Georgios Lampropoulos

Dr. Georgios Lampropoulos

Department of Applied Informatics, University of Macedonia, Thessaloníki, Kentrikí Makedonía, Greece
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orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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19 March 2024 in Educational Technology Research and Development
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Journal Article
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GLGeorgios Lampropoulos
Georgios Lampropoulos
DKDr Kinshuk
Dr Kinshuk
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement, a systematic literature review was carried out. No limitations were set regarding educational level, type of study, subject, and publication year. The related articles were retrieved from 5 databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science). A total of 112 articles were included, 16 research questions were explored, and a thematic analysis was conducted. To evaluate the quality of the articles included, the Mixed Methods Appraisal Tool (MMAT) was used. According to the findings, gamification and virtual reality support several pedagogical theories and approaches. Their adoption to and integration into education can enrich and transform traditional teaching and learning and were assessed positively by students and teachers. Gamification elements significantly affected students’ achievements. In comparison to traditional learning environments, gamified virtual reality learning environments were more motivating, engaging, and interactive and offered more opportunities for personalized and collaborative learning. Through the realistic and interactive experiences offered, students’ immersion and social presence can be enhanced, knowledge acquisition can be improved, and material comprehension can be facilitated. Positive changes in student attitude, behavior, and mentality as well as improved cognitive, physical, and social–emotional development were observed. When using learning environments that integrate both virtual reality and gamification, students’ learning outcomes, motivation, engagement, and self-efficacy were increased. Additionally, students’ academic performance, active involvement, and satisfaction were improved. Students’ curiosity, imagination, focus, and interest were enhanced and their skills and competences were developed. Finally, gamified virtual reality emerged as an effective educational tool that can improve learning at all educational levels, subjects, and contexts.

5 July 2022 in Applied Sciences
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Journal Article
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GLGeorgios Lampropoulos
Georgios Lampropoulos
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Konstantinos DiamantarasKonstantinos Diamantaras
Konstantinos Diamantaras
Georgios EvangelidisGeorgios Evangelidis
Georgios Evangelidis
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement was conducted. To provide complete and valid information, all types of related studies for all educational stages and subjects throughout the years were investigated. In total, 670 articles from 5 databases (Scopus, Web of Science, Google Scholar, IEEE, and ERIC) were examined. Based on the results, using augmented reality and gamification in education can yield several benefits for students, assist educators, improve the educational process, and facilitate the transition toward technology-enhanced learning when used in a student-centered manner, following proper educational approaches and strategies and taking students’ knowledge, interests, unique characteristics, and personality traits into consideration. Students demonstrated positive behavioral, attitudinal, and psychological changes and increased engagement, motivation, active participation, knowledge acquisition, focus, curiosity, interest, enjoyment, academic performance, and learning outcomes. Teachers also assessed them positively. Virtual rewards were crucial for improving learning motivation. The need to develop appropriate validation tools, design techniques, and theories was apparent. Finally, their potential to create collaborative and personalized learning experiences and to promote and enhance students’ cognitive and social–emotional development was evident.

1 January 2018 in International Journal of Advances in Scientific Research and Engineering
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Journal Article
Closed access
TATheofylaktos Anastasiadis
Theofylaktos Anastasiadis
GLGeorgios Lampropoulos
Georgios Lampropoulos
KSKerstin Siakas
Kerstin Siakas

9 December 2024 in Smart Learning Environments
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Muhammad Yasir MustafaMuhammad Yasir Mustafa
Muhammad Yasir Mustafa
Ahmed TliliAhmed Tlili
Ahmed Tlili
GLGeorgios Lampropoulos
Georgios Lampropoulos
RHRonghuai Huang
Ronghuai Huang
PJPetar Jandric
Petar Jandric
Mohammed SaqrMohammed Saqr
Mohammed Saqr
Despite the increased adoption of Artificial Intelligence in Education (AIED), several concerns are still associated with it. This has motivated researchers to conduct (systematic) reviews aiming at synthesizing the AIED findings in the literature. However, these AIED reviews are diversified in terms of focus, stakeholders, educational level and region, and so on. This has made the understanding of the overall landscape of AIED challenging. To address this research gap, this study proceeds one step forward by systematically meta-synthesizing the AIED literature reviews. Specifically, 143 literature reviews were included and analyzed according to the technology-based learning model. It is worth noting that most of the AIED research has been from China and the U.S. Additionally, when discussing AIED, strong focus was on higher education, where less attention is paid to special education. The results also reveal that AI is used mostly to support teachers and students in education with less focus on other educational stakeholders (e.g. school leaders or administrators). The study provides a possible roadmap for future research agenda on AIED, facilitating the implementation of effective and safe AIED.

