive load for learning, understanding, concentrating and other high level cognitive tasks. The use of the electroencephalogram (EEG) and other brain imaging techniques in education has opened the scientific field of neuroeducation. Insights about the brain mechanisms involved in learning and assista...
Article
Full-text available
Hands-on and virtual laboratory-based learning has been integrated into science education due to its potential positive impact on students’ knowledge and skills development. In this study, we explore the effect of the hands-on and virtual laboratories on 152 undergraduate students’ conceptual knowledge, inquiry, and measurement skills acquisition i...
Article
Full-text available
Communication, collaboration, critical thinking, and creativity are regarded as core skills of the twenty-first century required to succeed in life and working frameworks. Meanwhile, new technologies have entered educational settings to facilitate children’s development of competencies. During the last decade, several studies have been conducted to...
Chapter
The traveling salesman problem (TSP) is an algorithmic problem concentrated on finding the shortest path between a set of locations that must be visited. Dynamic programming is a powerful technique to solve this problem. Given several cities and the distance between every pair of them, the problem is set with aim to find the shortest possible path...
Article
Full-text available
The integration of the Arduino board into educational settings has penetrated across various educational levels. The teaching of this subject can be accomplished by (a) using real components in breadboards, (b) prefabricated modular boards that snap together, and (c) utilizing computer simulations. Yet, it is unknown which interface offers a more e...
Article
Full-text available
Recent developments in technology have introduced new tools, such as virtual reality, into the learning process. Although virtual reality appears to be a promising technology for education and has been adopted by a few schools worldwide, we still do not know students’ and educators’ opinions, preferences, and challenges with it, particularly in rel...
Article
Full-text available
The rapid development of gamification and computational thinking seems to open up new educational horizons by providing new opportunities for students to acquire the basic digital skills needed for their cognitive development. Gamification, on the side, flourishes because it brings about high degree of participants' engagement in an activity. Accor...
Article
Full-text available
The gamification of the educational process is a modern practice, which aims to create an environment that utilizes modern data and promotes training through entertainment and active participation. As a method it is in line with the student-centered teaching model and enhances learning without replacing it. Adobe Captivate is an eLearning authoring...
Article
Full-text available
Utilizing Arduino development boards for learning microcontroller circuits is a prevalent practice across various educational levels. Nevertheless, the literature offers limited insights into the impact of these boards on student performance and attitudes. Therefore, this paper aims to investigate the performance of 58 university students in learni...
Article
Critical thinking, Communication, Collaboration, and Creativity are regarded as key skills for today’s learners. Interest in robotics usage to develop such competencies in educational settings arises but there hasn’t been so far mapping of the research conducted in this field. Thus, we present a scoping review of 59 articles published from 2012 to...
Conference Paper
Full-text available
New technological developments and discoveries in robotics have affected, among other fields, education as well. The use of educational robotics has increased since 2000, especially in STEM subjects. In recent years, however, social robotics has been incorporated into fields such as special education, art, and language learning. The characteristics...
Article
Full-text available
Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education by creating an intuitive environment where real and virtual objects interact, thereby facilitat...
Article
Full-text available
Nowadays, Augmented Reality flourishes in educational settings. Yet, little is known about teachers’ and children’s views of Augmented Reality applications in Preschool. This paper explores 71 preschoolers’ opinions of Augmented Reality teaching integrated into a traditional learning activity. Additionally, five educators’ views of Augmented Realit...
Chapter
Nowadays it seems that there is a great interest in the development of educational systems based on tangible interfaces and educational robotics. However, existing systems seem to have limited capabilities and at the same time show reduced scalability. Therefore, this article describes: a) the sources of potential benefits of tangible user interfac...
Article
Full-text available
Laboratories are considered to play a unique role in circuits teaching. Laboratories can be traditional, with physical components and desks, or virtual with graphical simulators. Applying these facilities in teaching, students can make experiments or measurements by exploring electric circuits’ features. However, an intriguing research question is...
Conference Paper
Serious gaming appears to be a promising research area with applications in education. In this article, trying to investigate new pathways in the evaluation of game design, a proposed framework variation is presented that is based on the frameworks proposed by Slimani et al., and Garris et al. Furthermore, specifically chosen cases of serious games...
Article
Educational Robotics (ER) and Science, Technology, Engineering, Mathematics (STEM) have entered schools and are parts of formal and informal education. Consequently, a wide range of relevant activities and interventions, from kindergarten to high school, are carried out emphasizing their potential benefits, in relation to traditional curriculum, wh...
Article
Full-text available
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by increasing motivation and engagement and enabling better learning outcomes. Similarly, Augmented Re...
Article
Full-text available
Augmented Reality (AR) could provide key benefits in education and create a richer user experience by increasing the motivation and engagement of the students. To this end, the current paper presents a system with three AR applications for teaching physics in the fifth and sixth grades of primary school and in the first grade of secondary school, a...
