George Koutromanos

Prof. Dr. George Koutromanos

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Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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2 October 2015 in Educational Media International
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Journal Article
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GKGeorge Koutromanos
George Koutromanos
ASAlivisos Sofos
Alivisos Sofos
LALucy Avraamidou
Lucy Avraamidou
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary education. The review of the relative literature was carried out in the period 2000 to early 2014 in ScienceDirect and ERIC. The outcomes of this review illustrated a set of studies that provide evidence of positive outcomes regarding student learning. These studies, which focused mainly on the natural sciences and took place within informal learning environments, used both qualitative and quantitative data collection methods. The earliest study that was conducted about this topic used personal digital assistants, while the more recent one used smart (mobile) phones and tablets. The services of augmented reality focused on markers/quick response codes, virtual items, global positioning system services as well as on platforms for game creation. The findings of the literature review are discussed in relation to research approaches that are needed for augmented reality games to be played either in formal or informal learning environments.

19 August 2023 in Education and Information Technologies
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Journal Article
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GKGeorge Koutromanos
George Koutromanos
TMTassos A. Mikropoulos
Tassos A. Mikropoulos
DMDimitris Mavridis
Dimitris Mavridis
CCChristos Christogiannis
Christos Christogiannis
This study examines the factors that affect pre-service and in-service teachers’ intention to use Mobile Augmented Reality (MAR) in their teaching through the proposed Mobile Augmented Reality Acceptance Model (MARAM). The MARAM builds on the existing Technology Acceptance Model (TAM) to incorporate four other components namely perceived relative advantage, perceived enjoyment, facilitating conditions, and mobile self-efficacy. In addition, this study investigates the validity of the MARAM. Data were collected from 137 pre-service and 169 in-service teachers who completed a questionnaire after having developed their own MAR applications during an undergraduate university course and a training seminar, respectively. Structural Equation Model (SEM) analysis was conducted separately for each group, as well as for both samples together. We also conducted a multi-group analysis to examine differences across the two samples. The results for both samples together (N = 306), showed that intention was affected by attitude, perceived usefulness and facilitating conditions. In turn, attitude was affected by perceived enjoyment and perceived usefulness. Perceived usefulness was affected by perceived enjoyment and perceived relative advantage. Perceived ease of use was affected by mobile self-efficacy and facilitating conditions. However, perceived ease of use did not affect perceived usefulness or attitude. A multi-group analysis conducted on the sample of pre-service and in-service teachers produced similar results, with minor differentiations. These results have implications for the use of MAR in research and schools, as well as technology acceptance models in education.

2 January 2014 in Educational Media International
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Journal Article
Closed access
GKGeorge Koutromanos
George Koutromanos
LALucy Avraamidou
Lucy Avraamidou
Our purpose in this paper is to review studies that explored the impact of the use of mobile games in both formal and informal learning environments. Through a review of studies on mobile learning that have been published between 2000 and 2013, we aim to identify the ways in which researchers used mobile games in a variety of learning environments, and to synthesize current literature about the impact of the use of mobile games on student achievement and attitudes towards and learning. We first provide definitions of the constructs “mobile technologies,” “mobile games,” and “informal learning environments.” Following that, we present the outcomes of our analysis by describing the purpose, the contexts, and the findings of each of the studies we reviewed. We then offer general conclusions that came out of our analysis and we offer some recommendations for future research.

31 May 2023 in Computers & Education: X Reality
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Journal Article
Open access
GKGeorge Koutromanos
George Koutromanos
GKGeorgia Kazakou
Georgia Kazakou

15 January 2014 in Education and Information Technologies
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Journal Article
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GKGeorge Koutromanos
George Koutromanos
Georgios StyliarasGeorgios Styliaras
Georgios Styliaras
SCSotiris Christodoulou
Sotiris Christodoulou

1 July 2025 in Computers & Education: X Reality
Verified
Journal Article
Open access
SAStefan Aufenanger
Stefan Aufenanger
JBJasmin Bastian
Jasmin Bastian
GBGlória Bastos
Glória Bastos
MCMaria Castelhano
Maria Castelhano
CDCelia Dias-Ferreira
Celia Dias-Ferreira
JSJustyna Szpond
Justyna Szpond