1 April 2024 in Education Sciences
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GLGeorgios Lampropoulos
Georgios Lampropoulos
Antonis SidiropoulosAntonis Sidiropoulos
Antonis Sidiropoulos
This study aims to examine the influence of gamification in students’ learning outcomes and academic performance. A longitudinal study was conducted to compare students’ academic performance in online learning (2020–2021), traditional learning (2021–2022), and gamified learning (2022–2023). The longitudinal study lasted 3 years and a total of 1001 higher education students were involved. Three research questions were set to be explored and students’ viewpoints and experiences were also examined through a questionnaire of 20 questions. This study follows a quantitative research approach. The data refers to students’ academic performance, success rate, excellence rate, withdrawal rate, engagement, motivation, and perspectives. In the laboratory part of the course, gamified learning yielded better outcomes over online learning and traditional learning in success rate (39% and 13%), excellence rate (130% and 23%), average grade (24% and 11%), and retention rate (42% and 36%) respectively. In the theoretical part of the course, gamified learning resulted in better outcomes over online learning and traditional learning in success rate (19% and 14%), in excellence rate (125% and 79%), and in average grade (25% and 12%) respectively. In the overall course, gamified learning yielded better outcomes over online learning and traditional learning in success rate (14% and 14%), in excellence rate (122% and 70%), and in average grade (25% and 17%) respectively. The highest increase was observed in students’ excellence rate. Students highly regarded gamification as an effective educational approach that can increase their learning outcomes, engagement, productivity, and motivation and trigger both their both intrinsic and extrinsic motivation. The learning experience become more enjoyable and students’ basic needs in terms of autonomy, competence and sufficiency, and relatedness and sense of belonging were met. Traditional learning also resulted in better learning outcomes when compared to online learning. Gamification emerged as an effective learning approach which leads to improved learning outcomes and academic performance, learning motivation, engagement, and retention rate over online learning and traditional learning in both theoretical and applied course settings.

16 June 2023 in Education Sciences
Verified
Journal Article
Open access
PDF file
GLGeorgios Lampropoulos
Georgios Lampropoulos
EUCLID KERAMOPOULOSEUCLID KERAMOPOULOS
EUCLID KERAMOPOULOS
Konstantinos DiamantarasKonstantinos Diamantaras
Konstantinos Diamantaras
Georgios EvangelidisGeorgios Evangelidis
Georgios Evangelidis
This study aims to evaluate the impact of using augmented reality, gamification, and serious games in computer science education. The study presents the development process of an educational mobile application, describes an experiment that was conducted and involved 117 higher education students, and analyzes the results of a 49-item paper-based questionnaire. In total, 8 research questions were explored. The results of the study revealed that several educational benefits can be yielded when integrating such applications in teaching and learning activities and actively involving students in the design and development process. In particular, the application was assessed as an effective learning tool that could enrich and improve the educational process and create interactive, inclusive, and student-centered learning environments. Its use led mostly to positive effects and experiences while maintaining the negative ones to a minimum and most students expressed positive emotions. Students were able to learn in a more enjoyable and interesting manner, and their motivation, engagement, self-efficacy, and immersion were greatly increased. Students’ innate need for autonomy, competence, and relatedness was satisfactorily met and both their intrinsic and extrinsic learning motivations were triggered. They felt a sense of belonging and cultivated their social skills. The potential of the application to improve students’ knowledge acquisition and academic achievements was also observed. The application also enabled students to improve their computational thinking and critical thinking skills. Therefore, the potential of combining augmented reality, gamification, and serious games to enhance students’ cognitive and social–emotional development was highlighted.