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Abstract

During ages, new and innovative learning technologies are often criticized or rejected, while their full acceptance is commonly delayed. As a result, the progress of Smart Learning Environments is noticed nowadays to be delayed, while educator debate about the technology used in classroom effectiveness. Author’s objective is to explore potential factors in order to render modern communication devices such as mobile phones and tablets suitable for learning in schools, taking into consideration possible advantages or disadvantages. In the case that students use mobile devices during learning procedure, a shortage of suitable content as well as adequate integration of educational and edutainment systems employing gamification techniques within the school framework. These factors are considered to be sufficient enough to strengthen and improve learning experience and effectiveness.
EJERS, European Journal of Engineering Research and Science
Special Issue: CIE 2018
DOI: http://dx.doi.org/10.24018/ejers.2019.0.CIE.1288 1
AbstractDuring ages, new and innovative learning
technologies are often criticized or rejected, while their full
acceptance is commonly delayed. As a result, the progress of
Smart Learning Environments is noticed nowadays to be
delayed, while educator debate about the technology used in
classroom effectiveness. Author’s objective is to explore
potential factors in order to render modern communication
devices such as mobile phones and tablets suitable for learning
in schools, taking into consideration possible advantages or
disadvantages. In the case that students use mobile devices
during learning procedure, a shortage of suitable content as
well as adequate integration of educational and edutainment
systems employing gamification techniques within the school
framework. These factors are considered to be sufficient
enough to strengthen and improve learning experience and
effectiveness.
Index TermsAdvantages of Mobile Devices, Disadvantages
of Mobile Devices, Educational-Edutainment Systems,
Smartphones at Schools, Smart Learning Environments.
I. INTRODUCTION
The perception of brain functions is related to learning
procedure improvement that could be helpful in a better
curricula design [21]. The brain has an extraordinary
capacity to adapt, to modify its structure and function, and
rebuilt itself in response to environmental stimuli, cognitive
demands and learning experiences [13], [26]. Nowadays,
children are born and grown up at a period with
extraordinary digital technological achievements that touch
the boundaries of science fiction of previous years and are
familiar with the language of computers, video games, and
the internet as a native language/mother tongue [40]. Their
skills, attitudes, aspirations, and learning styles reflect the
environment in which they are raised [34]. Children of this
generation, often called “digital natives”, “the Internet
generation”, “Net generation”, “N-Geners or “N-Gen”
[3],[11],[39], desire fast-paced interaction and graphics-
based environments, they are active in their entertainment
processes, they use their imagination, they seek for highly-
demanding video games and playful environments, they try
and explore digital innovations, and they are clearly able to
use new “smart” devices. They are already immersed in
Published on April 29, 2019.
P. Kaimara is with the Department of Audio and Visual Arts, Ionian
University, Greece (e-mail: a16kaim@ionio.gr).
S-M. Poulimenou is with the Department of Archives, Library Science
and Museology, Ionian University, Greece (e-mail:
poulimenoufaye@gmail.com).
A. Oikonomou is with School of Pedagogical and Technological
Education (ASPETE), Greece (e-mail: anoiko@gmail.com).
I. Deliyannis is with Department of Audio and Visual Arts, Ionian
University, Greece (e-mail: yiannis@ionio.gr).
A. Plerou is with the Bioinformatics and Human Electrophysiology
Laboratory, Department of Informatics, Ionian University, Greece (e-mail:
tplerou@ionio.gr).
technology, cultivate specialized technical skills, and
develop hypertext minds. Their cognitive structures are
parallel, not sequential, and reveal learning preferences for
which traditional education is unprepared, and obviously
seems boring [36], [4], [40]. Focusing on the students of Net
generation, a question is emerging: “Do they really think
differently?” [36]. Keeping these in mind, the challenge is to
promote learning, creativity, and collaboration through
content based on real-world scenarios, using children’s
everyday tools, such as mobile devices.
II. TOWARDS A 21ST CENTURY PEDAGOGY
Not so far away, in 2007, the U.S. Department of
Education (ED) reported that the results of extensive
research on the impact of software on the achievements of
students at all grades of education are not so encouraging
[42]. The report concluded that there were no statistically
significant differences between students who used
computers in the classroom with content from their lessons
(reading and mathematics) and students who followed the
traditional method (teacher/pencil-and-paper/print-based
training). This report has led to, even the public opinion, that
introducing computers to schools is a waste of time and
money.
Michael Merzenich [30] noticed that ED conclusion are
not surprising and stated that “this study provides an
alternative way to pile the same old content into a child’s
brain”, and he continued saying that “adding the computer
without changing the strategy adds… nothing”. It is clear
that computers could be used in classrooms under the same
conventional teaching strategies. According to Mary Ann
Wolf stated, integrating technology for instruction is “much
more than putting a piece of software into a classroom” [42].
Nevertheless, while introducing innovative methods in
schools, intentness is needed, both for its impact on learning
outcomes and on childhood development and behavior in
general.
The 21st century is provocative. Schools adapting to a
new pedagogy are about to suggest new learning
environments that combine content with innovative
technologies. Nowadays, skills like reading, writing, and
arithmetic- known traditionally as “the three R's” [19] are
not efficient. Vital students skills are the ability to learn,
communicate, collaborate, participate, explore and create,
often referred the four Cs”: (a) critical thinking; (b)
communication; (c) collaboration; and (d) creativity [33].
New pedagogical models centered on building supportive,
creative learning relationships use technology and digital
resources as tools that enable and accelerate the new
learning goals [15]. It is worth mentioning that technology
integration in the 21st-century classroom that focuses on the
connection between knowledge about content, pedagogy,
Smartphones at Schools? Yes, Why not?
Polyxeni Kaimara, Sofia-Maria Poulimenou, Andreas Oikonomou, Ioannis Deliyannis & Antonia Plerou
EJERS, European Journal of Engineering Research and Science
Special Issue: CIE 2018
DOI: http://dx.doi.org/10.24018/ejers.2019.0.CIE.1288 2
and technology is called Technological Pedagogical and
Content Knowledge (TPACK). This model is based on
Shulman’s [51] research who introduced the idea of
pedagogical content knowledge by teachers while noticing
that the content and pedagogy are not separated but a part of
one indistinguishable body in the framework of teaching and
learning. Moreover, Pierson’s [37] research lean towards the
relationship between teaching abilities and technology-use
abilities. Specifically, TPACK refers to the dynamic
association of the three categories of knowledge: a) content,
b) pedagogy, and c) technology [31]. The necessity of this
model arose from Mishra’s, and Koehler’s findings,
suggesting the absence of a theoretical basis on which a new
pedagogy could be created serving the integration of
educational technology by teachers.
New learning environments, so-called “smart learning
environments” (SLEs) [8], reflect in a new pedagogy in the
digital era, and underline the significance of technological
design and instruction to support, facilitate, enhance, and
improve learning. SLEs are enriched with suitable digital
content in the context of real-world problems, and are
adaptable, effective, efficient, enjoyable, engage learners
and trainers [50],[20] and are based on a model of three
instructional strategies-guidelines known as e3 for designing
learning environments: effective, efficient, and engaging
[29]. There are three essential elements in a technology-
facilitated smart education environment: teaching presence,
technological presence, and learner presence [56]. Spector
[49] emphasized that SLEs have the potential to empower
educators, students, and instructional designers, and to
personalize learning adapting to their needs and situations.
Personalized learning inspires teachers to design ways of
approaching students individually, focusing on the particular
learner’s interests, goals, progress and problems [48],
following the principles of differentiated instruction, which
support students with learning difficulties or special
educational needs (SEN), different mother language,
cultural, religious and / or socio-economic background, thus
laying the foundations for inclusive education [54]. In
addition, Spector [49] noted a difference between “personal
learning environment” that is constructed and controlled by
the learner, and “personalized learning environment” that
adapts automatically to the interests and needs of individual
learners. Thus, SLEs are ideally suited for struggling
learners, respecting their own pace without distracting their
classmates into an inclusive classroom. The 4th e
(empowerment) enhances self-esteem, metacognition, and
self-regulation. Additionally, SLEs allow teachers, and
students to connect real-world scenarios with school
content, responding to the old question “Why do I need to
know this?” [2].
Nowadays, most children own a mobile device and they
use their mobile to retrieve information [38]. It is worth
wondering how to take advantage of mobile phones benefits
under a well-designed educational content.
III. MOBILE BASED LEARNING
In several students' primary query “Why do I need to
know this?” the answer is "Because it is useful for you", but
in this case, students are not able to be self-motivated and
engaged. The dominant instructional approach in education
worldwide still prevails the “transmission” or “lecture”
model [45] leading most of the learners to boredom. Given
that many of the educational activities planned in schools
are not designed to subdue students' internal interest, a key
question is how to motivate students to value, and engage in
activities without external pressure or rewards, to feel the
freedom of choice, self-regulation, and autonomy [43]. The
common problem for all teachers is that the students cannot
pay attention. Nowadays the problem is not that students
cannot pay attention but that they choose not to pay
attention [36]. However, in the context of “smart education”,
the effort of teachers to gain the attention of their students is
easier, as they show the relevance of learning content, using
materials from their “world” such as digital, especially
mobile, devices with which children are familiar, and
enhance students' self-confidence, and satisfaction. “Smart
education” comprises all of the features that are the basic
principles of Keller's theory for motivation (ARCS-V), i.e.
curiosity, relevance, confidence, satisfaction, self-regulation
[24], [23].
Spector [48] pointed out that a learning environment is
smart when it includes innovative features, and capabilities,
as smart hardware, e.g., smartphones, laptop, and Google
Glass [57] and software, which improve understanding, and
performance, and promote engagement, effectiveness, and
efficiency. But not every smart technology is smart learning
technology [49]. “Smart education” is not a smart device
education, but rather an educational paradigm adaptation for
digital natives. Prensky [41] mentioned: “it is not the tools
themselves that we need to focus on, but rather the creativity
and skills that the tools enable and enhance”. In this
framework, more focus should be given to learners and
content than on devices alone [18]. Leadbeater [25] argued
that a successful educational system depends on
transforming pedagogy and redesigning learning tasks.
Promoting learner's autonomy and creativity is a part of the
new pedagogy. Technologies can support this
transformation of pedagogy and teachers can shift their roles
from “content conveyors to content curators” [46]. The
classroom equipment with tablets or smartphones conducts
the learning literally to the hands of the students while the
teacher is the facilitator and collaborator of the process [16].
Smart devices, such as smartphones, are small, portable, and
affordable, support and engage learners anytime, and
anywhere, and improve learning, often in gameful context
[17],[57]. Mobile device portability affects teaching and
learning by overcoming the use of personal computers. As
Billinghurst [5] pointed out, using mobile devices, new
opportunities are emerging for an extremely interesting
interactive learning experience. Such experience strengthens
cooperative learning as students can sit together and see
each other, and personalized and self-directed learning, as
well [14]. When students work together, the space between
them is used for non-verbal communication, such as glances
and gestures [6].
Although mobile devices have enormous teaching and
learning potential due to their built-in cameras, audio
recorders, navigation GPS and maps, etc, its use should be
in a way that will not impair the sensual experience, and
unmediated learning [52] and have to function as
EJERS, European Journal of Engineering Research and Science
Special Issue: CIE 2018
DOI: http://dx.doi.org/10.24018/ejers.2019.0.CIE.1288 3
supplementary and helpfully tools. For Tal and Gross [52]
there are four requisite conditions for the successful
integration of technology, pedagogy, and learning content:
(1) the courses which delivered by mobile devices should
take place over a sufficient period of time during which the
students should gain the pedagogical basis of the
experiential activity, and familiarize themselves with the
potential of the devices in learning, (2) the location that the
activity takes places should have strong and uninterrupted
signal or Wi-Fi otherwise it will generate irritation and
disruption, which will disturb the learning process, (3) the
activity through the learning platform should be tested many
times in order to be user-friendly and have the desired
learning outcomes, and (4) the model of mobile devices
chosen for experiential learning activities should support the
software used for the application.
Mobile learning can alter the experience of the student,
and depending on learner's profile, the multimedia can
adjust the content, can provide human voice narration by a
pedagogical agent, which according to Park [35] promote
learners’ interest. This possibility is offered successfully
through smartphones taking advantage of the opportunities
which virtual and augmented reality technology gives.
Smartphones can operate as an assistive device through the
multimedia learning applications and assistive technology
could be shifted from "rehabilitative" to learning tool, and
also as a tool to access curriculum for all the students, with
or without disabilities. Voice recognition, provision of audio
or texting, visual and /or tactile feedback upon pressing the
keypad, convert displayed electronic text into speech are
some of the new smartphones' accessibility features for
people with disabilities related to memory, analytical skills,
attention, reading skills, mathematical or computational
comprehension, reading comprehension, and
communication [28]. This technology in a classroom has the
potential to allow differentiated instruction and enrichment
of the learning experience of students with SEN, allows the
learning to be student-centered and creates opportunities for
collaboration that fosters a deeper understanding of the
content [1]. Mobile learning could bridge the gap between
SEN and their typically developing peers, facilitating the
inclusive education.
IV. SHOULD SCHOOLS ALLOW SMARTPHONE USE?
Using technologies and mobile devices like smartphones
as educational tools respectively is also related to the
attitudes, and perceptions of parents, teachers and students
of mainstreaming and special education, attitudes that reflect
the policy-makers. The findings indicate a multifactorial
correlation between social norms and experience in digital
educational environments due to theoretical frameworks of
technology, teachers training in ICT, digital content
implementation as support in the field of special education,
users self-efficacy, and technology addiction fear
[12],[27],[44],[55].
