Nikolaos Pellas

Orcid: 0000-0002-3071-6275

According to our database1, Nikolaos Pellas authored at least 37 papers between 2013 and 2024.

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

Timeline

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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

ARLEAN: An Augmented Reality Learning Analytics Ethical Framework.
Comput., 2021

2020
A Scoping Review of Immersive Virtual Reality in STEM Education.
IEEE Trans. Learn. Technol., 2020

A Systematic Review of Research about Game-based Learning in Virtual Worlds.
J. Univers. Comput. Sci., 2020

A systematic literature review of mixed reality environments in K-12 education.
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

Learning to Think and Practice Computationally via a 3D Simulation Game.
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


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