Nikolaos Pellas
Orcid: 0000-0002-3071-6275
According to our database1,
Nikolaos Pellas
authored at least 37 papers
between 2013 and 2024.
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Bibliography
2024
Virtual Reality Assessment of Attention Deficits in Traumatic Brain Injury: Effectiveness and Ecological Validity.
Multimodal Technol. Interact., 2024
2023
The influence of sociodemographic factors on students' attitudes toward AI-generated video content creation.
Smart Learn. Environ., December, 2023
Exploring relationships among students' computational thinking skills, emotions, and cognitive load using simulation games in primary education.
J. Comput. Assist. Learn., October, 2023
Comparing the effectiveness of video and stereoscopic 360° virtual reality-supported instruction in high school biology courses.
Br. J. Educ. Technol., July, 2023
2022
A systematic mapping review of augmented reality applications to support STEM learning in higher education.
Educ. Inf. Technol., 2022
The effects of augmented reality-supported instruction in tertiary-level medical education.
Br. J. Educ. Technol., 2022
2021
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature.
Virtual Real., 2021
A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education.
Multimodal Technol. Interact., 2021
A Learning Analytics Conceptual Framework for Augmented Reality-Supported Educational Case Studies.
Multimodal Technol. Interact., 2021
2020
IEEE Trans. Learn. Technol., 2020
J. Univers. Comput. Sci., 2020
Educ. Inf. Technol., 2020
Theoretical Foundations of Virtual and Augmented Reality-Supported Learning Analytics.
Proceedings of the 11th International Conference on Information, 2020
2019
Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning.
Virtual Real., 2019
Developing and Assessing Augmented Reality Applications for Mathematics with Trainee Instructional Media Designers: An Exploratory Study on User Experience.
J. Univers. Comput. Sci., 2019
Can the flipped classroom model improve students' academic performance and training satisfaction in Higher Education instructional media design courses?
Br. J. Educ. Technol., 2019
2018
Facebook and Moodle Integration into Instructional Media Design Courses: A Comparative Analysis of Students' Learning Experiences using the Community of Inquiry (CoI) Model.
Int. J. Hum. Comput. Interact., 2018
The effect of simulation games on learning computer programming: A comparative study on high school students' learning performance by assessing computational problem-solving strategies.
Educ. Inf. Technol., 2018
Is the flipped classroom model for all? Correspondence analysis from trainee instructional media designers.
Educ. Inf. Technol., 2018
2017
Leveraging Scratch4SL and Second Life to motivate high school students' participation in introductory programming courses: findings from a case study.
New Rev. Hypermedia Multim., 2017
An exploration of interrelationships among presence indicators of a community of inquiry in a 3D game-like environment for high school programming courses.
Interact. Learn. Environ., 2017
Exploring the educational potential of three-dimensional multi-user virtual worlds for STEM education: A mixed-method systematic literature review.
Educ. Inf. Technol., 2017
Blending the CoI model with Jigsaw technique for pre-service foreign language teachers' continuing professional development using Open Sim and Sloodle.
Educ. Inf. Technol., 2017
Proceedings of the Interactive Mobile Communication Technologies and Learning - Proceedings of the 11th IMCL Conference, 30 November, 2017
How can a simulation game support the development of computational problem-solving strategies?
Proceedings of the 2017 IEEE Global Engineering Education Conference, 2017
2016
Bolstering the quality and integrity of online collaborative university- level courses via an open Sim standalone server in conjunction with sloodle.
Educ. Inf. Technol., 2016
2015
On the value of Second Life for students' engagement in blended and online courses: A comparative study from the Higher Education in Greece.
Educ. Inf. Technol., 2015
2014
The impact of computer self-efficacy, situational interest and academic self-concept in virtual communities of inquiry during the distance learning procedures through Second Life.
World Wide Web, 2014
Engaging students in blended and online collaborative courses at university level through Second Life: comparative perspectives and instructional affordances.
New Rev. Hypermedia Multim., 2014
Exploring Interrelationships among High School Students' Engagement Factors in Introductory Programming Courses via a 3D Multi-user Serious Game Created in Open Sim.
J. Univers. Comput. Sci., 2014
What Makes Students to Participate in Online Collaborative Settings Through Second Life?: Students' Views and Perspectives Based on Adult Participation Theories.
Int. J. Digit. Lit. Digit. Competence, 2014
Online and hybrid university-level courses with the utilization of Second Life: Investigating the factors that predict student choice in Second Life supported online and hybrid university-level courses.
Comput. Hum. Behav., 2014
The influence of computer self-efficacy, metacognitive self-regulation and self-esteem on student engagement in online learning programs: Evidence from the virtual world of Second Life.
Comput. Hum. Behav., 2014
Utilizing a Serious Game via Open Sim Standalone Server and Scratch4OS for Introductory Programming Courses in Secondary Education: Their Effect on Student Engagement.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014
2013
Harnessing and Evaluating Open Sim for the Implementation of an Inquiry-Based Collaborative Learning (Ib[C]L) Script in Computer Science: Preliminary Findings from a Case Study in Higher Education.
Int. J. Virtual Communities Soc. Netw., 2013
Virtual communities of inquiry (VCoI) for learning basic algorithmic structures with open simulator and Scratch4OS: a case study from the secondary education in Greece.
Proceedings of the Balkan Conference in Informatics, 2013