Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Konstantinos Diamantaras

Biographic Data

ID9808433
NAMEKonstantinos Diamantaras
GIVEN NAMESKonstantinos
FAMILY NAMEDiamantaras
SIGNATUREDIAMANTARAS K
AFFILIATIONSInternational Hellenic University
ORCID0000-0003-1373-4022
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS0
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2023
H-INDEX0
  • Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education

    Open Access•Georgios Lampropoulos, Euclid Keramopoulos et al.•ARTICLE•Education Sciences•2023

    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

    Open Access•Georgios Lampropoulos, Euclid Keramopoulos et al.•ARTICLE•Education Sciences•2022

    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

    Open Access•Georgios Lampropoulos, Euclid Keramopoulos et al.•ARTICLE•Education Sciences•2022

    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

    Open Access•Georgios Lampropoulos, Euclid Keramopoulos et al.•ARTICLE•Education Sciences•2023

    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)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae