Christina Volioti

Dr. Christina Volioti

Department of Information and Electronic Engineering, International Hellenic University (I.H.U.), Thessaloniki, Greece
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Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 July 2022 in Information
Verified
Journal Article
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Christina VoliotiChristina Volioti
Christina Volioti
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
KMKonstantinos M Melisidis
Konstantinos M Melisidis
Maria ZafeiropoulouMaria Zafeiropoulou
Maria Zafeiropoulou
VSVladimiros Spiridis
Vladimiros Spiridis
Augmented Reality (AR) could provide key benefits in education and create a richer user experience by increasing the motivation and engagement of the students. To this end, the current paper presents a system with three AR applications for teaching physics in the fifth and sixth grades of primary school and in the first grade of secondary school, and the ultimate goal is the development of a unified platform that covers the subject of physics in all classes of K-12 education. The platform provides a useful tool to familiarize both teachers and pupils with AR technologies, aiming to improve the learning and teaching experience and to enhance their skills. The developed system is evaluated in terms of usability, gamification and willingness of the teachers to incorporate this technology into the teaching process. A total of 314 users participated in the research, where they were divided into three user groups: (i) teachers (N = 15), (ii) pupils (N = 189) and (iii) computer science students (N = 110). The outcomes were satisfactory, revealing that the gamified AR applications are easy to use, and teachers are interested in using these AR applications in their classrooms.

16 October 2023 in Computers
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Christina VoliotiChristina Volioti
Christina Volioti
Christos OrovasChristos Orovas
Christos Orovas
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
GTGeorge Trachanas
George Trachanas
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education by creating an intuitive environment where real and virtual objects interact, thereby facilitating the understanding of complex concepts. Consequently, this research proposes an application, called “Cooking Math”, that utilizes AR to promote active learning in sixth-grade elementary school mathematics. The application comprises various educational games, each presenting a real-life problem, particularly focused on cooking recipes. To evaluate the usability of the proposed AR application, a pilot study was conducted involving three groups: (a) 65 undergraduate philosophy and education students, (b) 74 undergraduate engineering students, and (c) 35 sixth-grade elementary school students. To achieve this, (a) the System Usability Scale (SUS) questionnaire was provided to all participants and (b) semi-structured interviews were organized to gather the participants’ perspectives. The SUS results were quite satisfactory. In addition, the interviews’ outcomes indicated that the elementary students displayed enthusiasm, the philosophy and education students emphasized the pedagogy value of such technology, while the engineering students suggested that further improvements were necessary to enhance the effectiveness of the learning experience.

11 October 2021 in Computers
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Maria ZafeiropoulouMaria Zafeiropoulou
Maria Zafeiropoulou
Christina VoliotiChristina Volioti
Christina Volioti
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
The augmented reality game-based learning (ARGBL) approach is an advantageous pathway for the development and enhancement of teaching and learning processes. To this end, this paper presents the design and development of an ARGBL application for the implementation of physics experiments in the fifth grade of a Greek primary school. The purpose of the ARGBL system is twofold: to educate and entertain. For this reason, a treasure hunt game was implemented, which allows students to interact with a digital world and to manipulate virtual objects with the use of an augmented reality (AR) device. Then, according to the instructions, students have to collect all the materials to conduct the AR educational experiment. Overall, the evaluation of the system’s usability by 17 users (both students and teachers) was very promising, indicating that the ARGBL application has the potential to be an easy-to-use educational tool for improving not only the teaching of physics experiments in primary school but also the learning process, by positively affecting the students’ motivation and engagement.

1 November 2022 in Applied System Innovation
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Christina VoliotiChristina Volioti
Christina Volioti
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
KMKonstantinos M Melisidis
Konstantinos M Melisidis
Georgios Christoforos KazlarisGeorgios Christoforos Kazlaris
Georgios Christoforos Kazlaris
CKChristos Kitras
Christos Kitras
Augmented Reality is an emerging educational technology that has the potential to provide innovative methods of teaching and create engaging learning experiences. Augmented Reality applications implementing game-based design could enrich education by increasing motivation and engagement and enabling better learning outcomes. Similarly, Augmented Reality, in the context of Geography, could enhance the learning process and the user experience through the visualization of the content and a better understanding of abstract concepts. Therefore, in this study, (a) three specially designed Augmented Reality applications are described for teaching Geography in the fifth and sixth grades, and (b) an extensive usability evaluation study is reported using the three applications. Teachers (N = 6) and pupils (N = 43) from the fifth and sixth grades, as well as computer science students (N = 43) participated to assess the usability of the proposed Augmented Reality apps. The results were positive since the proposed Augmented Reality apps provided high-level usability. Finally, they revealed that there was acceptance for the Augmented Reality technology by all participants and a willingness to be incorporated into the teaching process.

10 October 2025 in Smart Agricultural Technology
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Journal Article
Open access
EAEvangelos Anastasiou
Evangelos Anastasiou
GNGeorgios Ntakos
Georgios Ntakos
EKEirini Kanakari
Eirini Kanakari
SBStella Bitsika
Stella Bitsika
MGMarilena Gemtou
Marilena Gemtou
SFSpyros Fountas
Spyros Fountas

31 December 2024 in Sensors
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Christos OrovasChristos Orovas
Christos Orovas
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
Christina VoliotiChristina Volioti
Christina Volioti
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Education is an activity that involves great cognitive load for learning, understanding, concentrating, and other high-level cognitive tasks. The use of the electroencephalogram (EEG) and other brain imaging techniques in education has opened the scientific field of neuroeducation. Insights about the brain mechanisms involved in learning and assistance in the evaluation and optimization of education methodologies according to student brain responses is the main target of this field. Being a multidisciplinary field, neuroeducation requires expertise in various fields such as education, neuroinformatics, psychology, cognitive science, and neuroscience. The need for a comprehensive guide where various important issues are presented and examples of their application in neuroeducation research projects are given is apparent. This paper presents an overview of the current hardware and software options, discusses methodological issues, and gives examples of best practices as found in the recent literature. These were selected by applying the PRISMA statement to results returned by searching PubMed, Scopus, and Google Scholar with the keywords “EEG and neuroeducation” for projects published in the last six years (2018–2024). Apart from the basic background knowledge, two research questions regarding methodological aspects (experimental settings and hardware and software used) and the subject of the research and type of information used from the EEG signals are addressed and discussed.