Search results for author:"Vassilis Komis"
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Teacher Development Vol. 11, No. 2 (July 2007) pp. 149–173
The survey presented in this article examines current teachers' beliefs and attitudes towards information and communication technologies (ICT) in education. A total of 1165 primary and secondary education teachers participated in the study,...
"Elven Elder LVL59 LFP/RB. Please PM Me": Immersion, Collaborative Tasks and Problem-Solving in Massively Multiplayer Online Games
Learning, Media and Technology Vol. 35, No. 2 (June 2010) pp. 171–202
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging...
Computer simulations in physics teaching and learning: a case study on students' understanding of trajectory motion
Computers & Education Vol. 36, No. 2 (2001) pp. 183–204
A major research domain in physics education is focused on the study of the effects of various types of teaching interventions aimed to help students' alternative conceptions transformation. Computer simulations are applications of special interest...
Interactive Technology and Smart Education Vol. 5, No. 4 (2008) pp. 230–243
Purpose: The purpose of this paper is to compare the effect of different representations while teaching basic algorithmic concepts to novice programmers. Design/methodology/approach: A learning activity was designed and mediated with two...
Comparing computer-supported dynamic modeling and ‘paper & pencil’ concept mapping technique in students’ collaborative activity
Computers & Education Vol. 49, No. 4 (December 2007) pp. 991–1017
This study aims at highlighting the collaborative activity of two high school students (age 14) in the cases of modeling the complex biological process of plant growth with two different tools: the ‘paper & pencil’ concept mapping technique and the...
Learning Outcomes and Processes in Massively Multiplayer Online Games: Exploring the Perceptions of Players
Educational Technology Research and Development Vol. 62, No. 2 (April 2014) pp. 245–270
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may...
Enhancing User Support in Open Problem Solving Environments through Bayesian Network Inference Techniques
Journal of Educational Technology & Society Vol. 9, No. 4 (2006) pp. 150–165
During the last years, development of open learning environments that support effectively their users has been a challenge for the research community of educational technologies. The open interactive nature of these environments results in users...
Computers & Education Vol. 44, No. 2 (February 2005) pp. 135–154
This paper examines the effect of heterogeneous resources, available to students, during computer-supported collaborative problem solving. A study of collaborative modeling has been conducted in the frame of an authentic educational activity in a...