France is considering banning smartphones in schools
because students are simply too distracted. On the other
hand, in some parts of Canada, Australia, Denmark,
Sweden, Spain, Romania and Estonia, students are
encouraged to bring their own devices (BYOD system) to
school for learning, while the acceptance of smartphones in
class varies by local region. In the U.S.A, states and cities
make their own decisions about device usage. And while in
Italian schools, a ban on phones was lifted recently when the
Education Minister referred to smartphones as an
“extraordinary tool to facilitate learning” [10], in Greece,
with recent legislation [58], the use of mobile phones and
electronic devices by students and teachers in schools has
been banned. Teachers, in addition to school-based
electronic devices (PCs, laptops, tablets, interactive boards,
etc.), can also use their own personal electronic equipment
during the teaching process and for its needs as well as in
within the framework of the educational process in general,
in compliance with the security rules and relevant provisions
on the protection of the personal data of students and
teachers.
The debate between the advantages and the disadvantages
of digital devices in the classroom is crucial. One could say
that digital natives cannot be cut off from everyday devices,
and at the opposite, there are the “digital immigrants”, i.e.
the generation of their parents and their teachers, who use
enough, little or not at all the technology that their children
use, since most of them are "unteachable" or they do not
want or even afraid to touch digital devices, as they have
been born and grown up in an environment that was clearly
different from N-Geners. It should, however, be pointed out
that in a few years, there will be no digital immigrants, at
least in this form. If someone will not be involved with
cutting-edge technology, it is likely that this will be only a
matter of choice, and attitudes. It is also worth noting that
digital natives have already entered the education system as
educators, parents, and politicians, which will bring changes
in the approach of the issue, as gradually replacing the
"digital immigrants".
However, it should be pointed out that objections to the
ban on mobiles in schools are not unfounded. These
negative elements associated with mobile phones are mainly
related to the opportunities they offer in communication, or
better by misusing them as a communication medium rather
than as an educational tool: textese (i.e. the abbreviated
language and slang used when sending text messages while
some educators believe that this destroys the language and
children’s ability to write), cheating, cyberbullying, sexting
[53], harmful effects of digital devices (USA Environmental
Protection Agency concerns about long-term exposure to
wireless devices and computer screens), inappropriate
materials, distraction, social disconnect (i.e. beliefs that too
much time with digital devices disconnects students from
face-to-face social activities, family communications, and
nature), social gap (i.e. some schools have the means to
address the digital divide so that all of their students have
access to technology and can improve their technological
skills, meanwhile, other schools cannot afford) [9].
Despite the negative effects that mobile devices may have
in schools, when the conditions and restrictions are not met,
there are remarkable surveys on the usefulness of mobile
devices in schools in the framework of instructional benefits
as: texting, digital cameras and images (supporting the data
collection, scientific visualization, communication,
facilitation of reading, writing, and visual communication
in language arts, mathematical analyses, transformations,
EJERS, European Journal of Engineering Research and Science
Special Issue: CIE 2018
DOI: http://dx.doi.org/10.24018/ejers.2019.0.CIE.1288 4
and providing a context for problem solving in
mathematics, and as a tool for inquiry in social studies),
capture dynamic audio and video recordings-podcasts
(increasing motivation and higher-order thinking and
improving student writing and listening skill) [53], instant
answers, wider access to information, social learning,
teacher advancement [9].
Montrieux and colleagues [32] conducted a research
about tablet devices and concluded that both teachers and
students appreciate the added value of tablet devices,
referring to the ease of use, the speed of accessing different
learning materials, the ability to be able to instantly search
additional information, the ability to take pictures and to
integrate notes, and communication between teachers and
students. An equally important finding was that younger
pupils aged 11 to 14 said they were more positive about the
use of tablets in schools, indicating that the lesson before the
introduction of the tablets was dull. On the other hand older
students aged 15-18 noted the problem of having less of an
overview of the course content and the major issue of
distraction.
After all, to allow mobile digital devices, there should be
guidelines and rules. Students need to be taught safely
online, make judgments about identifying sources of good
quality information, thus cultivating critical thinking, and
being restricted from personal use to the classroom. In other
words, students and educators must develop digital literacy
and policymakers should consider introducing technical and
pedagogical support to facilitate both teachers’ and students’
understanding of the potential of mobile devices in
education [32]. Policymakers should take into account the
lack of adequate learning material, which is a serious
obstacle for schools to successfully implement this
technology. Therefore, researchers, designers, and
educational material producers also have some
responsibility for facilitating the success of these
educational innovations. Without the proper equipment,
training, and support, many teachers will continue to use
mobile phones as a simple device, ignoring the many
opportunities they offer in education.
V. CONCLUSION
Students are using technology to analyze the world, to
access information, to interpret and organize their personal
knowledge, and its representation to others [22]. New
pedagogy purpose is not only to obtain knowledge but
learning process enhancement. Smartphones are suggested
to enhance experiences exchange and multimodality, are
useful for sharing information instantly, as well as to reduce
boundaries between formal and informal learning. New
pedagogy models blended with ICT are involved with
virtual, augmented and mixed reality, 360o videos, etc. In the
case that educational technologies are used appropriately,
multiple forms of learning are promoted, as well as
collaboration, personalization, participation, productivity,
creativity, and many more active skills. Mobile phones are
considered suitable for learning process due to their small
size, portability, affordability, availability, their potential to
engage users anywhere and anytime, as well as their ability
support fast-paced interaction multimedia applications,
video games, and playful environments. Reinforcement of
students' and educators' creativity by allowing them to
design and produce their own content is highly significant.
Therefore mobile devices are suggested as educational tools,
offering opportunities for poor people, and patronizing
inclusion because they promote personalized learning
[49][47]. Author’s future work leans towards providing
evidence that the digital learning materials and mobile
devices are able to enhance the learning process and
promote collaboration with schools in relative educational
issues.
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EJERS, European Journal of Engineering Research and Science
Special Issue: CIE 2018
DOI: http://dx.doi.org/10.24018/ejers.2019.0.CIE.1288 6
Polyxeni Kaimara was born in Florina, Greece, in
1970. She is a PhD Candidate in the Department of
Audio and Visual Arts of the Ionian University in
Corfu, Greece. She holds a Philosophy, Education
and Psychology Bachelor’s Degree (1991) and a
Master's Degree in Developmental and Educational
Psychology (1996) from Department of Psychology,
Aristotle University of Thessaloniki, a Master's
Degree in Public Health in the field of Behavioral
Studies (2011) at National School of Public Health and a degree in
Counseling and Guidance (2001) at the Pedagogical and Technological
Education. She is a Certified Trainer and Assessor of EOPPEP (The Greek
National Organization for the Certification of Qualifications &
Vocational Guidance) and Trainer of the Institute of Training (INEP) of
National Centre for Public Administration and Local Government.
