Michail Kalogiannakis

Prof. Dr. Michail Kalogiannakis

Department of Special Education, University of Thessaly, Vólos, Thessalía, Greece
orcid
University of Thessaly, Volos, Greece

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

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

Representative Publications

View All Publications
6 January 2021 in Education Sciences
Verified
Journal Article
Open access
PDF file
Michail KalogiannakisMichail Kalogiannakis
Michail Kalogiannakis
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
ALKINOOS IOANNIS ZOURMPAKISALKINOOS IOANNIS ZOURMPAKIS
ALKINOOS IOANNIS ZOURMPAKIS
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students’ motivation towards science learning and promote scientific thinking. This study’s objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education. Therefore, we performed a systematic literature review of 24 empirical research papers published in various electronic databases and the web search engine for scholarly literature and academic resources, Google Scholar, between 2012 and 2020. This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions. It examines the conflicting findings of other studies and provides a framework and insight for future researchers regarding content areas, educational levels, theoretical models, outcomes, methodologies, game elements, and assessment tools.

1 January 2016 in International Journal of Mobile Learning and Organisation
Verified
Journal Article
Closed access
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
Michail KalogiannakisMichail Kalogiannakis
Michail Kalogiannakis
NZNicholas Zaranis
Nicholas Zaranis
In recent years, the teaching of programming and development of fundamental programming concepts at the preschool age has attracted the interest of the educational and scientific community. International research has highlighted that teaching programming to young children has a crucial influence on the development of their cognitive functions. There are currently plenty of available programming environments suited for preschoolers. Researchers are adapting their views concerning the age threshold at which young children can effectively get involved with programming. A new programming environment, which was designed to help preschoolers familiarise with basic programming concepts, in a developmentally appropriate manner, is ScratchJr. This study performs a brief introduction to the characteristics of ScratchJr as well as a presentation of the results of a small-scale pilot study for the evaluation of ScratchJr as means of teaching basic programming concepts in the preschool classroom.

1 January 2018 in Computers & Education
Verified
Journal Article
Closed access
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
Michail KalogiannakisMichail Kalogiannakis
Michail Kalogiannakis
NZNicholas Zaranis
Nicholas Zaranis

18 July 2023 in Computers
Verified
Journal Article
Open access
PDF file
AZAlkinoos-Ioannis Zourmpakis
Alkinoos-Ioannis Zourmpakis
Michail KalogiannakisMichail Kalogiannakis
Michail Kalogiannakis
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions. Gamification methods aim to motivate learners to participate in learning by incorporating intrinsic and extrinsic motivational factors. However, the effectiveness of gamification has yielded varying outcomes, prompting researchers to explore adaptive gamification as an alternative approach. Nevertheless, there needs to be more research on adaptive gamification approaches, particularly concerning motivation, which is the primary objective of gamification. In this study, we developed and tested an adaptive gamification environment based on specific motivational and psychological frameworks. This environment incorporated adaptive criteria, learning strategies, gaming elements, and all crucial aspects of science education for six classes of third-grade students in primary school. We employed a quantitative approach to gain insights into the motivational impact on students and their perception of the adaptive gamification application. We aimed to understand how each game element experienced by students influenced their motivation. Based on our findings, students were more motivated to learn science when using an adaptive gamification environment. Additionally, the adaptation process was largely successful, as students generally liked the game elements integrated into their lessons, indicating the effectiveness of the multidimensional framework employed in enhancing students’ experiences and engagement.

1 January 2017 in International Journal of Mobile Learning and Organisation
Verified
Journal Article
Closed access
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
Michail KalogiannakisMichail Kalogiannakis
Michail Kalogiannakis
The popularity of smart mobile devices is growing fast. These digital devices represent a new generation of technological tools that offer remarkable access to content as well as opportunities for creative use even by young children. Most the best-selling paid apps in the education category are targeted towards children. At the same time, the educational value of those applications is difficult to be determined. Parents and educators, who are turning to those devices for the potential educational benefits they expect for their children and/or their students, have a limited number of tools with which to evaluate these apps. With regard to the literature review, we present the latest findings related to the real educational value of these 'self-proclaimed' educational apps. Our analysis concludes that while there are thousands of apps available today, choosing the most appropriate educational ones for children is difficult and problematic for both teachers and educators.

1 December 2019 in International Journal of Child-Computer Interaction
Verified
Journal Article
Closed access
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
NZNikolas Zaranis
Nikolas Zaranis
Michail KalogiannakisMichail Kalogiannakis
Michail Kalogiannakis