In the last decade, there has been increased use of eLearning tools. Platforms and ecosystems supporting digital learning generate a vast amount of data and information in various forms and formats. Digital repositories emerge, such as video, audio, emotional data, and data triplets of various events’ educational activities, making data management and orchestration extremely difficult. This results in evaluating learning sessions’ generated knowledge to remain unexploited. In other disciplines, such as law enforcement, various tools produce valuable data that help solve problems or improve situations by synchronizing several modalities. The data generated in educational learning sessions is an untapped treasure trove of information that can contribute to the production of essential conclusions that would be extremely difficult or impossible to produce with conventional methods and without the use of digital tools. ARION combines learning data into simple and understandable forms of information that will lead the teacher to a better understanding of the strengths and weaknesses of students, the lesson, the educational process, and himself by providing a critical look at available data aimed at a substantial improvement of all components of the learning path.
Hackathon events have become increasingly popular in recent years as a modern tool for innovation in the education sector as they offer important learning advantages. Within the “INVITE” Erasmus+ project, four distinct hackathons were organized to bring together academic institutions, teachers, and students in the design of innovative international virtual and blended collaborations. In addition, as part of the “INVITE” project, an Open Interactive Digital Ecosystem (digital platform) has been developed to facilitate hackathons organization and was tested within two of the events. This platform can enhance hosting action-training programs providing a shared open resources space for educators to contact peers and design projects. All four hackathons were held during 2024 and their duration and type (onsite, blended, hybrid, and online) varied significantly. However, all hackathon topics were related to sustainability, SDGs, and Green Agenda. In total, more than 220 participants enrolled in the four events, including students, researchers, and professors from different disciplines, age groups, and countries. All participants were provided with qualitative surveys to explore their satisfaction and experiences. The results compare different hackathon setups to reveal valuable insights regarding the optimal design for higher education hackathons.
Extended reality (XR) has emerged as a transformative technology, offering innovative ways to visualize and interact with digital content. For educators, XR constitutes a valuable tool that advances pedagogical experience and improves teaching quality and clarity. While the literature highlights case studies and general guidelines for XR content development, there is limited focus on interaction techniques based on a comparative methodology within educational XR games. This study evaluates different interaction techniques from developers and users perspectives to identify strengths and limitations, providing useful insights to guide future developments in the field. Performed analysis determines the context in which each technique is most effective, how different techniques can be combined, and how integration can be improved for optimal impact. Additionally, methods for transitioning from traditional interaction techniques to modern XR approaches utilizing 3D space and interaction requirements are proposed. A theoretical framework for integrating, configuring, and blending interaction techniques in XR environments tailored for educational purposes is introduced to assist developers and educators in selecting and combining techniques to maximize their effectiveness in different educational contexts and challenges. By addressing these critical aspects, this paper contributes to advancing the understanding and design of XR interaction strategies, ultimately fostering better learning experiences and leading to improved educational outcomes.
In the evolving landscape of digital education, there is an increasing need to enhance traditional Learning Management Systems (LMSs) by integrating innovative pedagogical practices that promote active participation and learner autonomy. This study presents the transformation of a Greek LMS platform into an open learning ecosystem, incorporating three key educational innovations: collaborative hackathons, microcredentials, and blended learning support. The primary goal was to modernize the LMS in a way that encourages deeper engagement, social learning, collaboration, and mixed learning. To accomplish this objective, the system integrated advanced innovative tools designed to facilitate structured collaborative processes including hackathons, microcredentials aligned with specific learning objectives, and blended learning through flexible content delivery and student learning tracking tools. The use of these tools in the educational process contributes to the creation of a more dynamic and participatory learning environment, where knowledge is co-shaped and learning acquires a social character. In addition, the tools promote differentiated learning, allowing students to engage at their own pace and in their own way.