She has teaching experience as a scientific associate at the
Technological Education Institution of Western Macedonia, Department of
Public Relations and Communication Policy and as a Teacher of
Informatics, at Technological Secondary School at Amynteo-Florina,
Ministry of National Education and Religious Affairs (2000-2001). From
2001 to 2015, she worked as a psychologist at the Center for Education,
Social Support and Training for People with Disabilities in Florina.
Currently, she is a psychologist at the Psychiatric Hospital in Corfu and at
the same time teaches Educational Psychology at the Department of Audio
and Visual Arts, Ionian University. She is the author of two chapters in the
book “Didactics of Smart Pedagogy, Smart Pedagogy for Technology
Enhanced Learning” Springer International Publishing, Daniela Linda
(Ed.), 2019, and has published more than 10 papers in international
conference proceedings, and books.
Her research interests focus on the design and evaluation of
educational systems for special education and training, the emerging
technology in learning and the implementation of digital games aimed at
designing programs for inclusive education. Her vision is to point out that
the appropriate use of ICT can help to create “a school for all” without
discrimination and exclusion.
Sofia Maria Poulimenou was born in Athens,
Greece in 1978. She received a Bachelor degree in
International and European Relations in 2003 and an
M.Sc. degree in international law and diplomacy in
2006, from Department of International and
European Studies, Panteion University. She is
currently a Ph.D. candidate in World Heritage Sites
Management at the Department of Archives, Library
Science and Museology, Ionian University, Corfu,
Greece.
She has worked as a special advisor to the Mayor of Corfu for three
years (2007-2010) in areas of cultural diplomacy, international cooperation
and cultural tourism, as a special advisor to the Governor of the Region of
Ionian Islands in areas of cultural tourism and European cu-funding
projects (2011-2014) and in Ionian University as the Rector’s collaborator
in the Department of Public and International Relations (2015-2016). She
is currently working at the Ministry of Justice, Single Member First
Instance Court of Corfu.
She is a researcher of the Museology Lab of the Ionian University
(Corfu, Greece) working on heritage promotion and conservation. She also
works with Asst. Prof. Yiannis Deliyannis, in submitting proposals and
running EU-funded projects in the fields of cultural management and
tourism.
Andreas Oikonomou was born in Peristera, a village
of Central Macedonia (Northern Greece), in 1956. He
possesses a BSc in Mathematics and a BSc in
Psychology, MSc in Pure Mathematics (University
“Pierre and Marie Curie”, Paris VI, France), MSc in
Didactic of Science (University “Denis Diderot”, Paris
VII, France), MSc in Psychology, and PhD in Science
of Education (Aristotle University of Thessaloniki).
Andreas is an assistant professor at the
Department of Education (discipline: Developmental Psychology,
Educational Psychology: Theory and Practice) at the Pedagogical and
Technological School of Education, in Thessaloniki. During his 30-year
academic career in the field of Psychology, Pedagogy, Didactic of Science
and Environmental Education, he has been involved in many national and
European projects and has published numerous papers in peer review
journals and conferences
(https://scholar.google.com/citations?user=4aLOaqAAAAAJ&hl=el).
For years Dr. Oikonomou worked on political education and training
of young people giving to them tools about citizenship (theories, method,
and techniques) to work with people, engaging and aware others in social
problems to resolve.
Ioannis Deliyannis was born in 1975. He completed
his undergraduate studies in 1997 (B.Sc Computer
Science) and was subsequently offered a scholarship
to pursue a Ph.D. degree in the field of Interactive
Multimedia (2002) at the Computer Science
Department of University of Wales at Swansea. He
worked within the Computational Fluid Dynamics
research team as a research student under the
supervision of Professors P. Townsend and M. F.
Webster. His research work was largely related to multi-media
applications, visualization and web-based technologies applied to complex
scientific fields such as Computational Rheology and the development of
Educational Systems for Research and Interactive Learning. This work was
truly ground-breaking in the field forming a highly respected thesis on the
subject. It led to wide public exposure and a deeper understanding of the
systems involved. This work is actively utilized and extended under the
Institute for Non-Newtonian Fluid Mechanics (INNFM) and Swansea CFD
research groups.
Dr. Ioannis Deliyannis started working at Ionian University at 2004
teaching at the Department of Informatics and the Department of Audio
and Visual Arts. Today he is an appointed Assistant Professor and Faculty
Member of the Department of Audiovisual Arts at Ionian University,
Corfu, Greece.
His research interests include the application of Interactive and
Multimedia Communication Technologies in the area of AudioVisual Arts.
He is the author of a series of journal and conference publications in the
above fields, followed by a series of books targeting the experimental and
creative aspects of the technologies involved.
Personal website: https://yiannis344.wixsite.com/index
https://inarts.eu/en/lab/staff/deligiannis/
Dr. Antonia Plerou holds a Ph.D. degree obtained
in the Department of Informatics of the Ionian
University in Corfu. She Studied Applied
Mathematics at the Faculty of Sciences at the
Aristotle University of Thessaloniki and obtained
her Master Degree in Mathematics from the Faculty
of Sciences and Technology of the Greek Open
University. Her research focuses on the fields of
Educational Neuroscience, Cognitive Science and
Learning Difficulties (Dyscalculia, Algorithmic
Thinking Difficulties), Neurofeedback Training, Neuronal Disorders
rehabilitation with Neuroinformatics, and Artificial Intelligence.
She has (co) authored more than 30 articles in international
conferences and journals and 2 book chapters. She is an editorial board
member for several journals and she has been a program committee in
numerous international conferences as well. Her research focuses on the
fields of Educational Neuroscience, Cognitive Science and Learning
Difficulties (Dyscalculia, Algorithmic Thinking Difficulties),
Neurofeedback Training, Neuronal Disorders rehabilitation with
Neuroinformatics, and Artificial Intelligence.
Antonia Plerou currently holds a university scholarship and she is
teaching to undergraduate students of the Department of Informatics of the
Ionian University. Moreover, she was teaching stuff at M.Sc. The program
Bioinformatics and Neuroinformatics” of the Department of Informatics
of the Ionian University and also advises almost 10 postgraduate theses
on the same program. She is a member of the Bioinformatics and Human
Electrophysiology Laboratory (BiheLab) of the Ionian University with the
field of expertise “Pattern recognition analyst for Neuroeducational
studies”.
... Pese embora, reconheçam a existência de alguns desafios para a implementação do BYOD no modelo de ensino e aprendizagem, tais como a existência de uma infraestrutura de rede sem fios estável e fiável; haver orientações que alicercem políticas de implementação; a motivação e sensibilização dos professores e dos alunos; diretrizes claras para a criação de conteúdos; assistência técnica e a formação na área. A propósito de desafios, mas, no caso da utilização dos smartphones comprova-se em Kaimara et al. (2019) refletindo acerca das vantagens ou desvantagens, que a sua utilização tem sido adiada. O debate relativo à eficácia destes dispositivos móveis na sala de aula, ainda está condicionado por um posicionamento crítico e de rejeição em vez de uma validação contextualizada. ...
