Varvara Garneli

Dr. Varvara Garneli

Ionian University
orcid

Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

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

Representative Publications

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29 April 2016 in British Journal of Educational Technology
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Journal Article
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Varvara GarneliVarvara Garneli
Varvara Garneli
Michail GiannakosMichail Giannakos
Michail Giannakos
KCKonstantinos Chorianopoulos
Konstantinos Chorianopoulos

1 March 2015
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Conference Paper
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Varvara GarneliVarvara Garneli
Varvara Garneli
Michail GiannakosMichail Giannakos
Michail Giannakos
KCKonstantinos Chorianopoulos
Konstantinos Chorianopoulos
During the last few years, the focus of computer science education (CSE) in primary and secondary schools (shortly K-12) have reached a significant turning point. This study reviews the published papers on the field of K-12 computing education in order to summarize the findings, guide future studies and give reflections for the major achievements in the area of CSE in K-12 schools. 47 peer-reviewed articles were collected from a systematic literature search and analyzed, based on a categorization of their main elements. Programming tools, educational context, and instructional methods are the main examined categories of this research. Results of this survey show the direction of CSE in schools research during the last years and summarized the benefits as well as the challenges. In particular, we analyzed the selected papers from the perspective of the various instructional methods aiming at introducing and enhancing learning, using several programming tools and educational context in K-12 CSE. Despite the challenges, the findings suggest that implementing computing lessons in K-12 education could be an enjoyable and effective learning experience. In addition, we suggest ways to facilitate deep learning and deal with various implications of the formal and informal education. Encouraging students to create their own projects or solve problems should be a significant part of the learning process.

5 June 2017 in Interactive Learning Environments
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Journal Article
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Varvara GarneliVarvara Garneli
Varvara Garneli
KCKonstantinos Chorianopoulos
Konstantinos Chorianopoulos
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students’ code. For this purpose, we performed a teaching intervention that took place over five weeks, with two-hour sessions per week, plus two more weeks for the pretest and post-test projects. Students were taught programming concepts through a science project; one group represented the function of a basic electric circuit by creating a simulation, while the other group represented the same function by creating a video game in which a player should achieve a score in order to win. Video game construction resulted in projects with higher CT skills and more primitives, as measured through projects’ code analysis. Moreover, the video-game context seems to better motivate students for future engagement with computing activities.

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Journal Article
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Varvara GarneliVarvara Garneli
Varvara Garneli
KPKonstantinos Patiniotis
Konstantinos Patiniotis
KCKonstantinos Chorianopoulos
Konstantinos Chorianopoulos
Serious Games (SGs) could be enriched with collaborative learning techniques, an approach that has the potential to increase the players’ gaming and learning experience. However, the design of Multiplayer Serious Games (MSGs) with science content needs to be facilitated with methods and tools that provide coherent designs. This research proposes a methodology that employs the design technique of personas to effectively describe the multiplayer design patterns and the game narrative according to the content of a science school book and, at the same time, balancing the educational and the entertaining character of a SG. We evaluated the suggested methodology with two groups of professionals who were assigned with the task to design a MSG, integrating the same educational content according to the suggested methodology. The designs were qualitatively examined, confirming the potential of the Multiplayer Serious Game Methodology (MSGM) to facilitate the science content integration. We expect that the MSGM could assist groups of professionals, such as teachers and developers to create coherent MSG designs.

18 November 2019 in Interactive Technology and Smart Education
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Journal Article
Closed access
Varvara GarneliVarvara Garneli
Varvara Garneli
KCKonstantinos Chorianopoulos
Konstantinos Chorianopoulos
Purpose: This study aims to explore the effects of an alternative learning environment, such as the video game making (VGM) within science content, on computational thinking (CT) skills development and student performance.Design/methodology/approach: A didactic intervention was performed for five weeks. Two student groups were taught the same computational concepts in two ways. One group was taught by constructing a video game within science content to practice science and computing curriculum while the other group constructed appropriately designed projects to practice only the computing curriculum. Additionally, the students constructed a pretest project before the beginning of the intervention and a post-test project after its end. Results were based on quantitative and qualitative code analysis and interviews from the students.Findings: VGM within science content resulted in projects with more CT skills and also supported students to effectively apply their acquired coding skills, after the end of the intervention.Practical implications: The results of this study suggest an interdisciplinary environment, such as the VGM within science content, which can effectively support CT skills development and computing curriculum.Originality/value: Although VGM has been successfully applied to teach science content, this study explored the potential influence of this learning environment on CT skills development and coding fluency. Such interdisciplinary educational environments could be applied in the typical school settings to promote a plethora of skills and academic contents.

1 January 2013
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Book Chapter
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BGBarbara Garneli
Barbara Garneli
Michail GiannakosMichail Giannakos
Michail Giannakos
KCKonstantinos Chorianopoulos
Konstantinos Chorianopoulos
LJLetizia Jaccheri
Letizia Jaccheri
Varvara GarneliVarvara Garneli
Varvara Garneli