My research work, via the Cyprus Interaction Lab (https://www.cyprusinteractionlab.com/) and EdMedia-CYENS (https://edmedia.cyens.org.cy/) contributes to key areas of educational technology, including the design and evaluation of technology-enhanced learning environments, the use of technology to support skills within a 21st century framework, technology integration in all levels of education, digital transformation/digital capacity, and assessment & evaluation. Address: Cyprus
This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th Internati... more This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: designing and evaluating systems and applications, technological innovation in education, learning and collaboration, learners, engagement, motification, and skills, games and gamification of learning, technology-enhanced teaching and assessment, computing and engineering education
The concepts of embodiment and embodied learning are gaining traction in the field of education. ... more The concepts of embodiment and embodied learning are gaining traction in the field of education. This special issue aims to synthesize current knowledge on the design and evaluation of learning in immersive and embodied learning environments, mediated by XR (eXtended Reality) technologies. Of the 14 invited submissions, six (6) were finally accepted for publication. The collection of works in this special issue provides insights on best practices for learning experience design, based on systematic or empirical data and analysis on learning outcomes or processes
In this work, we investigated the affordances of tabletops in order to begin testing them within ... more In this work, we investigated the affordances of tabletops in order to begin testing them within a specialised and sensitive collaborative learning environment; namely, that with users in conflict. We utilised a bespoke prototype application named ‘IdeaSpace’ which makes use of multi-touch interactive tabletop technology and is specifically designed to encourage user collaboration. We tested the usability and interaction with a group of users as a pilot test, followed by a second test in a shared space with crowds of users serendipitously using the tabletop in an open, public space. From the tests we identified and isolated findings directly relating to collaboration elements needing attention before introducing IdeaSpace to participants in conflict.
Abstract While some researchers have focused on the study of creativity in Making contexts, no wo... more Abstract While some researchers have focused on the study of creativity in Making contexts, no work has so far documented learners’ collective creativity as they engage in Making projects. Research on the assessment of collective creativity in Making projects and the relationship between collective creativity and project success remains scarce. In the present investigation, we adopted a Making approach to teaching and learning in the STEAM domains. The study sought to investigate young learners’ collective creativity as they engaged in Making projects using arts, crafts and technological tools. Findings from the study suggest that Making activities can enact the development of collective creativity and that there is a statistically significant linear relationship between collective creativity (metacognitive, cognitive and socio-communicative dimensions) and project success.
CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter, 2021
This paper discusses the design and evaluation of a tool to provide interactive museum experience... more This paper discusses the design and evaluation of a tool to provide interactive museum experiences to visitors. It is an online application that enables the juxtaposed presentation of two works of art from different historical periods and artistic environments and the tracing of similar elements they share (forms, motifs, gestures, compositional details etc.). The aim of this application is to allow the exhibition curator and the art historian to evaluate the choices made by the audience, concerning works of art, related to an exhibition project. It will also conduce to increase the attractiveness of art exhibitions for the general public, as the application may arouse interest and contribute to the better understanding of the creative process and the compositional elements of works of art. First, we identify the scope of the challenge and explain basic concepts and definitions relating to interaction with works of art. Then, the design and functionality of the application are discussed. This is followed by the description of the conducted study and interpretation of the results. An eye-tracking study involved interaction of 63 participants of mixed background with 21 pairs of art works from the exhibition “Echoes of Antiquity in the Oeuvre of Domenikos Theotokopoulos”. Finally, a few suggestions for future research are made, based on the conclusions drawn.
This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th Internati... more This two-volume set LNCS 10924 and 10925 constitute the refereed proceedings of the 5th International Conference on Learning and Collaboration Technologies, LCT 2018, held as part of the 20th International Conference on Human-Computer Interaction, HCII 2018, in Las Vegas, NV, USA in July 2018. The 1171 papers presented at HCII 2018 conferences were carefully reviewed and selected from 4346 submissions. The papers cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of applications areas. The papers in this volume are organized in the following topical sections: designing and evaluating systems and applications, technological innovation in education, learning and collaboration, learners, engagement, motification, and skills, games and gamification of learning, technology-enhanced teaching and assessment, computing and engineering education
The concepts of embodiment and embodied learning are gaining traction in the field of education. ... more The concepts of embodiment and embodied learning are gaining traction in the field of education. This special issue aims to synthesize current knowledge on the design and evaluation of learning in immersive and embodied learning environments, mediated by XR (eXtended Reality) technologies. Of the 14 invited submissions, six (6) were finally accepted for publication. The collection of works in this special issue provides insights on best practices for learning experience design, based on systematic or empirical data and analysis on learning outcomes or processes
In this work, we investigated the affordances of tabletops in order to begin testing them within ... more In this work, we investigated the affordances of tabletops in order to begin testing them within a specialised and sensitive collaborative learning environment; namely, that with users in conflict. We utilised a bespoke prototype application named ‘IdeaSpace’ which makes use of multi-touch interactive tabletop technology and is specifically designed to encourage user collaboration. We tested the usability and interaction with a group of users as a pilot test, followed by a second test in a shared space with crowds of users serendipitously using the tabletop in an open, public space. From the tests we identified and isolated findings directly relating to collaboration elements needing attention before introducing IdeaSpace to participants in conflict.
Abstract While some researchers have focused on the study of creativity in Making contexts, no wo... more Abstract While some researchers have focused on the study of creativity in Making contexts, no work has so far documented learners’ collective creativity as they engage in Making projects. Research on the assessment of collective creativity in Making projects and the relationship between collective creativity and project success remains scarce. In the present investigation, we adopted a Making approach to teaching and learning in the STEAM domains. The study sought to investigate young learners’ collective creativity as they engaged in Making projects using arts, crafts and technological tools. Findings from the study suggest that Making activities can enact the development of collective creativity and that there is a statistically significant linear relationship between collective creativity (metacognitive, cognitive and socio-communicative dimensions) and project success.
CHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter, 2021
This paper discusses the design and evaluation of a tool to provide interactive museum experience... more This paper discusses the design and evaluation of a tool to provide interactive museum experiences to visitors. It is an online application that enables the juxtaposed presentation of two works of art from different historical periods and artistic environments and the tracing of similar elements they share (forms, motifs, gestures, compositional details etc.). The aim of this application is to allow the exhibition curator and the art historian to evaluate the choices made by the audience, concerning works of art, related to an exhibition project. It will also conduce to increase the attractiveness of art exhibitions for the general public, as the application may arouse interest and contribute to the better understanding of the creative process and the compositional elements of works of art. First, we identify the scope of the challenge and explain basic concepts and definitions relating to interaction with works of art. Then, the design and functionality of the application are discussed. This is followed by the description of the conducted study and interpretation of the results. An eye-tracking study involved interaction of 63 participants of mixed background with 21 pairs of art works from the exhibition “Echoes of Antiquity in the Oeuvre of Domenikos Theotokopoulos”. Finally, a few suggestions for future research are made, based on the conclusions drawn.
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Papers by Andri Ioannou