... De acordo com Kaimara et al. (2019), apesar do uso dos dispositivos móveis apresentar inúmeras vantagens pelo facto de terem diversas aplicações e funcionalidades, não substituem a "experiência sensorial e a aprendizagem não mediada", constituem-se como "ferramentas suplementares e úteis" implicando alguma preparação dos alunos. Esta formação passa pelo conhecimento do potencial do equipamento, num espaço com bom sinal de Wi-Fi (para não desmoralizar) utilizando plataformas de aprendizagem, testadas previamente, em dispositivos com características que permitam aceder e acompanhar a aplicação utilizada. ...
... Considere-se um plano de disseminação, permissão e utilização dos smartphones nos ecossistemas educativos, enquanto ferramentas de trabalho. Em sintonia com Kaimara et al. (2019), na medida em que este movimento está condicionado pelas atitudes, pelas ideias preconcebidas dos professores e dos pais, que se refletem nas decisões políticas nacionais e locais. Não havendo investimento na formação nesta área no sentido da desconstrução de práticas confortáveis instaladas, dificilmente será dado um passo à frente. ...
Thesis
Considera-se ser necessário agir à luz do paradigma infocomunicacional, potenciando alterações mais seguras, contextualizadas e oportunas, onde a biblioteca escolar, enquanto espaço phygital (físico+digital), assume um papel fulcral e atualizado no ecossistema educativo. Desenvolveu-se um processo de investigação apoiado pelo utilizador (identificação da sua User eXperience, UX, mediado pelo smartphone) dentro de uma abordagem qualitativa e assente num pressuposto epistemológico dominante, o construtivismo, mas, com base pós-moderna realçando o papel do indivíduo, nomeadamente atendendo às suas singularidades para um bem comum, na sociedade contemporânea. Suportado pelo método Estudo de Caso, a abordagem metodológica é de natureza flexível, iterativa e qualitativa orientada pelo Design-Based Research, permitindo o refinamento constante de conhecimento, entre a descoberta e a realização. O estudo que conduz à proposta final de um modelo infocomunicacional mediado por smartphone, é sustentado na revisão da literatura através da pesquisa bibliográfica e, num estudo de caso, em que a investigadora tem uma relação de proximidade com o contexto. Contempla como procedimentos técnicos a observação participante, transversal a todo o processo, questionários online aplicados com mediação humana que permitiram conhecer os procedimentos de uso em smartphone dentro e fora do ecossistema educativo e, entrevistas semiestruturadas considerando os interesses e as necessidades de diferentes partes interessadas do ecossistema educativo. A investigação decorre no ambiente natural, a biblioteca escolar, com uma amostra de conveniência com 236 participantes, alunos do 2º e 3º ciclos (5º, 7º e 9º anos), professores e famílias, da escola sede do agrupamento de escolas D. Maria II em Vila Nova de Famalicão, pretendendo compreender este caso, neste contexto e em diferentes situações infocomunicacionais. Dos resultados verifica-se que as funcionalidades identificadas informam um modelo infocomunicacional promotor de ambientes de aprendizagem mais intuitivos, rápidos, atraentes e gratificantes que pode permitir a interação com os diferentes atores dentro e fora do ecossistema educativo, num conceito just in time, anytime, and anywhere, neste caso, através dos smartphones. Espera-se que este estudo autêntico contribua para a área da informação e comunicação e complementarmente também para a área da educação, preparando o contexto para novas aprendizagens e que impulsione a adoção destas práticas com a mediação dos dispositivos móveis de uso individual.
... The main goals of this specific game-based learning application were the deepening of knowledge subjects and the appropriate preparation of students to become future teachers (Ikonomou et al., 1999;Fragkoulis & Anagnou, 2014;Kouni & Koutsoukos, 2019;Gougoulakis et al., 2020;Kaimara et al., 2019;Triantafyllou, 2022). At the same time, in the midst of forced isolation and social distancing during the pandemic, we wanted to cheer up our freshmen and strengthen their sense of belonging. ...
Article
Full-text available
The world of education has changed. And for all the trials and challenges of managing education during a pandemic, we have also learned a few things that can make our teaching and learning experiences even better in the future.The pandemic imposed constant balance exercises in all aspects of our daily life, including education. Suddenly the living room of the house turned into a work space, the kitchen replaced the canteen, the children's office became a student seat. There was a new area of unknown, irregular and unpredictable forced experimentation. Now what is right, beneficial and effective is an unanswerable question in the absence of previous experience, and the only way to answer it is by trial and error.Universities, in the context of "emergency" remote teaching, also had to experiment. Professors and students found themselves inside virtual classrooms, facing digital boards, closed cameras and microphones.How could a professor not be frustrated by low levels of interaction during the lesson, and how could a student understand a problem without disrupting the fragile digital teaching flow? What was the learning outcome after each two-hour e-teaching? Was the learner's attention maintained, the learning objective achieved, knowledge transferred, new skills acquired? The answers had to be given through experimentation, creativity and innovation.To stop digital teaching from being monotonous and boring, we tried to turn it into a game in order to engage students and lead to better learning outcomes. Gamification is the use of game mechanics in non-game situations. It involves the use of video game elements, such as leaderboards, levels and badges in non-game activities aimed at improving the user experience and increasing user engagement. We find examples of gamification in various fields, e.g. in physical exercise and health (Pereira et al., 2014; Johnson et al., 2016), in the promotion of products and services (Huotari, & Hamari, 2012) and, of course, in education (Triantafyllou & Georgiadis, 2022). For example, airlines enable travelers to earn points with each trip that they can later redeem, or sports equipment companies have developed apps on smart phones and watches so that users can celebrate their performance with digital trophies, compete and challenge their running friends.In the learning process, gamification includes direct feedback mechanisms for learners, point systems, ranking tables, prizes, badges, progress bars and avatars among others, with the main objectives of mobilizing, encouraging and guiding the participant to achieve learning progress. Game-based learning makes the most of these mechanisms with an a priori architecture, which clearly defines the goal of the game, its basic functions and scenario, the rules of progression, competition and interaction with the application and teammates (Triantafyllou & Sapounidis, 2023).The reason why gamification is of particular interest is that research shows an increased degree of involvement and interest of participants when an environment or activity incorporates elements of gamification (Triantafyllou & Georgiadis, 2022). Game-based learning therefore activates not only cognitive functions, such as attention or perception, but also feelings of excitement, surprise, joy, sadness or even anger. This experience results in the achievement of meaningful learning objectives, such as deepening knowledge and developing intrapersonal (e.g. project scheduling) and interpersonal skills (e.g. collaboration).
