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In this paper we review mobile location-based games for learning. These games are played in physical space, but at the same time, they are supported by actions and events in an interconnected virtual space. Learning in these games is... more
In this paper we review mobile location-based games for learning. These games are played in physical space, but at the same time, they are supported by actions and events in an interconnected virtual space. Learning in these games is related to issues like the narrative structure, space and game rules and content that define the virtual game space. First, we introduce the theoretical and empirical considerations of mobile location based games, and then we discuss an analytical framework of their main characteristics through typical examples. In particular, we focus on their narrative structure, the interaction modes that they afford, their use of physical space as prop for action, the way this is linked to virtual space and the possible learning impact the game activities have. Finally we conclude with an outline of future trends and possibilities that these kinds of playful activities can have on learning, especially outside school, like in environmental studies and visits in museums and other sites of cultural and historical value.
Abstract During network-mediated synchronous collaborative activities there is need for supporting reflection of the learners involved, by providing them with meaningful feedback on the state of group activity and the quality of their... more
Abstract During network-mediated synchronous collaborative activities there is need for supporting reflection of the learners involved, by providing them with meaningful feedback on the state of group activity and the quality of their collaborative effort. In order to produce timely feedback to the partners, we need to automate processing activity data and producing meaningful measures of the quality of collaboration to be fed back to the students.
Abstract—Today's mobile devices, like smartphones and PDAs are often used as gaming instruments. A new genre that is rapidly proliferating is that of location based games, that use the positioning capabilities of the devices and other... more
Abstract—Today's mobile devices, like smartphones and PDAs are often used as gaming instruments. A new genre that is rapidly proliferating is that of location based games, that use the positioning capabilities of the devices and other available locative media in the game. These new games expand in space and time and often involve large numbers of players, like in the case of location based role playing games, alternate reality games, treasure hunts, urban adventure games etc.
Abstract The Algorithm is a fundamental concept for teaching Computer Science in Secondary Education. There are verbal (pseudocode) and graphic (flowchart) representations of algorithms that can be used in the process. A collaborative... more
Abstract The Algorithm is a fundamental concept for teaching Computer Science in Secondary Education. There are verbal (pseudocode) and graphic (flowchart) representations of algorithms that can be used in the process. A collaborative approach in teaching algorithms is a new perspective that needs investigation. The main objective of this paper is to present a case study of computer-assisted collaborative learning in an authentic secondary school environment.
Abstract--In this paper an overview of some key issues of computer-support for real-time collaborative problem solving in the context of Open and Distance Learning (ODL) is attempted. Aspects of the synchronous collaboration-support... more
Abstract--In this paper an overview of some key issues of computer-support for real-time collaborative problem solving in the context of Open and Distance Learning (ODL) is attempted. Aspects of the synchronous collaboration-support environment Modelling Space are described. This environment has been recently used in a number of empirical studies involving collaborative problem solving.
Abstract ModellingSpace is a new learning environment, that allows collaboration of partners, collocated or at a distance in various educational settings. This paper describes the main features of the architecture of the ModellingSpace... more
Abstract ModellingSpace is a new learning environment, that allows collaboration of partners, collocated or at a distance in various educational settings. This paper describes the main features of the architecture of the ModellingSpace environment and in particular issues related with coordination and communication during problem solving.
This document1 presents two tools designed and developed by the Human-Computer Interaction Group of the University of Patras to support collaborative learning and collaborative interaction analysis. These are Synergo and ActivityLens.... more
This document1 presents two tools designed and developed by the Human-Computer Interaction Group of the University of Patras to support collaborative learning and collaborative interaction analysis. These are Synergo and ActivityLens. Synergo constitutes a synchronous collaboration support environment that provides integrated tools for analysis of interaction. A large corpus concerning online human interactions is generated and further analysed using Synergo.
Abstract In reported studies of synchronous collaborative problem solving activities, so far, there are usually groups of two partners involved. In this paper, we focus on groups of larger sizes and study through an authentic educational... more
Abstract In reported studies of synchronous collaborative problem solving activities, so far, there are usually groups of two partners involved. In this paper, we focus on groups of larger sizes and study through an authentic educational activity the effect of group size on group performance and patterns of interaction. It has been found that it is possible to design learning activities with group sizes greater than two and that the group size affects performance and interaction.
