Andri Ioannou
Biographic Data
| ID | 2821880 |
|---|---|
| NAME | Andri Ioannou |
| GIVEN NAMES | Andri |
| FAMILY NAME | Ioannou |
| SIGNATURE | IOANNOU A |
| AFFILIATIONS | Cyprus University of Technology |
| ORCID | 0000-0002-3570-6578 |
| VERIFIED | Yes |
| TOTAL WORKS | 23 |
| TOTAL CITATIONS | 29 |
| AUTHOR COUNT | 23 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Augmented reality for story-related activities in primary and secondary education
Story-related activities such as storytelling, story creation and narrative-based learning have become a popular pedagogical approach used in education. Additionally, Augmented Reality (AR) is a tool that receives significant attention globally. Recognizing this trend, researchers have been seeking ways to integrate story-related activities with AR in educational contexts. This paper presents a systematic literature review focusing on the use of …
Learning design for short-duration e-textile workshops
E-textiles provide an interesting field of research as they “blend traditional craft with modern science” (Peppler, 2016) and help learners “broaden their own perceptions of computing” (Searle et al., 2016). Despite the promising findings by primarily long-term interventions structured around e-textiles, educational curriculum reform has been slow to materialize. Educators who embrace a STEAM philosophy are more likely to endorse short workshops,…
Product and process in collective creativity
Collective creativity in K–12 education remains underexamined, particularly in computational making contexts such as e–textiles. This study explores how collective creativity emerges during an e–textile workshop with 11–14–year–old students working in dyads. Participants designed and constructed functional artifacts using BBC micro:bit technology, electronic circuits, and textile materials. Creativity was examined as both product and process. Ten…
An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts
Maker education provides the perfect context for young learners to develop 21st-century skills. However, research is inconclusive on how these skills could be assessed. Namely, the complex nature of 21st-century skills requires different types of assessments, not necessarily relying on paper-and-pencil or multiple-choice tests, but rather drawing on the learners’ perspective in the form of self-assessment and reflection. Prior studies highlighted…
Trends, tensions, and futures of maker education research
This special issue aims to sketch the present state of maker learning research, reveal possible tensions, and present future possibilities to articulate principles for learning through design in the era of maker education. The special issue was announced in 2022 in ETR&D, a leading academic journal in educational technology. Of the 50 submissions to the special issue, eighteen (18) were accepted for publication. The editors favored a robust inclu…
Impacts of digital technologies on education and factors influencing schools' digital capacity and transformation
Evaluating the Impact of the Curriculum Structure on Group Metacognition During Collaborative Problem-solving Using Educational Robotics
Value creation and identity in cross-organizational communities of practice
Cross-organisational Communities of Practice
Mobile game-based learning in the era of “shifting to digital”
Structured or unstructured educational robotics curriculum? A study of debugging in block-based programming
Learning games shifting to digital
Learning experience design with immersive virtual reality in physics education
Learning and innovation skills in making contexts
Collective creativity in STEAM Making activities
While some researchers have focused on the study of creativity in Making contexts, no work has so far documented learners’ collective creativity as they engage in Making projects. Research on the assessment of collective creativity in Making projects and the relationship between collective creativity and project success remains scarce. In the present investigation, we adopted a Making approach to teaching and learning in the STEAM domains. The st…
Developing, Enacting and Evaluating a Learning Experience Design for Technology-Enhanced Embodied Learning in Math Classrooms
Embracing Collaboration and Social Perspective Taking Using Interactive Tabletops
Moving Bodies to Moving Minds
Cyprus interaction lab
The Cyprus \nInteraction Lab is \nan interdisciplinary \nresearch lab dealing \nwith topics in humancomputer \ninteraction, educational \ntechnology, and inclusive design. \nThe lab is the first of its kind in Cyprus; \neven though it is relatively new, it \nalready stands out with high-quality \nresearch and facilities. We design with \npeople and the community in mind. \nWe aim to understand the significant \nsupportive and mediating role of \n…
Creative Multimodal Learning Environments and Blended Interaction for Problem-Based Activity in HCI Education
Pre-schoolers’ Interest and Caring Behaviour Around a Humanoid Robot
Gender and Negotiation
Increasingly, scholars have taken note of the tendency for women to conceptualize issues such as security, peace, war, and the use of military force in different ways than their male counterparts. These divergent conceptualizations in turn affect the way women interact with the world around them and make decisions. Moreover, research across a variety of fields suggests that providing women a greater voice in international negotiations may bring a…
Course Management Systems
Gender and Negotiation
Increasingly, scholars have taken note of the tendency for women to conceptualize issues such as security, peace, war, and the use of military force in different ways than their male counterparts. These divergent conceptualizations in turn affect the way women interact with the world around them and make decisions. Moreover, research across a variety of fields suggests that providing women a greater voice in international negotiations may bring a…