Article
Full-text available
STEM education programs with educational robotics are frequently used in formal or informal education, with participants ranging from kindergarten children up to university students. The widespread implementation of these programs in schools and the growing interest of researchers in the field has led several authors/researchers to review and summa...
Chapter
Full-text available
Nowadays, Science, Technology, Engineering, and Mathematics (STEM) tools are used in many schools promoting formal and informal learning. STEM framework covers the educational needs of various age-groups starting from pre-school up to university. With this framework, students develop knowledge and skills while dealing with real-world problems. In t...
Article
Full-text available
The augmented reality game-based learning (ARGBL) approach is an advantageous pathway for the development and enhancement of teaching and learning processes. To this end, this paper presents the design and development of an ARGBL application for the implementation of physics experiments in the fifth grade of a Greek primary school. The purpose of t...
Conference Paper
Full-text available
Nowadays, Educational Robotics (ER) is flourishing at research and didactic level aiming to enhance higher-level thinking and skills. Families, schools, and educational institutes try to offer ER activities for children by utilizing various existing technologies and curricula. Despite the materials that have been created and the available technolog...
Article
Full-text available
Educational robotics (ER) seems to have a positive effect on students and, in many cases, might help them to successfully assimilate knowledge and skills. Thus, this paper focuses on ER and carries out a literature review on educational robotics simulators with Graphical User Interfaces (GUIs). The review searches for relevant papers which were pub...
Chapter
Full-text available
Educational robotics (ER) nowadays is booming at the research and educational level while more and more teachers and schools are introducing robotics as a core activity in school classrooms to teach Science, Technology, Engineering and Mathematics (STEM). However, despite the growing research interest and efforts in educational robotics, it seems t...
Conference Paper
Full-text available
Deeper learning and conceptual understanding are essential and critical elements for achieving learning process improvement in Computational Thinking (CT) curricula. For successful learning outcomes the school teachers of programming most probably have to familiarise themselves with two essential learning frameworks: i) tangible programming interfa...
Article
This study applies a mixed methods approach to analyze usability, collaboration, and playfulness aspects in introductory programming activities with tangible and graphical user interfaces of two groups of students (24 primary-scholars, 8–9yo; and 14 high-scholars, 12–13yo). The students had prior experience with the two interfaces, having used them...
Article
Contribution: Prior studies on tangible versus graphical user interfaces have reported controversial findings concerning children's preferences. This paper shows that their preference profiles in the domain of introductory programming are associated with gender and age for both interfaces.
Conference Paper
Full-text available
This paper presents a comprehensive literature review on tangible programming languages which are designed to program real robots and robotic mechanisms. Tangible programming interfaces appear to be more accessible to novice programmers and possibly reduce the age threshold for participation, making this way robot programming an educational toy eve...
Chapter
Full-text available
Purpose - The current study addresses an entrepreneurial program offered by a Greek Higher Education Institution - Aristotle University of Thessaloniki - to Information and Communication Technology undergraduate students and examines its effect on participants’ attitudes and perceptions towards entrepreneurship, within the wider context of entrepre...
Chapter
Full-text available
Purpose - This chapter examines the existing work on tangible user interfaces (TUIs) and focuses on tangible programming with the scope to enlighten the opportunities for innovation and entrepreneurship in this particular domain. Methodology/approach - In the first section, we start by presenting in short the history of TUIs and then focus on tangi...
Conference Paper
Full-text available
In the context of the ASPAD project we explored the potential of robot programming tasks to benefit patients with MCI (mild cognitive impairment), when implemented as a form of cognitive training with the use of a user-friendly tangible interface. In this paper, we present relevant research evidence indicating that: (a) there is a significant negat...
Chapter
Full-text available
This chapter presents the conceptual framework, the research rationale and preliminary outcomes of an innovative research agenda that explores the use of tangible interface and robot programming tasks as a method for providing cognitive training to patients with memory dysfunctions. The main argument of this approach is that when programming tasks...
Article
Full-text available
This paper presents a cross-age study exploring children's performance on robot introductory programming activities with one tangible and one isomorphic graphical system. Both subsystems are parts of an innovative system, namely the PROTEAS kit. The tangible subsystem consists of cube-shaped blocks that represent simple and more advanced programmin...
Article
Full-text available
This study explores children’s opinions and preferences regarding two isomorphic user interfaces that can be used for introductory programming activities, a tangible and a graphical one. The first system (tangible) comprises 46 cube-shaped blocks that represent simple programming structures and can be interconnected to form the programming code. Th...
Conference Paper
Full-text available
This paper investigates children preferences regarding tangible and graphical tools for introductory programming. The study makes use of the PROTEAS (PROgramming TangiblE Activity System) kit, an ensemble including one graphical and two tangible programming tools. The kit was designed to operate as a user friendly introductory programming tool even...
Conference Paper
Full-text available
This paper presents two tangible programming tools, which are designed to make programming concepts more accessible to novice programmers of all ages. Our design approach consists of two tangible environments with different features. The first system programs a virtual butterfly in a maze and the second is dedicated to the programming of a Lego NXT...

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