Abstract. In many domains successful execution of plans requires careful monitoring and repair. Diagnosis of plan execution supports this process by identifying causes of plan failure. Most plans have to satisfy temporal constraints. An... more
Abstract. In many domains successful execution of plans requires careful monitoring and repair. Diagnosis of plan execution supports this process by identifying causes of plan failure. Most plans have to satisfy temporal constraints. An important and common occurring problem during plan execution are violations of temporal plan constraints. This paper addresses diagnosis of such temporal constraint violations by modeling the temporal aspects of a plan as a Simple Temporal Network (STN).
Abstract This study presents a framework for the evaluation of open learning environments integrating methodologies both from Education and from Human Computer Interaction.
Abstract Computer supported collaborative learning activities involve combination of complex software tools that often need to interoperate in a wider context of learning. This paper proposes a data model that accommodates requirements of... more
Abstract Computer supported collaborative learning activities involve combination of complex software tools that often need to interoperate in a wider context of learning. This paper proposes a data model that accommodates requirements of typical collaborative learning situations and facilitates interoperability of tools and interchange of products of collaboration and evaluation data. The model has been tested against various typical tools used for both synchronous and asynchronous collaboration of groups of students
Abstract In this paper we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one,... more
Abstract In this paper we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions.
ABSTRACT During the last years, development of open learning environments that support effectively their users has been a challenge for the research community of educational technologies. The open interactive nature of these environments... more
ABSTRACT During the last years, development of open learning environments that support effectively their users has been a challenge for the research community of educational technologies. The open interactive nature of these environments results in users experiencing difficulties in coping with the plethora of available functions, especially during their initial efforts to use the system. In addition,-from the tutors' perspectivethe problem solving strategies of the students are often particularly difficult to identify.
In a multi-agent routing problem, agents must find the shortest-time path from source to destination while avoiding deadlocks and collisions with other agents. Agents travel over an infrastructure of resources (such as intersections and... more
In a multi-agent routing problem, agents must find the shortest-time path from source to destination while avoiding deadlocks and collisions with other agents. Agents travel over an infrastructure of resources (such as intersections and road segments between intersections), and each resource r has (i) a capacity C (r), which is the maximum number of agents that may occupy the resource at the same time, and (ii) a minimum travel time D (r). Example 1 illustrates this multi-agent routing problem. r1 r2 r3 r4 r5 r6 r7 r8 r9 r 12 r13 r10 r11 r14
Abstract Analysis of collaborative problem solving involves analysis of dialogue and interaction, analysis of tasks and social roles through ethnographic and other field studies. Use of tools to facilitate this process can be very useful.... more
Abstract Analysis of collaborative problem solving involves analysis of dialogue and interaction, analysis of tasks and social roles through ethnographic and other field studies. Use of tools to facilitate this process can be very useful. We discuss first the key requirements of a new generation of interaction and collaboration analysis tools. We then present how these requirements have lead to the design of prototype tools, recently developed. These tools can relate and synchronize various streams of field data.
During the last years, the significant increase of mobile communications has resulted in the wide acceptance of a plethora of new services, like communication via written short messages (SMS). The limitations of the dimensions and the... more
During the last years, the significant increase of mobile communications has resulted in the wide acceptance of a plethora of new services, like communication via written short messages (SMS). The limitations of the dimensions and the number of keys of the mobile phone keypad are probably the main obstacles of this service. Numerous intelligent techniques have been developed aiming at supporting users of SMS services. Special emphasis has been provided to the efficient and effective editing of words.
Abstract. During computer-mediated synchronous collaboration there is need for supporting reflection of the partners involved. In this paper we study techniques for determining the state of an evolving collaborative process, while the... more
Abstract. During computer-mediated synchronous collaboration there is need for supporting reflection of the partners involved. In this paper we study techniques for determining the state of an evolving collaborative process, while the activity is in progress, making the users aware of this state. For this reason, a State of Collaboration (SoC) indicator has been defined, which is calculated using a combination of machine-learning and statistical techniques.
Design and evaluation of computer-based open problem solving environments is a non-trivial task. Definition of a design framework, which involves a strong field-evaluation phase, has been the subject of the research described in this... more
Design and evaluation of computer-based open problem solving environments is a non-trivial task. Definition of a design framework, which involves a strong field-evaluation phase, has been the subject of the research described in this paper. This framework is based on the concept of student task modeling. Tools to support design and evaluation have been built and used in the frame of this study.
Purpose–The purpose of this paper is to present the design of a context-aware service for synchronous support in web-based educational systems. Design/methodology/approach–The proposed service supports synchronous interaction among tutors... more
Purpose–The purpose of this paper is to present the design of a context-aware service for synchronous support in web-based educational systems. Design/methodology/approach–The proposed service supports synchronous interaction among tutors and students, based on their current context, thus increasing the communication channels, the reasoning and the exchanging of ideas.
