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Chrysostomos Stylios

Biographic Data

ID8824924
NAMEChrysostomos Stylios
GIVEN NAMESChrysostomos
FAMILY NAMEStylios
SIGNATURESTYLIOS C
AFFILIATIONSUniversity of Ioannina
ORCID0000-0002-2888-6515
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS0
WORKS AS AUTHOR4
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Unplugged gamification in education

    Open Access•Athanasios Christopoulos, Stylianos Mystakidis et al.•ARTICLE•The Journal of Educational Research•2026

    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

    Open Access•Joan Navarro, Xavier Solé-Beteta et al.•ARTICLE•Journal of Infrastructure Policy…•2024

    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

    Open Access•Dario Antonelli, Athanasios Christopoulos et al.•ARTICLE•Education Sciences•2023

    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

    Open Access•Stylianos Mystakidis, Jeries Besharat et al.•ARTICLE•Education Sciences•2022

    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 …

No prominent works on this page.

  • Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training

    Open Access•Stylianos Mystakidis, Jeries Besharat et al.•ARTICLE•Education Sciences•2022

    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

    Open Access•Dario Antonelli, Athanasios Christopoulos et al.•ARTICLE•Education Sciences•2023

    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

    Open Access•Joan Navarro, Xavier Solé-Beteta et al.•ARTICLE•Journal of Infrastructure Policy…•2024

    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

    Open Access•Athanasios Christopoulos, Stylianos Mystakidis et al.•ARTICLE•The Journal of Educational Research•2026

    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 works) · Human–computer interaction (3 works) · Mathematics education (3 works) · Psychology (3 works) · Artificial Intelligence (2 works) · Educational Games and Gamification (2 works) · Engineering (2 works) · Virtual reality (2 works) · Virtual Reality Applications and Impacts (2 works) · Artificial Intelligence (1 work)

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