Pre-schoolers’ Interest and Caring Behaviour Around a Humanoid Robot
Developing, Enacting and Evaluating a Learning Experience Design for Technology-Enhanced Embodied Learning in Math Classrooms
Moving Bodies to Moving Minds
Course Management Systems
Gender and Negotiation
Increasingly, scholars have taken note of the tendency for women to conceptualize issues such as security, peace, war, and the use of military force in different ways than their male counterparts. These divergent conceptualizations in turn affect the way women interact with the world around them and make decisions. Moreover, research across a variety of fields suggests that providing women a greater voice in international negotiations may bring a…
Creative Multimodal Learning Environments and Blended Interaction for Problem-Based Activity in HCI Education
Pre-schoolers’ Interest and Caring Behaviour Around a Humanoid Robot
Cyprus interaction lab
The Cyprus \nInteraction Lab is \nan interdisciplinary \nresearch lab dealing \nwith topics in humancomputer \ninteraction, educational \ntechnology, and inclusive design. \nThe lab is the first of its kind in Cyprus; \neven though it is relatively new, it \nalready stands out with high-quality \nresearch and facilities. We design with \npeople and the community in mind. \nWe aim to understand the significant \nsupportive and mediating role of \n…
Embracing Collaboration and Social Perspective Taking Using Interactive Tabletops
Moving Bodies to Moving Minds
Developing, Enacting and Evaluating a Learning Experience Design for Technology-Enhanced Embodied Learning in Math Classrooms
Value creation and identity in cross-organizational communities of practice
Cross-organisational Communities of Practice
Mobile game-based learning in the era of “shifting to digital”
Structured or unstructured educational robotics curriculum? A study of debugging in block-based programming
Learning games shifting to digital
Learning experience design with immersive virtual reality in physics education
Learning and innovation skills in making contexts
Collective creativity in STEAM Making activities
While some researchers have focused on the study of creativity in Making contexts, no work has so far documented learners’ collective creativity as they engage in Making projects. Research on the assessment of collective creativity in Making projects and the relationship between collective creativity and project success remains scarce. In the present investigation, we adopted a Making approach to teaching and learning in the STEAM domains. The st…
Evaluating the Impact of the Curriculum Structure on Group Metacognition During Collaborative Problem-solving Using Educational Robotics
Impacts of digital technologies on education and factors influencing schools' digital capacity and transformation
An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts
Maker education provides the perfect context for young learners to develop 21st-century skills. However, research is inconclusive on how these skills could be assessed. Namely, the complex nature of 21st-century skills requires different types of assessments, not necessarily relying on paper-and-pencil or multiple-choice tests, but rather drawing on the learners’ perspective in the form of self-assessment and reflection. Prior studies highlighted…
Trends, tensions, and futures of maker education research
This special issue aims to sketch the present state of maker learning research, reveal possible tensions, and present future possibilities to articulate principles for learning through design in the era of maker education. The special issue was announced in 2022 in ETR&D, a leading academic journal in educational technology. Of the 50 submissions to the special issue, eighteen (18) were accepted for publication. The editors favored a robust inclu…
Learning design for short-duration e-textile workshops
E-textiles provide an interesting field of research as they “blend traditional craft with modern science” (Peppler, 2016) and help learners “broaden their own perceptions of computing” (Searle et al., 2016). Despite the promising findings by primarily long-term interventions structured around e-textiles, educational curriculum reform has been slow to materialize. Educators who embrace a STEAM philosophy are more likely to endorse short workshops,…
Product and process in collective creativity
Collective creativity in K–12 education remains underexamined, particularly in computational making contexts such as e–textiles. This study explores how collective creativity emerges during an e–textile workshop with 11–14–year–old students working in dyads. Participants designed and constructed functional artifacts using BBC micro:bit technology, electronic circuits, and textile materials. Creativity was examined as both product and process. Ten…
Augmented reality for story-related activities in primary and secondary education
Story-related activities such as storytelling, story creation and narrative-based learning have become a popular pedagogical approach used in education. Additionally, Augmented Reality (AR) is a tool that receives significant attention globally. Recognizing this trend, researchers have been seeking ways to integrate story-related activities with AR in educational contexts. This paper presents a systematic literature review focusing on the use of …
Computer Science (20 works) · Psychology (19 works) · Mathematics education (16 works) · Educational technology (13 works) · Pedagogy (10 works) · Sociology (9 works) · Multimedia (7 works) · Innovative Teaching and Learning Methods (6 works) · Teaching and Learning Programming (6 works) · Artificial Intelligence (5 works)