Abstract. This paper discusses the effect of learning material heterogeneity on real-time computersupported collaborative problem solving. A study has been contacted in the frame of an authentic educational activity in a Greek secondary... more
Abstract. This paper discusses the effect of learning material heterogeneity on real-time computersupported collaborative problem solving. A study has been contacted in the frame of an authentic educational activity in a Greek secondary school. The students involved were provided with sets of primitive resources of varying degrees of heterogeneity to be used during collaborative modelling activities.
Abstract Effective evaluation of educational software is a key issue for successful introduction of advanced tools in the curriculum. This paper focuses on our experience of developing and evaluating a tool for computer-assisted teaching... more
Abstract Effective evaluation of educational software is a key issue for successful introduction of advanced tools in the curriculum. This paper focuses on our experience of developing and evaluating a tool for computer-assisted teaching of engineering laboratory courses. Various categories of educational softwares that can be used for laboratory courses are described. An example of such experimental system is also provided.
This paper presents e-Class Personalized (e-CP), a new extension of the widely available open source Learning Content Management System e-Class. e-CP monitors interaction of the users of e-Class with its content and services and adapts... more
This paper presents e-Class Personalized (e-CP), a new extension of the widely available open source Learning Content Management System e-Class. e-CP monitors interaction of the users of e-Class with its content and services and adapts the services to better suite the users' interests and tasks. E-CP has been tested for over a year at the University of Patras e-Class server with over 20,000 users. It drew positive response by the user population that were exposed to this version of the leaning Content Management System.
This document1 presents two tools designed and developed by the Human-Computer Interaction Group of the University of Patras to support collaborative learning and collaborative interaction analysis. These are Synergo and ActivityLens.... more
This document1 presents two tools designed and developed by the Human-Computer Interaction Group of the University of Patras to support collaborative learning and collaborative interaction analysis. These are Synergo and ActivityLens. Synergo constitutes a synchronous collaboration support environment that provides integrated tools for analysis of interaction. A large corpus concerning online human interactions is generated and further analysed using Synergo.
Abstract The purpose of this paper is to present the main characteristics of ActivityLens (AL), an environment that facilitates comparative usability evaluation of web sites. AL supports the usability evaluation process with innovative... more
Abstract The purpose of this paper is to present the main characteristics of ActivityLens (AL), an environment that facilitates comparative usability evaluation of web sites. AL supports the usability evaluation process with innovative tools designed for this purpose. The comparative usability evaluation is based on a usability assessment model that is also described briefly. Finally, a comparative usability evaluation case study, using AL, of two competitive shipping companies is presented.
Abstract: ModellingSpace is an open learning environment, which permits building of models by collaborating partners in various educational settings. This paper describes briefly the main features of the ModellingSpace environment and in... more
Abstract: ModellingSpace is an open learning environment, which permits building of models by collaborating partners in various educational settings. This paper describes briefly the main features of the ModellingSpace environment and in particular issues related with coordination and communication during problem solving, as well as architectural considerations of this distributed peer-to-peer application relating to maintaining acceptable performance under low bandwidth network conditions.
Abstract Collaborative interaction analysis involves quantitative and qualitative techniques of coding and interpreting recorded group activities, mostly used by researchers of computer supported collaborative learning (CSCL). These... more
Abstract Collaborative interaction analysis involves quantitative and qualitative techniques of coding and interpreting recorded group activities, mostly used by researchers of computer supported collaborative learning (CSCL). These techniques are usually tedious and necessitate specialized knowledge, so they are not suitable for everyday class practice.
Abstract: e-COMODE is an open digital learning environment, which assists young students (10-17 year old) in creating models. e-COMODE services aim to offer a collaborative modelling environment, including pedagogical, technical and... more
Abstract: e-COMODE is an open digital learning environment, which assists young students (10-17 year old) in creating models. e-COMODE services aim to offer a collaborative modelling environment, including pedagogical, technical and implementation support services.
Abstract The World Wide Web (WWW) tends to become the main medium supporting access to information and services to an expanding group of users. The increasing complexity of existing web applications and the volume of data offered often... more
Abstract The World Wide Web (WWW) tends to become the main medium supporting access to information and services to an expanding group of users. The increasing complexity of existing web applications and the volume of data offered often result in user disorientation. Adaptive interaction is proposed by many researchers as an effective means for tackling this problem. In this paper, we present and review existing approaches for developing adaptive web systems.
Abstract Teachers of networked collaborative classrooms may collect students' interaction data that can support them to interpret students' activities, in order to intervene when necessary. In this paper, an innovative tool is presented... more
Abstract Teachers of networked collaborative classrooms may collect students' interaction data that can support them to interpret students' activities, in order to intervene when necessary. In this paper, an innovative tool is presented that can be used to assist teachers to build multiple alternative views and interpretations based on interaction data, during collaborative activities. Overviews, detailed and comparative views are available at the class, group and individual level.
Abstract An innovative framework of interaction and collaboration analysis is proposed, jointly with tools to support the process. The proposed framework is based on a collaboration analysis first and individual task analysis... more
Abstract An innovative framework of interaction and collaboration analysis is proposed, jointly with tools to support the process. The proposed framework is based on a collaboration analysis first and individual task analysis subsequently, approach. The objective of this framework is to facilitate understanding of the group's and individual user's tasks and goals and associate the artifacts used with usability problems.
Abstract It is believed that computer-supported collaboration at a distance can stimulate learning. An innovative environment that permits real-time collaborative problem solving is described. In particular we study the effect of two... more
Abstract It is believed that computer-supported collaboration at a distance can stimulate learning. An innovative environment that permits real-time collaborative problem solving is described. In particular we study the effect of two alternative coordination mechanisms on the problem solving activity of pairs of students engaged in concept map building.
ABSTRACT The aim of the research presented in this paper is to design a class of exploratory, constructivist and collaborative educational activities, mediated by handheld computers for a museum. Design decisions are influenced by... more
ABSTRACT The aim of the research presented in this paper is to design a class of exploratory, constructivist and collaborative educational activities, mediated by handheld computers for a museum. Design decisions are influenced by pedagogical, technological and contextual issues which shape the design space.
Abstract In this paper, we describe two educational games mediated by mobile technology which were designed for use in the context of a traditional historical museum by young children. Our analysis focuses on the principles of the... more
Abstract In this paper, we describe two educational games mediated by mobile technology which were designed for use in the context of a traditional historical museum by young children. Our analysis focuses on the principles of the educational design, on the use of mobile technology and on the envisaged interaction between the exhibits and the children.
SUMMARY A model-based approach in design and evaluation of computer-based open problem solving environments is presented in this paper. The functionality of a tool (CMT) that has been developed to support this process is also discussed. A... more
SUMMARY A model-based approach in design and evaluation of computer-based open problem solving environments is presented in this paper. The functionality of a tool (CMT) that has been developed to support this process is also discussed. A number of models are defined according to the proposed approach:(a) a designer model and (b) user models as deduced from observation of user behaviour during field studies.
Abstract. In this paper, we describe a usability evaluation study of a system involving PDAs, designed to be used in a traditional historical/cultural museum. The system permits collaboration of small groups of museum visitors through... more
Abstract. In this paper, we describe a usability evaluation study of a system involving PDAs, designed to be used in a traditional historical/cultural museum. The system permits collaboration of small groups of museum visitors through mobile handheld devices. The key characteristics of the system are described first, which include a server and a client component and a tool that permits authoring of new activities. The usability evaluation study that involved typical users revealed some of the limitations of the design.
RÉSUMÉ. Dans cet article nous présentons quelques résultats concernant l'utilisation du logiciel ModelsCreator, dans un cadre de résolution des problèmes, par de petits groupes d'élèves du collège dans des activités de modélisation... more
RÉSUMÉ. Dans cet article nous présentons quelques résultats concernant l'utilisation du logiciel ModelsCreator, dans un cadre de résolution des problèmes, par de petits groupes d'élèves du collège dans des activités de modélisation scientifique. Il s' agit d'un logiciel d'apprentissage destiné à permettre aux élèves de créer des modèles, réfléchir sur leur comportement et éventuellement sur leurs limites de validité.
Abstract. In this paper we describe a novel method for producing interactive systems design patterns form ethnographic studies involving these systems. It is argued that this process can lead to traceable production of design patterns. A... more
Abstract. In this paper we describe a novel method for producing interactive systems design patterns form ethnographic studies involving these systems. It is argued that this process can lead to traceable production of design patterns. A software environment, ColAT, that can support the proposed process, is also described.
Abstract: Analysis of interaction between computer artefacts and learning actors in the context of collaborative problem solving is a tedious process, which needs to be supported by appropriate tools. In this paper we present tools,... more
Abstract: Analysis of interaction between computer artefacts and learning actors in the context of collaborative problem solving is a tedious process, which needs to be supported by appropriate tools. In this paper we present tools, recently developed, that can support interrelation and synchronization of various streams of field data. A key characteristic of these tools is their support for a multi-level structure of annotations, through which the problemsolving activity can be interpreted and presented.
