Stamatis Papadakis

Orcid: 0000-0003-3184-1147

According to our database1, Stamatis Papadakis authored at least 41 papers between 2009 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Determinants of Humanities and Social Sciences Students' Intentions to Use Artificial Intelligence Applications for Academic Purposes.
Inf., June, 2024

Views of Administrators on the Use of Social Media Networks and Tools in School Management Processes.
Proceedings of the 16th International Conference on Computer Supported Education, 2024

Advancing lifelong learning with AI-enhanced ICT: A review of 3L-Person 2024.
Proceedings of the IX International Workshop on Professional Retraining and Life-Long Learning using ICT: Person-oriented Approach (3L-Person 2024) co-located with 19th International Conference on ICT in Education, 2024

2023
Correction to: Classification and evaluation of educational apps for early childhood: Security matters.
Educ. Inf. Technol., November, 2023

Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students' Motivation.
Comput., June, 2023

Preschool Children's Metaphoric Perceptions of Digital Games: A Comparison between Regions.
Comput., June, 2023

Classification and evaluation of educational apps for early childhood: Security matters.
Educ. Inf. Technol., March, 2023

Embracing digital innovation and cloud technologies for transformative learning experiences.
Proceedings of the 11th Workshop on Cloud Technologies in Education (CTE 2023), 2023

Advancing lifelong learning and professional development through ICT: insights from the 3L-Person 2023 workshop.
Proceedings of the VIII International Workshop on Professional Retraining and Life-Long Learning using ICT: Person-oriented Approach (3L-Person 2023), 2023

2022
The Effects of Social Desirability on Students' Self-Reports in Two Social Contexts: Lectures vs. Lectures and Lab Classes.
Inf., 2022

Correction to: Mobile device use among preschool-aged children in Greece.
Educ. Inf. Technol., 2022

Mobile device use among preschool-aged children in Greece.
Educ. Inf. Technol., 2022

Factors Affecting Response Rates of the Web Survey with Teachers.
Comput., 2022

Analyzing the Impact of a Gamification Approach on Primary Students' Motivation and Learning in Science Education.
Proceedings of the Learning in the Age of Digital and Green Transition, 2022

Unlocking the power of synergy: the joint force of cloud technologies and augmented reality in education.
Proceedings of the Joint Proceedings of the 10th Workshop on Cloud Technologies in Education, 2022

Revolutionizing education: using computer simulation and cloud-based smart technology to facilitate successful open learning.
Proceedings of the Joint Proceedings of the 10th Illia O. Teplytskyi Workshop on Computer Simulation in Education, 2022

2021
Tools for evaluating educational apps for young children: a systematic review of the literature.
Interact. Technol. Smart Educ., 2021

Greek Parents' App Choices and Young Children's Smart Mobile Usage at Home.
Proceedings of the New Realities, Mobile Systems and Applications, 2021

Factors That Hinder in-Service Teachers from Incorporating Educational Robotics into Their Daily or Future Teaching Practice.
Proceedings of the 13th International Conference on Computer Supported Education, 2021

2020
Tablets and apps for promoting robotics, mathematics, STEM education and literacy in early childhood education.
Int. J. Mob. Learn. Organisation, 2020

Robots and Robotics Kits for Early Childhood and First School Age.
Int. J. Interact. Mob. Technol., 2020

Evaluating the Learning Process: The "ThimelEdu" Educational Game Case Study.
Proceedings of the 12th International Conference on Computer Supported Education, 2020

2019
Evaluating pre-service kindergarten teachers' intention to adopt and use tablets into teaching practice for natural sciences.
Int. J. Mob. Learn. Organisation, 2019

Parental involvement and attitudes towards young Greek children's mobile usage.
Int. J. Child Comput. Interact., 2019

in-Game Raw Data Collection and Visualization in the Context of the "ThimelEdu" Educational Game.
Proceedings of the Computer Supported Education - 11th International Conference, 2019

Generating Education in-Game Data: The Case of an Ancient Theatre Serious Game.
Proceedings of the 11th International Conference on Computer Supported Education, 2019

2018
Is Pair Programming More Effective than Solo Programming for Secondary Education Novice Programmers?: A Case Study.
Int. J. Web Based Learn. Teach. Technol., 2018

Evaluating pre-service teachers' acceptance of mobile devices with regards to their age and gender: a case study in Greece.
Int. J. Mob. Learn. Organisation, 2018

Evaluating Moodle use via Smart Mobile Phones. A case study in a Greek University.
EAI Endorsed Trans. Creative Technol., 2018

The effectiveness of computer and tablet assisted intervention in early childhood students' understanding of numbers. An empirical study conducted in Greece.
Educ. Inf. Technol., 2018

Educational apps from the Android Google Play for Greek preschoolers: A systematic review.
Comput. Educ., 2018

2017
The Appropriateness of Scratch and App Inventor as Educational Environments for Teaching Introductory Programming in Primary and Secondary Education.
Int. J. Web Based Learn. Teach. Technol., 2017

Mobile educational applications for children: what educators and parents need to know.
Int. J. Mob. Learn. Organisation, 2017

Combining mobile technologies in environmental education: a Greek case study.
Int. J. Mob. Learn. Organisation, 2017

Designing and creating an educational app rubric for preschool teachers.
Educ. Inf. Technol., 2017

Access Moodle Using Smart Mobile Phones. A Case Study in a Greek University.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

2016
Developing fundamental programming concepts and computational thinking with ScratchJr in preschool education: a case study.
Int. J. Mob. Learn. Organisation, 2016

The Combined Use of Lego Mindstorms NXT and App Inventor for Teaching Novice Programmers.
Proceedings of the Educational Robotics in the Makers Era, 2016

2010
An Educational Model for Asynchronous E-Learning. A Case Study in a Higher Technology Education.
Int. J. Adv. Corp. Learn., 2010

2009
Adult Education and Lifelong Learning. The case of GSAE (General Secretary for Adult Education) in Greece.
Int. J. Adv. Corp. Learn., 2009


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