Papers by Ioannis Kazanidis
AI, 2024
The recent surge of generative artificial intelligence (AI) in higher education presents a fascin... more The recent surge of generative artificial intelligence (AI) in higher education presents a fascinating landscape of opportunities and challenges. AI has the potential to personalize education and create more engaging learning experiences. However, the effectiveness of AI interventions relies on well-considered implementation strategies. The impact of AI platforms in education is largely determined by the particular learning environment and the distinct needs of each student. Consequently, investigating the attitudes of future educators towards this technology is becoming a critical area of research. This study explores the impact of generative AI platforms on students’ learning performance, experience, and satisfaction within higher education. It specifically focuses on students’ experiences with varying levels of technological proficiency. A comparative study was conducted with two groups from different academic contexts undergoing the same experimental condition to design, develop, and implement instructional design projects using various AI platforms to produce multimedia content tailored to their respective subjects. Undergraduates from two disciplines—Early Childhood Education (n = 32) and Computer Science (n = 34)—participated in this study, which examined the integration of generative AI platforms into educational content implementation. Results indicate that both groups demonstrated similar learning performance in designing, developing, and implementing instructional design projects. Regarding user experience, the general outcomes were similar across both groups; however, Early Childhood Education students rated the usefulness of AI multimedia platforms significantly higher. Conversely, Computer Science students reported a slightly higher comfort level with these tools. In terms of overall satisfaction, Early Childhood Education students expressed greater satisfaction with AI software than their counterparts, acknowledging its importance for their future careers. This study contributes to the understanding of how AI platforms affect students from diverse backgrounds, bridging a gap in the knowledge of user experience and learning outcomes. Furthermore, by exploring best practices for integrating AI into educational contexts, it provides valuable insights for educators and scholars seeking to optimize the potential of AI to enhance educational outcomes.
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International Journal of Society Systems Science, 2020
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KnE Social Sciences, Jan 12, 2020
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Lecture notes in business information processing, 2017
Events, routinely broadcasted by news media all over the world, are captured and get recorded to ... more Events, routinely broadcasted by news media all over the world, are captured and get recorded to event databases in standardized formats. This wealth of information can be aggregated and get visualized with several ways, to result in alluring illustrations. However, existing aggregation techniques tend to consider that events are fragmentary, or that they are part of a strictly sequential chain. Nevertheless, events’ occurrences may appear with varying structures (i.e., others than sequence), reflecting elements of a larger, implicit process. In this work, we propose several transformation templates to a enable a process perspective for raw event data. The basic idea is to transform event databases into a format suitable for process mining (aka event log) to enable the rich toolbox of process mining tools. We present our approach through the illustrative example of the events that happened in Greece during the referendum period (summer 2015).
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European Journal of Interdisciplinary Studies, Dec 31, 2022
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Communications in Computer and Information Science, 2019
In recent years, there has been a sharp increase of research in employing interactive video for l... more In recent years, there has been a sharp increase of research in employing interactive video for learning. More researchers study both the functional and cognitive interactivity affordances of educational interactive video and try to identify the learning effectiveness of the various supported interactions. In this study, we aim at providing a review of the interactivity types and their educational value based on the analysis of 18 studies and 13 commercial interactive video environments. We also analyze whether the commercial environments keep up with the research trends. Finally, we provide specific design guidelines for developing effective educational interactive videos. Such holistic review approaches help to promote the research field in everyday educational environments but also reveal its promises and gaps. The educational interactive video seems to be a fast-changing field which needs further inquiry, while the available commercial platforms have just started to incorporate functionality proposed in the literature.
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2018 South-Eastern European Design Automation, Computer Engineering, Computer Networks and Society Media Conference (SEEDA_CECNSM), 2018
Fractions is a challenging mathematical concept for primary school students, since it includes co... more Fractions is a challenging mathematical concept for primary school students, since it includes complex conceptual content. The role of the number line as a representational tool for understanding fractions is well established. This paper proposes a new framework for learning about fractions through the use of dynamic interactive and tangible number lines. Our proposal tries to update the static and uncontextualized character of number lines as used in schools or even in educational apps and establish them as useful dynamic mediating tools in authentic environments and for authentic problems. We present a mixed reality environment offering a creative canvas for exercising knowledge about fractions together with a tangible and easily configurable interactive number.
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Internet of Things, 2020
Museum visitors are very focused and demanding. Immersive technologies as virtual and augmented r... more Museum visitors are very focused and demanding. Immersive technologies as virtual and augmented reality, interactive haptics, 3D scanning and plotting, content digitization, and personalized automatic navigation must be exploited by museums in order to stimulate museum visitors and extract their attention. The authors of this work propose an open source IoT InteRactive Museum Experience (IRME) framework. IRME offers information classified in thematic sections. The visitors have the opportunity to explore specific thematic sections of interest. Navigation instructions and artwork guidelines are obtained with the help of a smart phone application. Data-mining, artificial intelligence and cognitive services offer the ability to learn from visitor’s preferences and respond more accurately to future requests and in this way enhance visitor’s experience in the museum. IRME provides a real-time, responsive and personalized navigation to museum visitors. It includes indoor positioning technology, IoT sensors and actuators, haptic devices orchestrated over cloud services. Wherever possible, IRME uses low power technology such as Bluetooth Low Energy devices, led plates-spots-cubes and 3D printing modeling capabilities, in order to promote museum artifacts and to enhance the visitors’ knowledge acquisitions and entertainment. Moreover, the reflection of such recreational improvements to the visitors is also measured using IoT sensors and the results are used as feedback for future thematic land planning, and IoT illustration techniques.
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Proceedings of the 20th Pan-Hellenic Conference on Informatics, 2016
Web based courses are already in their third decade. From the first simplistic web pages of the c... more Web based courses are already in their third decade. From the first simplistic web pages of the courses, which had usually supplementary role to existing traditional learning, we have moved since 2008 to the era of Massive Open Online Courses (MOOCs). TEI of Western Macedonia, offers free most of its courses online including presentations, notes, exercises and video lectures. This paper proposes a framework for the evaluation of web-based courses adopting of two evaluation stages by analysing on one hand the results of a questionnaire and on the other hand of the log files of an Learning Management System (LMS). The former uses two attributes Usage and Richness and the latter Activity and Access.
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Proceedings of the 26th Pan-Hellenic Conference on Informatics, Nov 25, 2022
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Gamification has been characterized as the usage of video game elements in non-game environments.... more Gamification has been characterized as the usage of video game elements in non-game environments. Gamification in cybersecurity awareness training can lead to more engaging interactions, greater pleasure, and increased security. Serious games are becoming increasingly popular since they allow learning in a natural setting. Although many of the principles covered in cybersecurity awareness training are universal, many forms of training fail because they rely on rote learning and do not require users to think about security concepts. The primary goal of this research is to conduct a review of the literature on cybersecurity awareness training methodologies and frameworks, as well as serious games that may be used to raise awareness among people, organizations, and first responders.
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International Journal of Web-Based Learning and Teaching Technologies, 2021
Success is the main purpose in any entity. So, in any educational institute, the education offere... more Success is the main purpose in any entity. So, in any educational institute, the education offered must be successful. It seems that some factors are critical to achieve it. Web Based Learning (WBL) has some specific factors which are studied in this paper. These factors are the characteristics of Instructors, Students, Information and Communication Technology (ICT) and ICT used by school Support. In this perspective, the research purpose of this study is to present, investigate and assess the factors that influence and lead to successfully use the Web Based Learning. It also studies the dependence of the proposed five factors and their interrelationships. The results based on a structured questionnaire which was distributed and completed in a Greek university. Both exploratory and confirmatory factor analyses were used.