Abstract. The need for peer-to-peer collaboration over the Internet is increasing nowadays. There are many factors that make this task particularly difficult. Software designers and developers often come across the challenge of overcoming... more
Abstract. The need for peer-to-peer collaboration over the Internet is increasing nowadays. There are many factors that make this task particularly difficult. Software designers and developers often come across the challenge of overcoming the raising technical and organizational problems. These problems include mostly the limited bandwidth of networks especially of dialup connections, but also the presence of firewalls and proxy servers in intranets that inhibit peer-to-peer communication.
Abstract This paper investigates aspects of learning in museums through mobile games, ie games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility... more
Abstract This paper investigates aspects of learning in museums through mobile games, ie games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits.
ABSTRACT In this paper we discuss current practices and trends in the use of narratives in location-based games for learning. This is a new area of research and practice termed playful narratives. The main aspects of these games are... more
ABSTRACT In this paper we discuss current practices and trends in the use of narratives in location-based games for learning. This is a new area of research and practice termed playful narratives. The main aspects of these games are discussed. In particular, we focus on their narrative structure, the interaction modes that they afford, their use of space as prop for action and the possible learning impact they have.
Abstract An increasing amount of data is collected today during studies in which students and educators are engaged in learning activities using information technology and other tools. These data are indispensable for analysis and... more
Abstract An increasing amount of data is collected today during studies in which students and educators are engaged in learning activities using information technology and other tools. These data are indispensable for analysis and evaluation of learning activities, for evaluation of new tools and for students' meta-cognitive activities. The data can take various forms, including video and audio recordings, log files of computing-related activity, field notes, results of students work in electronic or other forms, activity sheets etc.
ABSTRACT Usually analysis of collaborative problem solving situations is done through discourse analysis or interaction analysis, where in the centre of attention are the actors involved (students, tutors etc.). An alternative framework,... more
ABSTRACT Usually analysis of collaborative problem solving situations is done through discourse analysis or interaction analysis, where in the centre of attention are the actors involved (students, tutors etc.). An alternative framework, called “Object-oriented Collaboration Analysis Framework (OCAF) is briefly presented here, according to which the objects of the collaboratively developed solution become the centre of attention and are studied as entities that carry their own history.
Abstract: Management of urban atmospheric pollution necessitates advanced modeling and information processing techniques. The design of the prototype system DNEMO, which is based on a distributed adaptive problem-solving approach is the... more
Abstract: Management of urban atmospheric pollution necessitates advanced modeling and information processing techniques. The design of the prototype system DNEMO, which is based on a distributed adaptive problem-solving approach is the focus of the research reported in this paper.
Abstract. In this paper, a novel methodology for selecting appropriate color scheme for a web site is presented. The methodology uses a machine learning algorithm for generating a network that relates the color model of a web site with... more
Abstract. In this paper, a novel methodology for selecting appropriate color scheme for a web site is presented. The methodology uses a machine learning algorithm for generating a network that relates the color model of a web site with the emotional values that are attributed to it by its users. The approach involves an empirical study to collect data, used to train the algorithm. A preliminary case study has been conducted to validate the applicability of the methodology.
Abstract. Colour plays an important role in web site design. The selection of effective chromatic combinations and the relation of colour to the perceived aesthetic and emotional value of a web site is the focus of this paper. The subject... more
Abstract. Colour plays an important role in web site design. The selection of effective chromatic combinations and the relation of colour to the perceived aesthetic and emotional value of a web site is the focus of this paper. The subject of the reported research has been to define a model through which to be able to associate colour combinations with specific desirable emotional and aesthetic values.
Abstract This paper describes our experience with introduction of synchronous collaborative problem solving activities in the frame of a distance learning computer science undergraduate course of the Hellenic Open University (HOU). Groups... more
Abstract This paper describes our experience with introduction of synchronous collaborative problem solving activities in the frame of a distance learning computer science undergraduate course of the Hellenic Open University (HOU). Groups of students worked collaboratively at a distance in order to build a flowchart of an algorithm to a given problem.
This paper reports on the findings of a research project that had the objective to build a decision support system to handle customer insolvency for a large telecommunication company. Prediction of customer insolvency, well in advance,... more
This paper reports on the findings of a research project that had the objective to build a decision support system to handle customer insolvency for a large telecommunication company. Prediction of customer insolvency, well in advance, and with an accuracy that could make this prediction useful in business terms, was one of the core objectives of the study.

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