Stamatios Papadakis

Dr. Stamatios Papadakis

Preschool Education, University of Crete, Réthymno, Kríti, Greece
orcid
Assistant Professor, Department of Preschool Education, Uni...

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

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

Representative Publications

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6 January 2021 in Education Sciences
Verified
Journal Article
Open access
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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.

5 December 2021 in Sustainability
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Journal Article
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Turgut KaraköseTurgut Karaköse
Turgut Karaköse
HPHakan Polat
Hakan Polat
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
The current study investigates the perspectives and experiences of teachers regarding their school principal’s digital leadership roles and technology capabilities during the COVID-19 pandemic. The research was conducted using a case study-based qualitative approach, and with a study group consisting of 89 teachers holding a Master’s degree. Maximum diversity sampling, one of the purposive sampling methods, was preferred in the determination of the study group, and the data obtained from the research were analyzed through content analysis. The five main themes determined based on the perceptions and experiences of the participants are listed as: “Digital technology usage, support for the digital transformation, support for technology-based professional development, support for digital learning culture, and digital leadership skills”. The results of the research revealed that the level of use of digital technologies by school principals during the COVID-19 pandemic was perceived as adequate by teachers. In addition, it was determined that school principals support digital transformation and technology-based professional development in schools. Furthermore, within the scope of the research, it was determined that school principals contribute to the construction of a digital learning culture in schools. The results of the study revealed that school principals’ digital leadership skills were clustered under three categories: technology use, managerial skills, and individual skills. As a result, in order to realize digital transformation within the context of K-12 education, school principals must first demonstrate their digital leadership and actively support the establishment of a digital learning culture in their schools.

1 January 2023 in Educational Process International Journal
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Journal Article
Open access
ZIZiyaeddin Halid İpEk
Ziyaeddin Halid İpEk
Ali İbrahim Can GÖZÜMAli İbrahim Can GÖZÜM
Ali İbrahim Can GÖZÜM
Stamatios PapadakisStamatios Papadakis
Stamatios Papadakis
MKMichail Kallogiannakis
Michail Kallogiannakis

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
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Journal Article
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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.