Serafeim A. Triantafyllou

Mr. Serafeim A. Triantafyllou

Aristotle University, Thessaloníki, Kentrikí Makedonía, Greece
+2
orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

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

Representative Publications

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13 March 2024 in Salud, Ciencia y Tecnología - Serie de Conferencias
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Journal Article
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Serafeim A. TriantafyllouSerafeim A. Triantafyllou
Serafeim A. Triantafyllou
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
Yousef FarhaouiYousef Farhaoui
Yousef Farhaoui
The rapid development of gamification and computational thinking seems to open up new educational horizons by providing new opportunities for students to acquire the basic digital skills needed for their cognitive development. Gamification, on the side, flourishes because it brings about high degree of participants’ engagement in an activity. Accordingly, on the other side, the growing scientific interest in computational thinking centers on the fact that it provides a fruitful field of dialogue in the research community for the development of critical and analytical thinking of students. Hence, this paper aims to synthesize knowledge about gamification and computational thinking for improving education for the benefit of students. Specifically, this paper describes: (a) the theoretical background of gamification in learning and education, (b) relevant studies in literature and their findings, and (c) specific gamified applications of STEM [Science, Technology, Engineering, Mathematics] which have been developed to this subject area. Four databases were searched, and 37 papers were finally selected for this review. The findings from the presented learning theories set the foundation on how students obtain knowledge, and the relevant studies in the field of gamification and computational thinking showed some first positive outcomes stemming some first research attempts which need further examination. Furthermore, it seems that with the right use of game mechanics and elements, well-designed applications of STEM gain students’ interest to learn through gameplay and motivate them to cultivate computational thinking and problem-solving skills

16 April 2025 in International Review of Education
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Serafeim A. TriantafyllouSerafeim A. Triantafyllou
Serafeim A. Triantafyllou
CGChristos Georgiadis
Christos Georgiadis
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
Gamification, when properly implemented in education and training, can increase the engagement and motivation of learners and inspire them to change aspects of their behaviour to support learning. Although the use of gamification in the learning process might have a positive impact, its potential to strengthen education and training has not yet been confirmed. The descriptive literature review presented in this article synthesises studies and findings on the use of gamification in the education and training context. The authors used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) model to select and analyse 46 publications from six bibliographic databases. They investigated the gamification theories, frameworks, models, elements and mechanics that can support learning. In addition, research was conducted to identify constraints, challenges and organisational impediments that may arise in gamified education and training programmes, to answer the question of how gamification can be implemented to achieve better learning outcomes. Findings show that further studies need to be conducted into this evolving learning approach. Overall, gamification is most likely to be effective when instructional design principles are used to ensure training content meets learners’ needs and expectations.

15 December 2022 in Informatics in Education
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Serafeim A. TriantafyllouSerafeim A. Triantafyllou
Serafeim A. Triantafyllou
CGChristos Georgiadis
Christos Georgiadis
The rapid development of technology in today’s times make business’ survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an established practice in many business domains and can enforce employees to engage in business processes and change aspects of their behavior. Even though numerous gamification patterns that are described in literature have been used so far by businesses to various working environments, the outcomes were not the best possible that we would expect in terms of their right utilization to business non-game contexts. Thus, there is need for concise gamification patterns that can offer right guidance to game designers in business. Gamification design patterns can provide a distilled knowledge of techniques of how to design object-oriented software. This paper aims to address this gap in existing literature by describing new gamification design patterns, classifying them according to specific criteria and providing new information to this research domain. Our study is a descriptive literature review and is based on review of previous works. This descriptive literature review tries to give a better understanding by proposing new gamification design patterns in the continuously evolving research domain of gamification design patterns.

12 March 2023
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Conference Paper
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Serafeim A. TriantafyllouSerafeim A. Triantafyllou
Serafeim A. Triantafyllou
Theodosios SapounidisTheodosios Sapounidis
Theodosios Sapounidis
Serious gaming appears to be a promising research area with applications in education. In this article, trying to investigate new pathways in the evaluation of game design, a proposed framework variation is presented that is based on the frameworks proposed by Slimani et al., and Garris et al. Furthermore, specifically chosen cases of serious games are described in detail, to show how game-based learning and serious gaming can be combined efficiently in the educational context. The final part of this study contains an experiment on human motivation, with a sample of 50 student participants in the age group 18–25. The participants are questioned to three basic questions with basic objective to examine to what extent their three basic needs of competence, autonomy and relatedness are fulfilled. The findings show a positive attitude of students to the evaluated serious games and their utilization for educational purposes.

8 April 2022
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Conference Paper
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Serafeim A. TriantafyllouSerafeim A. Triantafyllou
Serafeim A. Triantafyllou
Constructivist Learning Environments. Diamond Scientific Publishing is an international online publishing house.

1 January 2022
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Conference Paper
Open access
Serafeim A. TriantafyllouSerafeim A. Triantafyllou
Serafeim A. Triantafyllou
CGChristos Georgiadis
Christos Georgiadis