Emmanuel Fokides
Orcid: 0000-0003-3962-0314
According to our database1,
Emmanuel Fokides
authored at least 33 papers
between 2008 and 2024.
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Bibliography
2024
J. Inf. Technol. Educ. Innov. Pract., 2024
Development and testing of a model for explaining learning and learning-related factors in immersive virtual reality.
Comput. Educ. X Real., 2024
Proceedings of the Extended Reality - International Conference, 2024
2023
Using Digitally Enhanced Tangible Materials for Teaching Fractions: Results of a Project.
Technol. Knowl. Learn., December, 2023
Educ. Inf. Technol., September, 2023
Development and testing of a scale for examining factors affecting the learning experience in the Metaverse.
Comput. Educ. X Real., January, 2023
2022
J. Inf. Technol. Educ. Res., 2022
Evaluating 360o Video's Learning Effectiveness and Experiences: Results of a Comparative Study.
Int. J. Smart Educ. Urban Soc., 2022
Pre-service teachers' views about the use of digital educational games for collaborative learning.
Educ. Inf. Technol., 2022
2021
Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers' Views.
Technol. Knowl. Learn., 2021
My avatar and I. A study on avatars, personality traits, self-attributes, and their perceived importance.
J. Ambient Intell. Humaniz. Comput., 2021
2020
3D Multiuser Virtual Environments and Environmental Education: The Virtual Island of the Mediterranean Monk Seal.
Technol. Knowl. Learn., 2020
Examining the Impact of Spherical Videos in Teaching Endangered Species/Environmental Education to Primary School Students.
J. Inf. Technol. Educ. Res., 2020
Int. J. Smart Educ. Urban Soc., 2020
Using Google Cardboard Compatible HMDs and Spherical Videos for Teaching History to High School Students.
Int. J. Smart Educ. Urban Soc., 2020
Using Makey-Makey for teaching electricity to primary school students. A pilot study.
Educ. Inf. Technol., 2020
2019
Comparing videos and a 3D virtual environment for teaching school-related functional skills and behaviors to students with ADHD or developmental dyslexia, displaying challenging behaviors: a case study.
Res. Pract. Technol. Enhanc. Learn., 2019
J. Inf. Technol. Educ. Res., 2019
Let players evaluate serious games. Design and validation of the Serious Games Evaluation Scale.
J. Int. Comput. Games Assoc., 2019
2018
Teaching Basic Programming Concepts to Young Primary School Students Using Tablets: Results of a Pilot Project.
Int. J. Mob. Blended Learn., 2018
Int. J. Smart Educ. Urban Soc., 2018
Development of a model for explaining the learning outcomes when using 3D virtual environments in informal learning settings.
Educ. Inf. Technol., 2018
Digital educational games and mathematics. Results of a case study in primary school settings.
Educ. Inf. Technol., 2018
Proceedings of the Technology and Innovation in Learning, Teaching and Education, 2018
2017
Students Learning to Program by Developing Games: Results of a Year-long Project in Primary School Settings.
J. Inf. Technol. Educ. Res., 2017
Pre-Service Teachers' Intention to Use MUVEs as Practitioners - A Structural Equation Modeling Approach.
J. Inf. Technol. Educ. Res., 2017
Content and language integrated learning in OpenSimulator project. Results of a pilot implementation in Greece.
Educ. Inf. Technol., 2017
Tablets in education. Results from the initiative ETiE, for teaching plants to primary school students.
Educ. Inf. Technol., 2017
2016
Using Autobiographical Digital Storytelling for the Integration of a Foreign Student in the School Environment. A Case Study.
J. Inf. Technol. Educ. Innov. Pract., 2016
Int. J. Inf. Commun. Technol. Educ., 2016
2008
Int. J. Emerg. Technol. Learn., 2008