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Information
Distance education is now a reality introducing a “specific methodology of flexible and interacti... more Distance education is now a reality introducing a “specific methodology of flexible and interactive multiform learning”. Due to its characteristics, different instructional design models apply to distance education as guidelines of the design thinking process pursuing specific learning outcomes. This study refers to the investigation of good teaching practices and approaches in relation to the ADDIE model in distance online environments. The purpose of this paper is to investigate both the effectiveness of the ADDIE model in distance education and its contribution to the online teaching process. Meta-analysis is chosen as the research methodology. Specifically, we export a total of 58 articles referring to the ADDIE model. From these, we find that only 23 articles are appropriate for the meta-analysis. According to the results of this study, we observe that the ADDIE model applies to meet different teaching requirements in all online educational environments. In this study, we obser...
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New Realities, Mobile Systems and Applications
Augmented Reality (AR) technology is constantly evolving. Nowadays, there are AR platforms that a... more Augmented Reality (AR) technology is constantly evolving. Nowadays, there are AR platforms that allow educators to build AR experiences for their students. Most of these tools are not free and have specific domain orientation, allowing instructors to use them for specific domains and courses. The main aim of this study is to provide details on the approach, design and development frameworks that developers have to follow in order to build a general-purpose educational AR tool. The available technologies will be presented and an optimum approach and design will be proposed. In addition, this study presents the architecture and the adopted technologies of the general-purpose educational AR platform ARTutor (Version 3), a free tool for educators and their students. Compared to other AR platforms, ARTutor is a completely free and easy-to-use tool. With ARTutor, educators can create augmented books and add virtual content on top of printed material. The new version of ARTutor is based on state-of-the-art technologies such as Google's ARCore and Apple's ARKit. Evaluation results with pre-service teachers revealed that ARTutor is a valuable tool for education and it provides an easy way to implement AR experiences thus it can be easily adopted by various educational approaches.
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Proceedings INNODOCT/19. International Conference on Innovation, Documentation and Education, 2019
E-learning has been adopted for several years in Greece and abroad, and it is considered an integ... more E-learning has been adopted for several years in Greece and abroad, and it is considered an integral part of blended learning. E-learning systems accumulate a vast amount of data which may be very valuable. The educational organizations may exploit the power provided by e-learning, if they analyze the usage and the content of the courses. An early assessment of the of e-courses use may provide useful information to the educators, in order to make educational interventions in their teaching material. This study suggests that the evaluation of e-learning usage may be carried out with the assesment of variables and metrics related to teacher training material and student trafficking. We propose three metrics which are combined efficiently, in order to quantify the quality characteristics of the courses and offer useful insights about the educational material and e-learning usage. This case study was implemented in the e-class platform of a Greek Higher Education educational institute. ...
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Virtual Reality, 2021
There has been an increasing interest in applying immersive virtual reality (VR) applications to ... more There has been an increasing interest in applying immersive virtual reality (VR) applications to support various instructional design methods and outcomes not only in K-12 (Primary and Secondary), but also in higher education (HE) settings. However, there is a scarcity of studies to provide the potentials and challenges of VR-supported instructional design strategies and/or techniques that can influence teaching and learning. This systematic review presents a variety of studies that provide qualitative and/or quantitative data to investigate the current practices with VR support focusing on students’ outcomes, performance, alongside with the benefits and challenges of this technology concerning the analysis of visual features and design elements with mobile and desktop computing devices in different learning subjects. During the selection and screening process, forty-six ( n = 46) articles published from the middle of 2009 until the middle of 2020 were finally included for a detailed analysis and synthesis of which twenty-one and twenty-five in K-12 and HE, respectively. The majority of studies were focused on describing and evaluating the appropriateness or the effectiveness of the applied instructional design processes using various VR applications to disseminate their findings on user experience, usability issues, students’ outcomes, and/or learning performance. This study contributes by reviewing how instructional design strategies and techniques can potentially benefit students’ learning performance using a wide range of VR applications. It also proposes some recommendations to guide and lead effective instructional design settings in several teaching and learning contexts to outline a more accurate and up-to-date picture of the current state of literature.
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Journal of Engineering Science and Technology Review, 2015
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Papers by Ioannis Kazanidis