Theodosios Sapounidis
Biographic Data
| ID | 7205249 |
|---|---|
| NAME | Theodosios Sapounidis |
| GIVEN NAMES | Theodosios |
| FAMILY NAME | Sapounidis |
| SIGNATURE | SAPOUNIDIS T |
| AFFILIATIONS | Aristotle University of Thessaloniki |
| ORCID | 0000-0002-0763-2516 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Mapping a Decade of Research on Gamification and Computational Thinking
This study presents a bibliometric analysis of 114 publications at the intersection of gamification and computational thinking from 2015 to May 2025, using Bibliometrix and VOSviewer to evaluate bibliometric performance and map the structural and thematic evolution of the field. The annual publication growth rate over 2015–2025 is 19.62%, indicating accelerating scholarly attention to this convergence. The research output has shown a fluctuating …
Enriching STEAM learning in early childhood education via paper circuits
Nowadays, STEAM education flourishes in both formal and informal educational settings, introducing a range of new tools such as paper circuits. However, their impact on preschool children and their integration into traditional teaching methods remain underexplored. Additionally, educators’ perceptions of such innovative means of learning have been limitedly examined. Therefore, this quasi-experimental study presents the findings of a paper circui…
“Storytelling and educational robotics
Exploring the Role of Interfaces in Microcontroller Circuits
Contribution: This study focuses on microcontroller circuits and aims to: 1) investigate the impact of formal reasoning on students’ post-knowledge using catastrophe theory; 2) compare the different combination sequences of tangible user interface (TUI) and graphical user interface (GUI); and 3) assess the usability of both interfaces and explore potential correlations between perceived usability and students’ post-knowledge. Background: Although…
Gamification in education and training
Gamification, when properly implemented in education and training, can increase the engagement and motivation of learners and inspire them to change aspects of their behaviour to support learning. Although the use of gamification in the learning process might have a positive impact, its potential to strengthen education and training has not yet been confirmed. The descriptive literature review presented in this article synthesises studies and fin…
Virtual Environment in Engineering Education
Information and Communication Technologies can create effective learning experiences and might enhance students’ knowledge and skills. In particular, virtual technologies are emerging as a transformative tool in education, in areas such as electronic circuits. Studies have shown that virtual environments in electronic circuit education could provide students with immersive learning experiences, facilitating the practical application of circuit th…
Educational robotics and STEM in primary education
“Critical thinking, Communication, Collaboration, Creativity in kindergarten with Educational Robotics”
Exploring the Features of Educational Robotics and STEM Research in Primary Education
STEM education programs with educational robotics are frequently used in formal or informal education, with participants ranging from kindergarten children up to university students. The widespread implementation of these programs in schools and the growing interest of researchers in the field has led several authors/researchers to review and summarize the characteristics of STEM research. However, the literature on the features of STEM research …
Simulators in Educational Robotics
Educational robotics (ER) seems to have a positive effect on students and, in many cases, might help them to successfully assimilate knowledge and skills. Thus, this paper focuses on ER and carries out a literature review on educational robotics simulators with Graphical User Interfaces (GUIs). The review searches for relevant papers which were published in the period 2013–2020 and extracted the characteristics of the simulators used. The simulat…
Latent Class Modeling of Children’s Preference Profiles on Tangible and Graphical Robot Programming
Contribution: Prior studies on tangible versus graphical user interfaces have reported controversial findings concerning children's preferences. This paper shows that their preference profiles in the domain of introductory programming are associated with gender and age for both interfaces. Background: The relevant literature mainly consists of empirical research into the possible advantages and weaknesses of tangible user interfaces versus graphi…
No prominent works on this page.
Latent Class Modeling of Children’s Preference Profiles on Tangible and Graphical Robot Programming
Contribution: Prior studies on tangible versus graphical user interfaces have reported controversial findings concerning children's preferences. This paper shows that their preference profiles in the domain of introductory programming are associated with gender and age for both interfaces. Background: The relevant literature mainly consists of empirical research into the possible advantages and weaknesses of tangible user interfaces versus graphi…
Simulators in Educational Robotics
Educational robotics (ER) seems to have a positive effect on students and, in many cases, might help them to successfully assimilate knowledge and skills. Thus, this paper focuses on ER and carries out a literature review on educational robotics simulators with Graphical User Interfaces (GUIs). The review searches for relevant papers which were published in the period 2013–2020 and extracted the characteristics of the simulators used. The simulat…
Exploring the Features of Educational Robotics and STEM Research in Primary Education
STEM education programs with educational robotics are frequently used in formal or informal education, with participants ranging from kindergarten children up to university students. The widespread implementation of these programs in schools and the growing interest of researchers in the field has led several authors/researchers to review and summarize the characteristics of STEM research. However, the literature on the features of STEM research …
Virtual Environment in Engineering Education
Information and Communication Technologies can create effective learning experiences and might enhance students’ knowledge and skills. In particular, virtual technologies are emerging as a transformative tool in education, in areas such as electronic circuits. Studies have shown that virtual environments in electronic circuit education could provide students with immersive learning experiences, facilitating the practical application of circuit th…
Educational robotics and STEM in primary education
“Critical thinking, Communication, Collaboration, Creativity in kindergarten with Educational Robotics”
“Storytelling and educational robotics
Exploring the Role of Interfaces in Microcontroller Circuits
Contribution: This study focuses on microcontroller circuits and aims to: 1) investigate the impact of formal reasoning on students’ post-knowledge using catastrophe theory; 2) compare the different combination sequences of tangible user interface (TUI) and graphical user interface (GUI); and 3) assess the usability of both interfaces and explore potential correlations between perceived usability and students’ post-knowledge. Background: Although…
Gamification in education and training
Gamification, when properly implemented in education and training, can increase the engagement and motivation of learners and inspire them to change aspects of their behaviour to support learning. Although the use of gamification in the learning process might have a positive impact, its potential to strengthen education and training has not yet been confirmed. The descriptive literature review presented in this article synthesises studies and fin…
Mapping a Decade of Research on Gamification and Computational Thinking
This study presents a bibliometric analysis of 114 publications at the intersection of gamification and computational thinking from 2015 to May 2025, using Bibliometrix and VOSviewer to evaluate bibliometric performance and map the structural and thematic evolution of the field. The annual publication growth rate over 2015–2025 is 19.62%, indicating accelerating scholarly attention to this convergence. The research output has shown a fluctuating …
Enriching STEAM learning in early childhood education via paper circuits
Nowadays, STEAM education flourishes in both formal and informal educational settings, introducing a range of new tools such as paper circuits. However, their impact on preschool children and their integration into traditional teaching methods remain underexplored. Additionally, educators’ perceptions of such innovative means of learning have been limitedly examined. Therefore, this quasi-experimental study presents the findings of a paper circui…
Teaching and Learning Programming (7 works) · Computer Science (6 works) · Psychology (5 works) · Artificial Intelligence (4 works) · Experimental Learning in Engineering (3 works) · Human–computer interaction (3 works) · Robot (3 works) · Robotics (3 works) · Child Development and Digital Technology (2 works) · Educational Games and Gamification (2 works)