... The main goals of this specific game-based learning application were the deepening of knowledge subjects and the appropriate preparation of students to become future teachers (Ikonomou et al., 1999;Fragkoulis & Anagnou, 2014;Kouni & Koutsoukos, 2019;Gougoulakis et al., 2020;Kaimara et al., 2019;Triantafyllou, 2022d). At the same time, in the midst of forced isolation and social distancing during the pandemic, we wanted to cheer up our freshmen and strengthen their sense of belonging. ...
Conference Paper
Full-text available
The world of education has changed. And for all the trials and challenges of managing education during a pandemic, we have also learned a few things that can make our teaching and learning experiences even better in the future. The pandemic imposed constant balance exercises in all aspects of our daily life, including education. Suddenly the living room of the house turned into a work space, the kitchen replaced the canteen, the children's office became a student seat. There was a new area of unknown, irregular and unpredictable forced experimentation. Now what is right, beneficial and effective is an unanswerable question in the absence of previous experience, and the only way to answer it is by trial and error. Universities, in the context of "emergency" remote teaching, also had to experiment. Professors and students found themselves inside virtual classrooms, facing digital boards, closed cameras and microphones. How could a professor not be frustrated by low levels of interaction during the lesson, and how could a student understand a problem without disrupting the fragile digital teaching flow? What was the learning outcome after each two-hour e-teaching? Was the learner's attention maintained, the learning objective achieved, knowledge transferred, new skills acquired? The answers had to be given through experimentation, creativity and innovation. To stop digital teaching from being monotonous and boring, we tried to turn it into a game in order to engage students and lead to better learning outcomes. Gamification is the use of game mechanics in non-game situations. It involves the use of video game elements, such as leaderboards, levels and badges in non-game activities aimed at improving the user experience and increasing user engagement. We find examples of gamification in various fields, e.g. in physical exercise and health (Pereira et al., 2014; Johnson et al., 2016), in the promotion of products and services (Huotari, & Hamari, 2012) and, of course, in education (Triantafyllou & Georgiadis, 2022a; Triantafyllou & Georgiadis, 2022b; Triantafyllou, 2022c; Triantafyllou, 2022d; Triantafyllou & Sapounidis, 2023). For example, airlines enable travelers to earn points with each trip that they can later redeem, or sports equipment companies have developed apps on smart phones and watches so that users can celebrate their performance with digital trophies, compete and challenge their running friends. In the learning process, gamification includes direct feedback mechanisms for learners, point systems, ranking tables, prizes, badges, progress bars and avatars among others, with the main objectives of mobilizing, encouraging and guiding the participant to achieve learning progress. Game-based learning makes the most of these mechanisms with an a priori architecture, which clearly defines the goal of the game, its basic functions and scenario, the rules of progression, competition and interaction with the application and teammates (Triantafyllou & Sapounidis, 2023). The reason why gamification is of particular interest is that research shows an increased degree of involvement and interest of participants when an environment or activity incorporates elements of gamification (Triantafyllou, 2023). Game-based learning therefore activates not only cognitive functions, such as attention or perception, but also feelings of excitement, surprise, joy, sadness or even anger. This experience results in the achievement of meaningful learning objectives, such as deepening knowledge and developing intrapersonal (e.g. project scheduling) and interpersonal skills (e.g. collaboration).
... Smartphones provide instant access to a variety of learning resources such as digital books, online learning materials, journals, and learning videos. This allows students and teachers to access up-todate and diverse information relevant to the subjects they are studying (Kaimara et al., 2019). Students can quickly search for the information or definitions they need during lessons by using the search engine on their smartphones. ...
Article
Full-text available
Along with the development of technology, the use of smartphones in teaching and learning activities has become one of the most influential innovations in the world of Education, especially in physics learning. Learning media is needed to make it easier for students to understand physics concepts, but media that can visualize abstract concepts clearly have not been developed much. As an alternative media, Augmented Reality was chosen as a solution to this problem. This type of research is descriptive qualitative and aims to describe the potential for the development of augmented reality media to increase students' understanding of earthquake material. Data collection techniques using questionnaires. The questionnaire was made using G-Form containing six question items, each of which required a response in the form of a checklist or description in each item answer column according to the respondent's opinion. The questionnaire was distributed online to respondents who were students of Universitas Pendidikan Ganesha and Universitas Terbuka. The sample was randomly selected as many as 206 students who had attended the lecture wave. Research conclusions can be drawn after analysis of questionnaires filled out by respondents. Based on data analysis, it can be understood that the media / learning resources on wave material so far used by lecturers are powerpoint (PPT) with a percentage of 14%, the media used so far is considered by students to be less attractive 22%, the obstacles encountered by students are at most visualizing wave forms 27%, the media that students consider appropriate for wave material is through visualization / illustration with a maximum percentage of 61%, so that AR media is considered to have the potential to make wave material interesting and easy to understand.
... For the purpose of this paper, the gamified student response system (SRS)-a tool of experiential learning-will be referred to as gamified experiential technology (GET), recognizing that SRS is just one indicator which we anticipated could extend to other gamified devices such as a smartphone or tablet that can be used as a student response system-if an app is downloaded-and equally promote experiential learning (Fithriani, 2021;Kaimara et al., 2019). Mobile apps are being increasingly used: In 2022, there were 255 billion app downloads as compared to 140.7 billion in 2016, an 80% increase (though the majority are used for gaming rather than educational reasons; Statista, 2023). ...
Article
Full-text available
Educators have incorporated technologies designed to “gamify” or increase the fun and reward of classroom learning, but little is known about how these resources can be employed to create positive learning climates. Informed by self-determination theory (SDT), two experiments investigated a number of strategies teachers can use to frame one such technology, the student response system (SRS), when they use it as an educational tool to enhance its fun and contribution to positive learning environments. Participants (n = 30) in a pilot experiment were randomly assigned to a 2-month experiment that showed that using SRS versus non-technology-based learning increases academic well-being. A primary study (n = 120 students) experimentally manipulated the use of SRS with and without motivational framing strategies that were anticipated to enhance its effects, specifically by employing teamwork, friendly competition between students, and giving students a choice to participate. Results showed that motivational framing strategies enhanced students’ need satisfaction for autonomy (sense of choice), competence (sense of efficacy in relation to learning), relatedness (to others in the classroom), and academic well-being (interest and engagement). In short, the use of interactive technology and how it was implemented in class was vital for enhancing students’ learning outcomes.
... As tecnologias móveis permitem uma simplificação de determinados processos, como é o caso da avaliação, fornecendo a alunos e professores os indicadores de progresso num formato mais célere, interativo e com feedback imediato (Alirezabeigi et al., 2020, UNESCO, 2013. Pese embora este reconhecimento das vantagens das tecnologias móveis, ainda se nota algum ceticismo quanto à sua utilização em ecossistemas educativos, nomeadamente a utilização dos smartphones que tem vindo a ser adiada por parte da escola, num constante posicionamento crítico e de rejeição (Kaimara et al., 2019;Moura, 2010). O distanciamento de opiniões entre os diferentes atores educativos suscita a criação de "pontes com a aprendizagem" entre as atividades em sala de aula e online (atividades phygital), contribuindo para os novos processos de ensino-aprendizagem (Kibar et al., 2019;Ott, 2017;Turner, 2018). ...
