Dominik Evangelou

Mr. Dominik Evangelou

orcid

Research Focus & Metrics

Academic Career Length

2Years (2025-Present)

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

Representative Publications

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28 January 2026 in Technology, Knowledge and Learning
Verified
Journal Article
Open access
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DEDominik Evangelou
Dominik Evangelou
Miriam MuldersMiriam Mulders
Miriam Mulders
KTKristian Heinrich Träg
Kristian Heinrich Träg
Simulation-based learning has established itself as a powerful instructional method in higher education, especially in domains that require complex interpersonal competencies such as counseling. Debriefing plays a pivotal role in transforming simulation experiences into meaningful learning by fostering critical reflection and integration of knowledge. While expert-facilitated debriefings are considered the gold standard, recent advancements in generative Artificial Intelligence (AI) have made chatbot-guided self-debriefings a scalable alternative. This study examines the effectiveness of moderated versus chatbot-supported debriefing formats following a Virtual Reality (VR)-based counseling simulation. A total of 45 undergraduate students in educational science participated in a controlled experiment. All participants engaged in a VR counseling scenario and were subsequently assigned to either a human-moderated or a chatbot-guided debriefing condition. The study investigated changes in counseling competence, self-efficacy, and learner perceptions across the two debriefing formats. Both self-efficacy and counseling competence increased significantly over time. The largest gains, particularly in counseling competence, were recorded after the debriefing, even though these gains were independent of the specific debriefing method employed. These findings underscore the importance of debriefing in educational contexts and indicate that a chatbot-based format could serve as a feasible alternative to traditional, moderator-led debriefings.

6 February 2026 in Education Sciences
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Journal Article
Open access
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DEDominik Evangelou
Dominik Evangelou
Miriam MuldersMiriam Mulders
Miriam Mulders
KTKristian Heinrich Träg
Kristian Heinrich Träg
Understanding how different debriefing formats impact learner’s cognitive load is crucial for designing effective post-simulation reflection activities. This paper examines cognitive load after post-simulation debriefings facilitated either by a human instructor or a generative AI Chatbot. In a controlled study with N = 45 educational science students, 23 participants engaged in a lecturer-facilitated debriefing, while 22 completed a chatbot-guided session. Cognitive load was assessed across intrinsic, extraneous, and germane dimensions. Results revealed no statistically significant differences between the two debriefing methods. Future research should examine AI-led debriefings with larger samples and employ complementary measures of cognitive load to provide a more comprehensive understanding.

2 April 2025 in Applied Sciences
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Journal Article
Open access
DEDominik Evangelou
Dominik Evangelou
Miriam MuldersMiriam Mulders
Miriam Mulders
BSBünyamin Sekerci
Bünyamin Sekerci
In recent years, virtual reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced information technology skills, identifying and evaluating suitable VR applications can be a complex and labour-intensive endeavour. This article provides a non-technical, action-oriented overview of commercially available VR solutions designed for social skills training in education. To identify relevant providers, we conducted a four-phase snowball search from April to October 2024, combining academic literature reviews, expert interviews, web searches, and demo testing. This process led to the identification of ten VR providers suitable for social and communication skills development. The selected applications were analyzed across ten key criteria, including communication style, avatar design and customization, technological requirements, language support, and the availability of content libraries and authoring tools. The results reveal significant variation among providers in terms of pedagogical flexibility, technical accessibility, and degrees of user customization. By mapping these differences, the article offers a practical starting point for educational stakeholders seeking VR solutions that align with their instructional goals. Rather than offering an exhaustive review, the study presents a structured orientation to facilitate informed decision-making in selecting and implementing VR tools for social skills training.

13 October 2026 in International Journal of Emerging Technologies in Learning (iJET)
Verified
Journal Article
Open access
PDF file
KTKristian H. Träg
Kristian H. Träg
Miriam MuldersMiriam Mulders
Miriam Mulders
DEDominik Evangelou
Dominik Evangelou
Virtual reality (VR) has been proposed as a promising tool to enhance social competences in higher education, especially in resource-constrained counseling seminars. This study investigates the effects of a single-session VR-based training on university students’ counseling competence and self-efficacy. Forty-five students took part in a standardized counseling scenario delivered through a realistic social VR environment, interacting with a trained actor in real time. Pre- and post-training questionnaires assessed changes in self-efficacy and counseling competence, alongside measures of presence, realism, cognitive load, and perspective-taking. Results showed small, non-significant improvements in both outcome variables. Regression analyses revealed that perceived realism significantly predicted counseling competence, while presence and extraneous cognitive load influenced perspective-taking. However, the limited duration of the intervention and the absence of a control group constrain causal inferences. Despite these limitations, the study provides initial empirical support for the integration of VR technologies into counselor education and outlines key factors for effective implementation. Future research should explore adaptive, Artificial Intelligence (AI)-enhanced VR environments that allow for repeated practice and personalized feedback to fully realize the potential of VR in social skills training.

27 February 2025 in Preprints.org
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Preprint
Open access
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DEDominik Evangelou
Dominik Evangelou
Miriam MuldersMiriam Mulders
Miriam Mulders
BSBünyamin Sekerci
Bünyamin Sekerci
In recent years, Virtual Reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced information technology skills—particularly in areas such as artificial intelligence programming—identifying and evaluating suitable VR applications can be a complex and labor-intensive endeavor. This paper aims to provide an action-oriented overview of commercially available VR solutions relevant to the educational sector. The overview synthesizes critical information that would otherwise necessitate an extensive and fragmented search across various online platforms. This paper does not intend to present a comprehensive overview of all VR providers and applications. Rather, it serves as an initial guide, offering key insights for educational designers at the beginning of their projects. By structuring the initial research phase, it facilitates informed decision-making in the integration of VR technologies in educational contexts.