Cleo Sgouropoulou
Biographic Data
| ID | 8575169 |
|---|---|
| NAME | Cleo Sgouropoulou |
| GIVEN NAMES | Cleo |
| FAMILY NAME | Sgouropoulou |
| SIGNATURE | SGOUROPOULOU C |
| AFFILIATIONS | University of West Attica |
| ORCID | 0000-0001-8173-2622 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Approaches to Digital Humanities Pedagogy: A systematic literature review within educational practice
Over the years, Digital Humanities Pedagogy has swiftly evolved, with a growing emphasis on the intersection between Computing and Humanities. However, in the associated literature, a lack of clarity has been found regarding the adoption of diverse approaches to DH pedagogy in different educational settings. This study tackles this research gap by analyzing the current state of knowledge in the field through a Systematic Literature Review. The ai…
Collaborative activities recommendation based on students’ collaborative learning styles using ANN and WSM
Computer-Supported Collaborative Learning is a promising innovation that ameliorates tutoring through modern technologies. However, the way of recommending collaborative activities to learners, by taking into account their learning needs and preferences, is an important issue of increasing interest. In this context, this paper presents a framework for providing recommendations of collaborative activities to learners by employing an Artificial Neu…
A Novel Teaching Strategy Through Adaptive Learning Activities for Computer Programming
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers adequate learning activities regarding their kind and complexity degree. Background: Tutoring through adap…
Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education
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Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education
A Novel Teaching Strategy Through Adaptive Learning Activities for Computer Programming
Contribution: This article presents the instruction of computer programming using adaptive learning activities considering students' cognitive skills based on the learning theory of the Revised Bloom Taxonomy (RBT). To achieve this, the system converts students' knowledge level to fuzzy weights, and using rule-based decision making, delivers adequate learning activities regarding their kind and complexity degree. Background: Tutoring through adap…
Collaborative activities recommendation based on students’ collaborative learning styles using ANN and WSM
Computer-Supported Collaborative Learning is a promising innovation that ameliorates tutoring through modern technologies. However, the way of recommending collaborative activities to learners, by taking into account their learning needs and preferences, is an important issue of increasing interest. In this context, this paper presents a framework for providing recommendations of collaborative activities to learners by employing an Artificial Neu…
Approaches to Digital Humanities Pedagogy: A systematic literature review within educational practice
Over the years, Digital Humanities Pedagogy has swiftly evolved, with a growing emphasis on the intersection between Computing and Humanities. However, in the associated literature, a lack of clarity has been found regarding the adoption of diverse approaches to DH pedagogy in different educational settings. This study tackles this research gap by analyzing the current state of knowledge in the field through a Systematic Literature Review. The ai…
Computer Science (3 works) · Mathematics education (3 works) · Online Learning and Analytics (3 works) · Affordance (2 works) · Artificial Intelligence (2 works) · Human–computer interaction (2 works) · Knowledge management (2 works) · Psychology (2 works) · Testbed (2 works) · World Wide Web (2 works)