Article
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Este artigo apresenta uma revisão sistemática da literatura acerca do papel da biblioteca escolar na Era Digital em ecossistemas educativos que contemplem práticas de utilização de dispositivos móveis, em particular os smartphones, recorrendo a bases de publicações científicas e consequente reflexão analítica. Atendendo à combinação de palavras-chave, a pesquisa foi balizada entre 2016 e 2020 na base científica Scopus, bem como noutras bases significativas para o processo, com um resultado inicial de 599 documentos, refinados considerando as dimensões da questão de investigação: biblioteca, smartphones e novos média. Foram tratados, analisados e incluídos 30 documentos no âmbito desta revisão sistemática que, apesar de não apresentarem resultados no contexto direto da questão de investigação, constituíram-se como fundamentais para sustentar a necessidade do estudo subjacente a esta revisão. A análise das metodologias e conclusões relativas à temática das bibliotecas escolares no âmbito da infocomunicação e utilização dos smartphones, reflete um estado incipiente que merece ser tido em conta e que sustentam a necessidade de ser foco de investigação. Este artigo apresenta uma revisão sistemática da literatura acerca do papel da biblioteca escolar na Era Digital em ecossistemas educativos que contemplem práticas de utilização de dispositivos móveis, em particular os smartphones, recorrendo a bases de publicações científicas e consequente reflexão analítica. Atendendo à combinação de palavras-chave, a pesquisa foi balizada entre 2016 e 2020 na base científica Scopus, bem como noutras bases significativas para o processo, com um resultado inicial de 599 documentos, refinados considerando as dimensões da questão de investigação: biblioteca, smartphones e novos média. Foram tratados, analisados e incluídos 30 documentos no âmbito desta revisão sistemática que, apesar de não apresentarem resultados no contexto direto da questão de investigação, constituíram-se como fundamentais para sustentar a necessidade do estudo subjacente a esta revisão. A análise das metodologias e conclusões relativas à temática das bibliotecas escolares no âmbito da infocomunicação e utilização dos smartphones, reflete um estado incipiente que merece ser tido em conta e que sustentam a necessidade de ser foco de investigação.
... 3Μύθοι για την Προσωποποιημένη Μάθηση Απαιτεί όλοι οι μαθητές να έχουν τη δική τους συσκευή  Ισοδυναμεί με απομονωμένη μάθηση  Οι μαθητές διδάσκουν τους εαυτούς τους  Οι μαθητές αποσυνδέονται από τους εκπαιδευτικούς  Σημαίνει εκπαιδευτική τεχνολογία Η τεχνολογία, ωστόσο, δεν είναι πανάκεια, η οποία από μόνη της αυτόματα θα κάνει τη διδασκαλία πιο αποτελεσματική. Δεν μπορούμε να χρησιμοποιούμε υπολογιστές στις τάξεις, ακόμα κι αν αυτοί είναι οι πιο σύγχρονοι, ακολουθώντας τις ίδιες παραδοσιακές εκπαιδευτικές στρατηγικές(Kaimara, Poulimenou, Oikonomou, Deliyannis & Plerou, 2019). Η εισαγωγή της τεχνολογίας στα σχολεία είναι «πολύ περισσότερο από το να βάλεις ένα κομμάτι λογισμικού σε μια τάξη» (Mary Ann Wolf όπως αναφέρεται στονRobin, 2008). ...
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An important prerequisite for a non-discriminatory society is education equality. The result of the policy for equality of educational opportunity was the creation of conditions for inclusive education of all students in the schools of their neighbourhood. The purpose of this doctoral dissertation is to investigate the impact of interactive education-entertainment systems on the successful implementation of inclusive education of children with and without special educational needs and/or disabilities and to develop a new methodology for designing inclusive educational materials. For this purpose, an interactive educational system was designed, developed and evaluated taking into account basic guidelines of instructional design models and frameworks. The educational content of the system focuses on the activities of daily living and is called Waking Up In the Morning (WUIM). It was created based on a new transmedia methodology developed to enhance the motivation to learn by combining traditional games with modern film production processes as well as new media such as 360-degree video production, gaming elements and rules and virtual and augmented reality technologies. WUIM pedagogical documentation is based on the eclectic approach, which incorporates the prevailing educational interventions in the field of special education and training, the principles of so-called traditional learning theories, such as behaviourism, information processing theories and constructivism with its branches, differentiated instruction, universal design for learning, multimedia learning, transmedia learning, game design principles, cutting-edge technology and user experience research field. Traditional and contemporary theories of learning draw their content from educational psychology, that particular branch of psychology that specializes in understanding teaching and learning in educational environments. WUIM has been evaluated in the field by potential users (children with disabilities and specialist therapists). A new research scale was used as a data collection tool, which records all the factors that shape users' overall perceptions of the learning experience when playing games. The results of the evaluation led to the conclusion that WUIM qualifies as a good practice and content creation guide for inclusive education. As learning does not take place in a vacuum, with teachers being considered the key to success in implementing any innovation, the dissertation also raises research questions about teachers' attitudes towards inclusive education and digital educational games, as well as the ethical issues and concerns associated with the use of cutting-edge technology by children. Keywords: activities of daily living, augmented reality, digital educational games, educational technology, educational psychology, inclusive education, motivation, school psychology, transmedia learning, virtual reality, 360-degree video.
... al., 2018, Καϊμάρα και σύν., 2020b. Σε περιβάλλοντα τυπικής εκπαίδευσης, η προστιθέμενη αξία της AR σχετίζεται με την προοπτική που παρέχεται για συνεργατική μάθηση μεταξύ συνομηλίκων και εκπαιδευτικών μέσω των μικρών κινητών συσκευών και της δυνατότητας να περιηγηθούν στον έξω κόσμο ενώ βρίσκονται μέσα στη σχολική τάξη (Kaimara, Poulimenou et al. 2019, Ke & Hsu, 2015. ...
