Konstantinos Diamantaras
Biographic Data
| ID | 9808433 |
|---|---|
| NAME | Konstantinos Diamantaras |
| GIVEN NAMES | Konstantinos |
| FAMILY NAME | Diamantaras |
| SIGNATURE | DIAMANTARAS K |
| AFFILIATIONS | International Hellenic University |
| ORCID | 0000-0003-1373-4022 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 0 |
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, and analyzes the results of a 49-item paper-based questionnaire. In total, 8 research questions were explored. The results of the study revealed that se…
Augmented Reality and Virtual Reality in Education
This study aims to understand the public’s perspectives, sentiments, attitudes, and discourses regarding the adoption, integration, and use of augmented reality and virtual reality in education and in general by analyzing social media data. Due to its nature, Twitter was the selected platform. Over 17 million tweets were retrieved from January 2010 to December 2020 and four datasets were created. Two of them referred to the general use of these t…
No prominent works on this page.
Augmented Reality and Virtual Reality in Education
This study aims to understand the public’s perspectives, sentiments, attitudes, and discourses regarding the adoption, integration, and use of augmented reality and virtual reality in education and in general by analyzing social media data. Due to its nature, Twitter was the selected platform. Over 17 million tweets were retrieved from January 2010 to December 2020 and four datasets were created. Two of them referred to the general use of these t…
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, and analyzes the results of a 49-item paper-based questionnaire. In total, 8 research questions were explored. The results of the study revealed that se…
Augmented reality (2 works) · Computer Science (2 works) · Psychology (2 works) · Artificial Intelligence (1 work) · Augmented Reality Applications (1 work) · Autonomy (1 work) · Cognition (1 work) · Critical thinking (1 work) · Educational Games and Gamification (1 work) · Higher education (1 work)