Niki Eleni Ntagka

Ms. Niki Eleni Ntagka


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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8 August 2025 in Electronics
Verified
Journal Article
Open access
PDF file
Konstantinos SakkasKonstantinos Sakkas
Konstantinos Sakkas
NNNiki Eleni Ntagka
Niki Eleni Ntagka
MSMichail Spyridakis
Michail Spyridakis
AMAndreas Miltiadous
Andreas Miltiadous
EGEuripidis Glavas
Euripidis Glavas
Nikolaos GiannakeasNikolaos Giannakeas
Nikolaos Giannakeas
The rapid development of digital technologies is opening up new avenues for transforming education, particularly in fields that require practical training, such as electronic circuit design. In this context, this paper presents the development of a multiplayer virtual learning platform that makes use of digital twins technology to offer a realistic, collaborative experience in a simulated environment. Users can interact in real time through synchronized avatars, voice communication, and multiple viewing angles, simulating a physical classroom. Evaluation of the platform with undergraduate students showed positive results in terms of usability, collaboration, and learning effectiveness. Despite the limitations of the sample, the findings reinforce the prospect of virtual laboratories as a modern tool in technical education.

25 February 2026 in Data
Verified
Journal Article
Open access
PDF file
FBFotios Bosmos
Fotios Bosmos
ELISSAVET KOSTAELISSAVET KOSTA
ELISSAVET KOSTA
Konstantinos SakkasKonstantinos Sakkas
Konstantinos Sakkas
NNNiki Eleni Ntagka
Niki Eleni Ntagka
Nikolaos GiannakeasNikolaos Giannakeas
Nikolaos Giannakeas
Digital technologies for storing, processing, and extracting knowledge from data have significantly influenced educational institutions, leading to the adoption, evaluation, and adaptation of new learning models. This data descriptor presents a dataset collected from junior high school students during Computer Science lessons focused on creating geometric constructions using the Scratch visual programming environment. The dataset includes 56 recorded student files consisting mainly of student feedback collected after using gamification through digital quizzes for evaluation and self-assessment, addressing psychological aspects, motivation, participation, and collaboration. The dataset presents a balanced distribution in terms of respondent characteristics and will be of interest to researchers involved in the application of gamification elements in the learning process, researchers studying comprehensive education programs, and teachers interested in innovative teaching practices in their subjects.