Playing with fractions on an Interactive floor application: An exploratory case study in the math classroom. - Marianna Ioannou; Andri Ioannou (ICLS, 2018)

On the Understanding of Students' Learning and Perceptions of Technology Integration in Low- and High-embodied Group Learning. - Marianna Ioannou; Yiannis Georgiou; Andri Ioannou; Mina Johnson (CSCL, 2019)

Orchestrating the Technology-Enhanced Embodied Learning Classroom via Learning Stations Rotation: A case study (extended abstract). - Marianna Ioannou; Andri Ioannou; Yiannis Georgiou; Michael Boloudakis (HLS-D3@EC-TEL, 2019)

Investigating Children's Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting. - Yiannis Georgiou; Andri Ioannou; Marianna Ioannou (iLRN, 2019)

Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom. - Yiannis Georgiou; Andri Ioannou; Marianna Ioannou (Multimodal Technol. Interact., 2019)

Designing and Orchestrating the Classroom Experience for Technology-Enhanced Embodied Learning. - Marianna Ioannou; Andri Ioannou; Yiannis Georgiou; Symeon Retalis (ICLS, 2020)

Technology-enhanced Embodied Learning: Designing and Evaluating a New Classroom Experience. - Marianna Ioannou; Andri Ioannou (J. Educ. Technol. Soc., 2020)