Chrysostomos Stylios
Datos Biográficos
| ID | 8824924 |
|---|---|
| NOMBRE | Chrysostomos Stylios |
| NOMBRES | Chrysostomos |
| APELLIDO | Stylios |
| FIRMA | STYLIOS C |
| AFILIACIONES | University of Ioannina |
| ORCID | 0000-0002-2888-6515 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 4 |
| TOTAL DE CITAS | 0 |
| OBRAS COMO AUTOR | 4 |
| OBRAS COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2022 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2026 |
| ÍNDICE H | 0 |
Unplugged gamification in education
The study examines the effectiveness of unplugged gaming activities for stimulating Computational Thinking (CT). Departing from traditional, sedentary digital gamification, physically active alternatives were sought to reduce the potential health risks of excessive screen time. Additionally, efforts were made to engage girls. Using a mixed-methods approach, 311 adolescents (13–15 years old) were randomly assigned to an escape room or treasure hun…
Bridging academia and industry in the era of Industry 4.0 by means of the triple helix
Practical Learning of Artificial Intelligence on the Edge of Industry 4.0 (PLANET4) is a cross-disciplinary initiative funded by the European Commission under the Erasmus+ program that embodies the triple helix model of collaboration between academia, industry, and administration. It aims to bridge the gap between academic teaching and practical applications in the context of Industry 4.0. PLANET4 focuses on developing hard skills in artificial i…
A Virtual Reality Laboratory for Blended Learning Education
Launched during the pandemic, the EU-funded JANUS project aimed to ensure the continuity of student workshops at universities using a virtual reality (VR) robotics laboratory. With the return to normality, the project has been redesigned to capitalise on the positive outcomes of the experience. The VR lab provides safe and unrestricted access to the labs and experiments with the machines, reducing the consequences of student mistakes and improvin…
Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary school teachers. The main game mechanics include a storytelling scenario, enhanced realism, freedom of …
Sin obras prominentes en esta página.
Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training
Immersive virtual reality (VR) is a technology that can be effective for procedural skills training through game-based simulations such as serious games. The current study describes the instructional design, development, and evaluation of the FSCHOOL fire preparedness serious game in a cave automatic virtual environment (CAVE-VR) for elementary school teachers. The main game mechanics include a storytelling scenario, enhanced realism, freedom of …
A Virtual Reality Laboratory for Blended Learning Education
Launched during the pandemic, the EU-funded JANUS project aimed to ensure the continuity of student workshops at universities using a virtual reality (VR) robotics laboratory. With the return to normality, the project has been redesigned to capitalise on the positive outcomes of the experience. The VR lab provides safe and unrestricted access to the labs and experiments with the machines, reducing the consequences of student mistakes and improvin…
Bridging academia and industry in the era of Industry 4.0 by means of the triple helix
Practical Learning of Artificial Intelligence on the Edge of Industry 4.0 (PLANET4) is a cross-disciplinary initiative funded by the European Commission under the Erasmus+ program that embodies the triple helix model of collaboration between academia, industry, and administration. It aims to bridge the gap between academic teaching and practical applications in the context of Industry 4.0. PLANET4 focuses on developing hard skills in artificial i…
Unplugged gamification in education
The study examines the effectiveness of unplugged gaming activities for stimulating Computational Thinking (CT). Departing from traditional, sedentary digital gamification, physically active alternatives were sought to reduce the potential health risks of excessive screen time. Additionally, efforts were made to engage girls. Using a mixed-methods approach, 311 adolescents (13–15 years old) were randomly assigned to an escape room or treasure hun…
Computer Science (4 obras) · Human–computer interaction (3 obras) · Mathematics education (3 obras) · Psychology (3 obras) · Artificial Intelligence (2 obras) · Educational Games and Gamification (2 obras) · Engineering (2 obras) · Virtual reality (2 obras) · Virtual Reality Applications and Impacts (2 obras) · Artificial Intelligence (1 obra)