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Η μάθηση είναι το κυριότερο ερευνητικό αντικείμενο της εκπαιδευτικής ψυχολογίας, η οποία αντλεί, συμπληρωματικά, πληροφορίες από την παιδαγωγική, την κοινωνιολογία, την εκπαιδευτική τεχνολογία, καθώς και τη σύγχρονη έρευνα για τον εγκέφαλο, ενώ η μάθηση που βασίζεται στο παιχνίδι κατέχει αξιοσημείωτη θέση στον διάλογο για την εκπαίδευση, τυπική και άτυπη, ανηλίκων και ενηλίκων. Ωστόσο, τα παιχνίδια δεν είναι νέο πεδίο στην παιδαγωγική έρευνα, καθώς αποτελούν μία από τις αρχαιότερες μορφές της ανθρώπινης αλληλεπίδρασης. Ο ρόλος της αλληλεπίδρασης στα ψηφιακά εκπαιδευτικά παιχνίδια ανανεώνει το ενδιαφέρον για τις θεωρίες μάθησης και τη συμβολή τους στην κατανόηση της διαδραστικότητας μέσω της ψηφιακής τεχνολογίας και των δυνατοτήτων της να ενισχύει τη μαθησιακή διαδικασία. Οι σύγχρονες έρευνες αναγνωρίζουν τις βασικές παραδοσιακές αρχές μάθησης ως καθοριστικές και θεμελιώδεις και στον σχεδιασμό των παιχνιδιών. Ο σχεδιασμός των παιχνιδιών είναι μια πολύπλοκη, διεπιστημονική δραστηριότητα και συχνά αποθαρρύνει τους εκπαιδευτικούς να τα εντάξουν στη μαθησιακή διαδικασία. Μέλημα της ακαδημαϊκής κοινότητας είναι να ενδυναμώσει τους εκπαιδευτικούς, παρέχοντάς τους θεωρητικά και πρακτικά εργαλεία, τεχνογνωσία και υποστηρικτικό υλικό, ώστε να δημιουργούν εύκολα και μαζί με τους μαθητές τους τα δικά τους παιχνίδια. Το παρόν κεφάλαιο είναι προϊόν του ερευνητικού προγράμματος "Waking Up In the Morning" (WUIM), το οποίο μελετά τη συμβολή της διαμεσικής μάθησης στην εκπαίδευση χωρίς αποκλεισμούς, και σκοπός των συγγραφέων είναι να παρουσιάσουν τα ευρήματα που προέκυψαν τόσο από τη βιβλιογραφική ανασκόπηση για τη συμβολή των θεωριών μάθησης στον σχεδιασμό διαμεσικών εκπαιδευτικών παιχνιδιών/εφαρμογών όσο και από την εμπειρική έρευνα για την αξία του συμμετοχικού σχεδιασμού στη βελτίωσή τους μέσω της διαμορφωτικής αξιολόγησης.
... Isolation is related to beliefs that too much time with digital devices disconnects children from face-to-face social activities, family communication and physical activities (Resilient Educator 2020). Concerning hardware in educational settings, general and/or special education, it is challenging to examine whether desktop or specialized devices, such as smartphones, tablets, glasses, gloves, vests, gesture tracking, haptic devices, controllers stereoscopic, and HMDs are better suited for students (Kaimara et al. 2019b). One of the desktop advantages is the public nature of the screen that allows interactions between learners and tutor/educator or peers (Standen and Brown 2006). ...
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Covid-19 has also had a significant impact on schools, the use of distance learning has raised questions already present, in particular with respect to the meaning of tools and technologies. Leaving aside the aspects related to the use of the network and those of communication, the authors want to provide a brief overview of the fundamental issues related to the use of a smartphone for STEM teaching. A theme that sees two opposing positions (pros and cons) colliding, often unavailable for discussion and dialogue. Without taking a position, the text tackles the problem from three points of view: the hardware, the apps, and some possible activities that can be associated with the main functions activated by the students.
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The interactive information and communication technologies (ICT) have been introduced to many classrooms lately. Therefore, it is important to examine whether the expectations of students and their parents regarding technology implementation are fulfilled. The aim of the present study was to compare attitudes towards ICT in general towards the use of tablet computers in education, regarding the decision to use iPad and the experience of using iPad in the classroom. An attitudes questionnaire was administred in four groups of students and their parents. In the 5th grade, one group has just decided to use iPad in classroom, and one group decided not to use it. In the 7th and 8th grade one group has had two years of experience in using iPad in classroom, while the other group had no experience. The results showed that students and parents who chose to use iPad had more positive attitudes towards tablet use in teaching and learning, and perceived less negative effects of ICT use than students and parents who have not been using iPad. However, a difference between parents' attitudes was found in the 5th grade, but not in the 7th and 8th grades. The parents of older students who have been using iPad for several years have less positive attitudes towards tablet use than parents of the 5th grade students who just decided to use it. Our findings point to a complex interplay between social norms and experience in educational settings that could be explained within several theoretical frameworks relating to technology acceptance (e.g. TAM2, Venkatesh & Davis, 2000).
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The study presents the results from the first phase of the initiative Emerging Technologies in Education. At this stage, we examined the learning outcomes from the use of tablets and an application as content delivery methods for teaching plants' parts, reproduction types and organs, photosynthesis, and respiration. The project lasted for four months and the target group was 246 sixth-grade primary school students, divided into three groups. In the first, students were taught conventionally, using notes and the textbook. In the second, a contemporary teaching method was used, but the instruction was not technologically enhanced. The third group of students used the application. Data were collected by means of questionnaires and evaluation sheets. Results indicate that students in the third group outperformed students in the other two groups. On the other hand, there were no differences between the last two groups, regarding students' misconceptions. The findings point to the need of further investigation of the educational uses of tablets and their applications.
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The purpose of this article was to examine the factors affecting a Greek kindergarten teacher to support or oppose ICT in education. This research was carried out during the year 2012; 418 teachers participated and is an extension of a previous analysis (Zaranis et al. 2014). The participants were drawn from kindergarten teachers in the areas of Athens and Crete (Greece). A 5-point Likert scale questionnaire with 30 questions was designed to assess the attitudes of kindergarten teachers towards computers. Then, factor analysis and cluster analysis were applied to obtain three distinct clusters of the kindergarten teachers’ profiles. We used the two extreme groups of these clusters, namely “negative attitude towards ICT” (NA) and “supporters of ICT in education” (S). These are the two categories of the dependent variable in a binary logistic regression model. The explanatory variables of the model were the kind of bachelor studies, the kind of additional studies, the number of in-service years and the level of software and ICT knowledge. Finally, the binary logistic regression analysis found that only the variables “additional studies”, “in-service years” and “level of software and ICT knowledge” are statistically significant. Therefore, these are the factors affecting Greek kindergarten teachers to be positive towards ICT.
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Technology is ever changing and ever growing. One of the newest developing technologies is augmented reality (AR), which can be applied to many different existing technologies, such as: computers, tablets, and smartphones. AR technology can also be utilized through wearable components, for example, glasses. Throughout this literature review on AR the following aspects are discussed at length: research explored, theoretical foundations, applications in education, challenges, reactions, and implications. Several different types of AR devices and applications are discussed at length, and an in-depth analysis is done on several studies that have implemented AR technology in an educational setting. This review focuses on how AR technology can be applied, the issues surrounding the use of this technology, viewpoints of those who have worked with AR applications; it also identifies multiple areas to be explored in future research.
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