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Theodosios Sapounidis

Biographic Data

ID7205249
NAMETheodosios Sapounidis
GIVEN NAMESTheodosios
FAMILY NAMESapounidis
SIGNATURESAPOUNIDIS T
AFFILIATIONSAristotle University of Thessaloniki
ORCID0000-0002-0763-2516
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS0
WORKS AS AUTHOR11
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Mapping a Decade of Research on Gamification and Computational Thinking

    Open Access•Serafeim A Triantafyllou, Theodosios Sapounidis•ARTICLE•Interchange•2026

    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

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis et al.•ARTICLE•The Journal of Educational Research•2026

    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

    Open Access•Maria Palioura, Theodosios Sapounidis•ARTICLE•Computers & Education•2025

  • Exploring the Role of Interfaces in Microcontroller Circuits

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis et al.•ARTICLE•IEEE Transactions on Education•2025

    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

    Open Access•Serafeim A Triantafyllou, Constantine Georgiadis et al.•ARTICLE•International Review of Education•2025

    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

    Open Access•Christos Tokatlidis, Sophia Rapti et al.•ARTICLE•Education Sciences•2024

    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

    Theodosios Sapounidis, Sokratis Tselegkaridis et al.•ARTICLE•Journal of Research on Technology…•2024

  • “Critical thinking, Communication, Collaboration, Creativity in kindergarten with Educational Robotics”

    Open Access•Sophia Rapti, Theodosios Sapounidis•ARTICLE•Computers & Education•2024

  • Exploring the Features of Educational Robotics and STEM Research in Primary Education

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis•ARTICLE•Education Sciences•2022

    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

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis•ARTICLE•Education Sciences•2021

    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

    Open Access•Theodosios Sapounidis, Dimitrios Stamovlasis et al.•ARTICLE•IEEE Transactions on Education•2019

    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

    Open Access•Theodosios Sapounidis, Dimitrios Stamovlasis et al.•ARTICLE•IEEE Transactions on Education•2019

    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

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis•ARTICLE•Education Sciences•2021

    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

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis•ARTICLE•Education Sciences•2022

    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

    Open Access•Christos Tokatlidis, Sophia Rapti et al.•ARTICLE•Education Sciences•2024

    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

    Theodosios Sapounidis, Sokratis Tselegkaridis et al.•ARTICLE•Journal of Research on Technology…•2024

  • “Critical thinking, Communication, Collaboration, Creativity in kindergarten with Educational Robotics”

    Open Access•Sophia Rapti, Theodosios Sapounidis•ARTICLE•Computers & Education•2024

  • “Storytelling and educational robotics

    Open Access•Maria Palioura, Theodosios Sapounidis•ARTICLE•Computers & Education•2025

  • Exploring the Role of Interfaces in Microcontroller Circuits

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis et al.•ARTICLE•IEEE Transactions on Education•2025

    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

    Open Access•Serafeim A Triantafyllou, Constantine Georgiadis et al.•ARTICLE•International Review of Education•2025

    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

    Open Access•Serafeim A Triantafyllou, Theodosios Sapounidis•ARTICLE•Interchange•2026

    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

    Open Access•Sokratis Tselegkaridis, Theodosios Sapounidis et al.•ARTICLE•The Journal of Educational Research•2026

    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)

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