Foteini Paraskeva

Orcid: 0000-0003-0525-5769

According to our database1, Foteini Paraskeva authored at least 34 papers between 2007 and 2023.

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

Timeline

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Bibliography

2023
ePortfolios Based on Self-Regulated Learning Components in Flexible Learning for Engineers as a Vehicle for Academic and Career Development.
Proceedings of the Information Systems and Technologies, 2023

Smart Learning Affordances of Web Technologies from Future ICT Teachers' Perspectives.
Proceedings of the Information Systems and Technologies, 2023

A Smart Pedagogical Framework Facilitated by Web Technologies for ICT Students' Motivation.
Proceedings of the Learning Technology for Education Challenges, 2023

2022
Engineering for Sustainable Development: A Smart Pedagogical Framework for Developing IoT Projects Applied to Climate Action - Practices and Challenges.
Proceedings of the Learning Technology for Education Challenges, 2022

Empowering E-course Effectiveness and Student's Motivation Through Inquiry Based Learning Aligned to ARCS Motivation Model in Moodle Workplace.
Proceedings of the Learning Technology for Education Challenges, 2022

2021
Applying Motivational Techniques and Gamified Elements on Instructional Design Models for Effective Instruction in Secondary Education.
Proceedings of the Learning Technology for Education Challenges, 2021

2019
Examining self-regulated learning through a social networking ePortfolio in higher education.
Int. J. Learn. Technol., 2019

Motivating Engineer Students in E-learning Courses with Problem Based Learning and Self-Regulated Learning on the apT2CLE4'Research Methods' Environment.
Proceedings of the Learning Technology for Education Challenges, 2019

Gamification Design Framework Based on Self Determination Theory for Adult Motivation.
Proceedings of the Learning Technology for Education Challenges, 2019

Poster: Exploring the Educational Affordances of an Academic ePortfolio for Engineer Students Through a Self-regulated Learning Framework.
Proceedings of the Internet of Things, Infrastructures and Mobile Applications - Proceedings of the 13th IMCL Conference, Thessaloniki, Greece, 31 October, 2019

Smart Learning Environments: A Blend of ICT Achievements and Smart Pedagogy for the World Sustainable Development.
Proceedings of the Human Interaction and Emerging Technologies, 2019

2018
Designing a Conceptual Framework to Enhance Teacher Professional Development in a 3D VLE.
Proceedings of the Learning Technology for Education Challenges, 2018

A Motivational Design of a Flipped Classroom on Collaborative Programming and STEAM.
Proceedings of the Learning Technology for Education Challenges, 2018

2017
Applying PBL and SRL to Enhance Learning Strategies and Collaboration in a Blended Learning Environment.
Proceedings of the Learning Technology for Education Challenges, 2017

Problem-Based Learning in Language Instruction: A Collaboration and Language Learning Skills Framework in a CSCL Environment.
Proceedings of the Learning Technology for Education Challenges, 2017

"Developing Interdisciplinary Instructional Design Through Creative Problem-Solving by the Pillars of STEAM Methodology".
Proceedings of the Interactive Mobile Communication Technologies and Learning - Proceedings of the 11th IMCL Conference, 30 November, 2017

2016
Strengthening collaboration and communication skills in an online TPD program for 21st-century educators.
Int. J. Learn. Technol., 2016

A Case of Emotional Intelligence for Teachers' Professional Development: Emotions and Connections are Ubiquitous in Second Life.
Proceedings of the Learning Technology for Education in Cloud - The Changing Face of Education, 2016

2015
Developing personalised e-courses: tailoring students' learning preferences to a model of self-regulated learning.
Int. J. Learn. Technol., 2015

Designing a PBLJii Script in a CSCL Environment for Bolstering Collaboration and Communication Skills.
Proceedings of the Learning Technology for Education in Cloud - 4th International Workshop, 2015

Managing Time Through a Self-regulated Oriented ePortfolio for Undergraduate Students.
Proceedings of the Design for Teaching and Learning in a Networked World, 2015

2014
Introducing New Digital Challenges for Reading Comprehension: A Case Study with Dedicated E-Readers.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

Implementing a Self-Regulated Oriented ePortfolio: The Design of an Affective Goal-Setting Plugin.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

2012
Developing Self-Regulation Skills in Virtual Worlds: An Educational Scenario Applied in Second Life.
Int. J. Online Pedagog. Course Des., 2012

Utilising a collaborative macro-script to enhance student engagement: A mixed method study in a 3D virtual environment.
Comput. Educ., 2012

2010
Online Games for the Next Generation of Workers.
Int. J. Adv. Corp. Learn., 2010

Multiplayer online games as educational tools: Facing new challenges in learning.
Comput. Educ., 2010

Workplace E-learning: Exploring Factors Affecting Perceived Transfer of Training.
Proceedings of the 14th Panhellenic Conference on Informatics, 2010

Intrinsic Motivation and the Sense of Community in Multiplayer Games: An Extended Framework for Educational Game Design.
Proceedings of the 14th Panhellenic Conference on Informatics, 2010

2009
Designing Collaborative Learning Environments Using Educational Scenarios Based on SR.
Int. J. Adv. Corp. Learn., 2009

2008
Individual characteristics and computer self-efficacy in secondary education teachers to integrate technology in educational practice.
Comput. Educ., 2008

A Computational Experiment to Describe Opinion Formation Using a Master Equation and Monte Carlo Simulations.
Proceedings of the Emerging Technologies and Information Systems for the Knowledge Society, 2008

2007
Psychological and pedagogical issues in ICT teachers' training and development.
Int. J. Knowl. Learn., 2007

Digital games: Developing the Issues of Socio-cognitive Learning Theory in an Attempt to Shift an Entertainment Gadget to an Educational Tool.
Proceedings of the DIGITEL 2007, 2007


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