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Gabriella Tisza

Dados Biográficos

ID9505439
NOMEGabriella Tisza
PRENOMESGabriella
SOBRENOMETisza
ASSINATURATISZA G
AFILIAÇÕESEindhoven University of Technology
ORCID0000-0003-2768-0344
VERIFICADOSim
TOTAL DE OBRAS5
TOTAL DE CITAÇÕES0
TOTAL COMO AUTOR5
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2022
ANO MAIS RECENTE DE PUBLICAÇÃO2026
ÍNDICE H0
  • Fun beyond gamification

    Open Access•Panagiota Kokarida, Panos Markopoulos et al.•ARTICLE•Instructional Science•2026

    Children’s motivation and engagement in learning act as cornerstones for positive academic outcomes. While gamification is extensively studied as a strategy for making learning fun, there remains a limited understanding of other factors that contribute to a fun learning experience, particularly within formal educational settings. Addressing this research gap, this qualitative study sought to explore the elements primary school students aged 9 to …

  • Generative AI-powered social robots in education

    Open Access•Gabriella Tisza, Panos Markopoulos et al.•ARTICLE•Behaviour and Information…•2025

    The rise of Generative Artificial Intelligence (GenAI) and Large Language Models (LLMs) is accelerating the integration of social robots into education. These technologies enhance robots' abilities in natural language interaction, adaptive behaviour, and personalised learning support. To advance real-world implementation, it is essential to identify the main challenges and opportunities in this field. We conducted a two-round Delphi study with 16…

  • Learning to code

    Open Access•Gabriella Tisza, Panos Markopoulos et al.•ARTICLE•Humanities and Social Sciences…•2023

    There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineering, Mathematics) especially in computer science through extra-curricular activities such as coding workshops, hackathons, and FabLab initiatives. However, the underlying reasons for children’s willingness for participation in such activities, and the effect of participation on children’s topic-related knowledge are still not well understood. In ord…

  • FunQ

    Open Access•Gabriella Tisza, Panos Markopoulos•ARTICLE•Current Psychology•2023

    Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve the learning outcomes. Despite such wide interest, there has been little systematic effort to define a…

  • Obstacles and challenges identified by practitioners of non-formal science learning activities in Europe

    Open Access•Dimitra Christidou, Iro Voulgari et al.•ARTICLE•International Journal of Science…•2022

    Despite the increasing demand for non-formal science learning activities, few studies report on practitioners' perspectives and experiences with designing and implementing such activities worldwide. This paper focuses on their challenges by drawing upon twenty-two interviews with practitioners involved in diverse science learning activities in various non-formal settings in seven European countries. By including diverse activities and settings, t…

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  • Obstacles and challenges identified by practitioners of non-formal science learning activities in Europe

    Open Access•Dimitra Christidou, Iro Voulgari et al.•ARTICLE•International Journal of Science…•2022

    Despite the increasing demand for non-formal science learning activities, few studies report on practitioners' perspectives and experiences with designing and implementing such activities worldwide. This paper focuses on their challenges by drawing upon twenty-two interviews with practitioners involved in diverse science learning activities in various non-formal settings in seven European countries. By including diverse activities and settings, t…

  • Learning to code

    Open Access•Gabriella Tisza, Panos Markopoulos et al.•ARTICLE•Humanities and Social Sciences…•2023

    There is a worldwide pursuit to increase children’s interest in STEM (Science, Technology, Engineering, Mathematics) especially in computer science through extra-curricular activities such as coding workshops, hackathons, and FabLab initiatives. However, the underlying reasons for children’s willingness for participation in such activities, and the effect of participation on children’s topic-related knowledge are still not well understood. In ord…

  • FunQ

    Open Access•Gabriella Tisza, Panos Markopoulos•ARTICLE•Current Psychology•2023

    Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve the learning outcomes. Despite such wide interest, there has been little systematic effort to define a…

  • Generative AI-powered social robots in education

    Open Access•Gabriella Tisza, Panos Markopoulos et al.•ARTICLE•Behaviour and Information…•2025

    The rise of Generative Artificial Intelligence (GenAI) and Large Language Models (LLMs) is accelerating the integration of social robots into education. These technologies enhance robots' abilities in natural language interaction, adaptive behaviour, and personalised learning support. To advance real-world implementation, it is essential to identify the main challenges and opportunities in this field. We conducted a two-round Delphi study with 16…

  • Fun beyond gamification

    Open Access•Panagiota Kokarida, Panos Markopoulos et al.•ARTICLE•Instructional Science•2026

    Children’s motivation and engagement in learning act as cornerstones for positive academic outcomes. While gamification is extensively studied as a strategy for making learning fun, there remains a limited understanding of other factors that contribute to a fun learning experience, particularly within formal educational settings. Addressing this research gap, this qualitative study sought to explore the elements primary school students aged 9 to …

Computer Science (3 obras) · Psychology (3 obras) · Educational Games and Gamification (2 obras) · Mathematics education (2 obras) · Social Psychology (2 obras) · Applied Psychology (1 obras) · Artificial Intelligence (1 obras) · Autonomy (1 obras) · Biomedical and Engineering Education (1 obras) · Bullying, Victimization, and Aggression (1 obras)

Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae