Serafeim A . Triantafyllou | Aristotle University of Thessaloniki (original) (raw)

Books by Serafeim A . Triantafyllou

Research paper thumbnail of Investigating the power of Web 2.0 Technologies in Greek Businesses

Investigating the power of Web 2.0 Technologies in Greek Businesses (2018) https://www.amazon.com/Investigating-power-Technologies-Greek-Businesses/dp/6137382303, 2018

New technologies, especially the Internet, have changed the data in the business environment in a... more New technologies, especially the Internet, have changed the data in the business environment in all areas. The new generation of the World Wide Web is accompanied by services that offer a variety of showing, marketing and communication solutions for businesses. The new Web 2.0 technologies and social media in particular have been able to bring the voice of the consumer to the forefront. The great success of the social media tools in terms of user and business communication lies in the fact that the user feels that he has absolute control over digital content and he chooses to communicate freely and consciously. The big challenge for the greek businesses in the coming years as well as the competition of marketing campaigns through social media is growing, it will be the smart and efficient exploitation of the users’ power. The presence of an enterprise on the Internet constitutes a representative picture of its real situation. For this reason, the people of companies dealing with Web 2.0 technologies, must be properly trained and respond with authenticity and consistency to users.

Research paper thumbnail of Digital Revolution, Digital Economy and E-Commerce Transforming Business and Society. The Transition from the Industrial Revolution to the Digital Revolution

Serafeim A. Triantafyllou (Author), 2011, Digital Revolution, Digital Economy and E-Commerce Transforming Business and Society. The Transition from the Industrial Revolution to the Digital Revolution, Munich, GRIN Verlag, https://www.grin.com/document/470122, 2011

This study is a scientific research that shows the transition from the industrial revolution to t... more This study is a scientific research that shows the transition from the industrial revolution to the digital revolution. The continuous flow of information and the rapid development of technology in today's times affect many aspects of our everyday life and in particular the economy, the consumer goods and in general the marketplace. These significant facts lead to the Digital Economy or the New Economy and the Information Society. The effects of the Information Society and the Digital Economy have become visible in Greece, even with a time delay.

The Information Technology revolution happens due to the rapid development of the Internet and the continuous development of Electronic Commerce. Digital economy is creating a unique business culture and establishing a network of economic values critical to the next phase of change in our technological society.

In order this research to contribute on the provision of knowledge, a detailed critical analysis has been followed on the above issues. In today’s times the need for specialized executives in Greece is a priority especially in the field of the Information Society and the Digital Economy. The employers want to find personnel with skills in order to take advantage of the new technologies and be profitable (Zoe Georganta and David Warner Hewitt, 2004).

This book is not about networking of technology but the networking of humans through technology. Networking, the art of building alliances, is a critical skill for employees at all levels and in all job roles. The people with their knowledge and creativity can offer a lot to wealth creation and social development. This new age is accompanied by some issues on privacy and security that should be taken into serious consideration.

Research paper thumbnail of The Effects of Constructivism Theory in the Environment of E-learning

Serafeim A. Triantafyllou (Author), 2013, The Effects of Constructivism Theory in the Environment of E-learning, Munich, GRIN Verlag, https://www.grin.com/document/490817 , 2013

We observe in recent years that constructivist philosophy has a great impact on adult education. ... more We observe in recent years that constructivist philosophy has a great impact on adult education. Constructivism as a philosophical stream draws its content from various theories. His main point is that knowledge is directly related to construct. Individuals, depending on their emphasis on external reality, form a personal view, focusing, of course, on the importance of social processes in the production of knowledge (Papastamatis, 2010, p. 102).

On the other hand, we observe the adoption of a new way of learning, e-learning, that takes place in a different environment, the distance environment and not in the traditional class environment. Of course, it is a fact that in the context of e-learning, adult educators have to use some special techniques and adopt different approaches in order to successfully pass their teaching work. In particular, each adult learner has his own particular needs and experiences, which the trainer has to recognize and take into account in the design of his teaching. The philosophical and methodological changes that the trainer will adopt will therefore significantly affect his teaching (Hsiu-Mei Huang, 2002, p. 27 -37).

Many researchers have suggested that constructivism should be applied to distance learning (Hsiu-Mei Huang, 2002, p. 27- 37). This paper aims to examine the impact of constructivism on adult education by implementing some of the constructivist approaches to e-learning.

Research paper thumbnail of Web 2.0 technologies in education. A brief study

Serafeim A. Triantafyllou (Author), 2014, Web 2.0 technologies in education. A brief study, Munich, GRIN Verlag, https://www.grin.com/document/921944 , 2014

This study investigates the second generation of the World Wide Web, called Web 2.0. The revoluti... more This study investigates the second generation of the World Wide Web, called Web 2.0. The revolution of Web2.0 over Web 1.0 was that it allowed Internet users not to be passive recipients who simply read the digital content of a web page, but enabled them to add digital content, share information, and collaborate online. The blast of Web 2.0 is therefore largely based on the electronic sharing of knowledge and information (Howe, 2006). In this paper the basic features ofWeb 2.0, its basic services, functions and tools will be firstly described. Next, concepts such as social networking services and social networks will be analyzed and the application of Web 2.0 in education as well as the benefits it can bring will be studied. In conclusion, a summary of the possibilities of Web 2.0 is made and the advantages, disadvantages and its role in the educational process are presented through a critical point of view.

Papers by Serafeim A . Triantafyllou

Research paper thumbnail of Teaching Specialty Courses Using Educational Applications: Five Teaching Scenarios from Technical Vocational Education

Journal of education and training studies, Jun 25, 2024

The main objectives of this study are to examine the teaching of specialty courses using educatio... more The main objectives of this study are to examine the teaching of specialty courses using educational applications and to assess technology-enhanced learning. More specifically, a unit of analysis of 25 teachers from five different subjects developed five teaching scenarios that utilize specific educational applications. Emphasis was placed on the targeted integration of these applications into the learning process and their framing with participatory and learner-centered educational techniques. According to the teachers participating in the research, the most important criteria for selecting an educational application are the relevance of the application to the teaching unit, the structure and content of the application, the ease of use, the possibility of assessing progress with quizzes and interactive tests, and the free access and use of the application by students. Concerning the benefits of using the apps, these focus on differentiating traditional teaching and providing new learning incentives, enhancing student interest, developing digital skills, enhancing collaborative learning, and lifting time and space constraints. The originality of this research lies in the use of specific educational applications for the development of teaching scenarios for specialty courses.

Research paper thumbnail of Gamification in Corporate Training Context with the “EU ZEIN” project

Salud, Ciencia y Tecnología - Serie de Conferencias, Oct 26, 2023

Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Com... more Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Commons (https://creativecommons.org/licenses/by/4.0) que permite el uso, distribución y reproducción en cualquier medio siempre que la obra original sea correctamente citada.

Research paper thumbnail of Conceptualizing the Learning Design of lesson plans with LAMS and CADMOS

Salud, Ciencia y Tecnología - Serie de Conferencias, Oct 10, 2023

© Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una li... more © Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Commons (https://creativecommons.org/licenses/by/4.0) que permite el uso, distribución y reproducción en cualquier medio siempre que la obra original sea correctamente citada.

Research paper thumbnail of A Detailed Study on the Game of Life

Lecture notes in networks and systems, 2024

Research paper thumbnail of Understanding and Designing Turing Machines with Applications to Computing

Lecture notes in networks and systems, 2024

Research paper thumbnail of Knowledge Discovery Systems: An Overview

Lecture notes in networks and systems, 2024

Research paper thumbnail of A chat client-server application for E-learning

Research paper thumbnail of Conceptualización del método iterativo de Newton-Raphson para sistemas con dos ecuaciones

Salud, Ciencia y Tecnología - Serie de Conferencias, Jan 31, 2024

© Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una li... more © Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Commons (https://creativecommons.org/licenses/by/4.0) que permite el uso, distribución y reproducción en cualquier medio siempre que la obra original sea correctamente citada.

Research paper thumbnail of A detailed study on implementing new approaches in the Game of Life

In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous sci... more In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous scientific research on the theory of computation, he emphasized how important is the analysis of pattern formation in nature and developed a theory. In his theory, he described specific patterns in nature that could be formed from basic chemical systems. Turing in his previous studies in the theory of computation, he had constantly worked on symmetrical patterns that could be formed simultaneously and realized the necessity for further analysis of pattern formation in biological problems. However, it was until the late 1960s, when John Conway was the first to introduce the "Game of Life", an innovative mathematical game based on cellular automata, having a purpose to utilize the fundamental entities, called as cells, in two possible states described as "dead" or "alive". This paper tries to contribute to a better understanding of the "Game of Life" by implementing algorithmic approaches of this problem in PASCAL and Python programming languages. Also, inside the paper numerous variations and extensions of the Conway's Game of Life are proposed that introduce new ideas and concepts. Furthermore, several machine learning algorithms to learn patterns from large sets of Game of Life simulations and generate new rules or strategies are described in detail.

Research paper thumbnail of Gamification and new approaches in Engineering Education

Engineering Education needs to be approached in different, innovative ways to meet the needs of s... more Engineering Education needs to be approached in different, innovative ways to meet the needs of society, learners, and education providers. This ranges from new educational programs and innovative pedagogies in individual classrooms, to online and immersive learning, to micro-credentials and modularity along with how to enable rapid adaptation for reskilling and upskilling, to entirely new pathways of restructuring education. Gamification is the application of game elements and digital game design techniques to non-game problems, such as learning challenges. It is about using game-based mechanics, aesthetics, and game thinking to enhance users’ engagement, motivate action, and support learning. At first view, the concept of gamification does not contain game design elements, but with the addition of additional elements such as the video game component that is applied in different contexts, the users are encouraged to participate in learning activities and complete learning challenges successfully. The first step in the process of designing a gamification activity is to think like a game designer. According to Cook (2013), any process can be gamified when the following requirements are covered: (i) the gamified activity is easy to learn, (ii) user progress can be measured, (iii) continuous feedback is provided to users.

Research paper thumbnail of A Short Paper about Fundamental Pedagogical Concepts of Constructivism Theory in Relation to TPACK Framework

The influence of constructivism as a pedagogical theory is mainly concentrated on adul... more The influence of constructivism as a pedagogical theory is mainly concentrated on adult education. Its main concepts stem from significant conclusions coming from other theoriesrelated to pedagogical and philosophical school practice. The key point is that knowledge is the desired learning outcome that can be accomplished through active learning participation which is closely related to construct. Also, some basic ideas of constructivism rely on idea-based interactions and ideas produced by learners. Certain aspects of the above-mentioned theory in learning and teaching seem to be very helpful for learners to develop their ideas and achieve learning outcomes. The basic aim of this paper is to examine the influence of Constructivism on adult education by utilising Technological Pedagogical Content Knowledge Framework’s (TPACK) dimensions in learning and teaching everyday practice.A mixed method analysis was conducted which contains a theoretical analysis, and experimentation through a quiz game. Our experimental approach through the quiz game was to study Newtonian physics and specifically the Law of Gravitation and the 2nd Law of Motion, finding that the mass terms cancel, and ending up making a prediction that all objects fall at the same rate. The experiment would then involve verifying the prediction and explaining any deviations from the prediction in terms of the intuitive idea of air resistance.The findings showed that students after answering the quizzes of the quiz game, were able to discuss their results using logical argument as opposed to when they did the experiment before the theory and their discussion was little more than guesswork. Thus, we could see how students performed on each question and use that information to figure out what needs to be readdressed or retaught.

Research paper thumbnail of Gamification and Computational Thinking in Education: A systematic literature review

The rapid development of gamification and computational thinking seems to open up new educational... more 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.

Research paper thumbnail of A Detailed Study on the Game of Life. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham. https://doi.org/10.1007/978-3-031-48465-0_5

A Detailed Study on the Game of Life. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham. https://doi.org/10.1007/978-3-031-48465-0_5

In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous sci... more In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous scientific research on the theory of computation, he emphasized how important is the analysis of pattern formation in nature and developed a theory. In his theory, he described specific patterns in nature that could be formed from basic chemical systems. Turing in his previous studies in the theory of computation, he had constantly worked on symmetrical patterns that could be formed simultaneously and realized the necessity for further analysis of pattern formation in biological problems. However, it was until the late 1960s, when John Conway was the first to introduce the “Game of Life”, an innovative mathematical game based on cellular automata, having a purpose to utilize the fundamental entities, called as cells, in two possible states described as “dead” or “alive”. This paper tries to contribute to a better understanding of the “Game of Life” by implementing algorithmic approaches of this problem in PASCAL programming language.

Research paper thumbnail of Understanding and Designing Turing Machines with Applications to Computing. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham.

Understanding and Designing Turing Machines with Applications to Computing. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham.

Alan Turing was a pioneer in the computability theory. This theory has its origins from the field... more Alan Turing was a pioneer in the computability theory. This theory has its origins from the fields of mathematical logic, theory of computation and computer science. In 1936, Turing introduced the concept of an automatic machine called since then as “Turing Machine”. This concept set strong foundations by helping to define computable functions and algorithms. A Turing machine is a mathematical model of computation. This model describes an abstract machine that handles symbols on a computer tape according to a set of rules. With the help of Turing machines, it is achievable by researchers to design and implement any computer algorithm. This paper tries to contribute to a better understanding of Turing machines and their utilization in Algorithms Theory.

Research paper thumbnail of Διά Βίου Μάθηση -Μία νέα κουλτούρα μάθησης - etWinning ELeCtrOnic MagazinE

Περίληψη Η μάθηση είναι μια βασική ανθρώπινη δραστηριότητά, η οποία πραγματοποιείται καθ' όλη τη ... more Περίληψη Η μάθηση είναι μια βασική ανθρώπινη δραστηριότητά, η οποία πραγματοποιείται καθ' όλη τη διάρκεια της ζωής. Κάθε εμπειρία συνεπώς της ζωής ενδέχεται να αποτελέσει μαθησιακή εμπειρία. Η μάθηση ενηλίκων είναι μια αναπτυξιακή διαδικασία και δραστηριότητα. Μπορεί να είναι αλλαγή της συμπεριφοράς, απόκτηση γνώσεων ή δεξιοτήτων και μεταβολή ή αναδόμηση των προγενεστέρων γνώσεων. Είναι προφανές επομένως ότι μια πλήρης αλλαγή της κατεύθυνσης της μάθησης είναι σήμερα επιτακτική αναγκαιότητα και αυτό σημαίνει αλλαγή στην κουλτούρα μάθησης. Η διαδικασία αυτή συνοδεύεται από την απόσβεση της παλαιάς μάθησης, ή ενδέχεται να σημαίνει τροποποίηση των γνωστικών σχημάτων του ατόμου, ώστε να ενταχθεί σε αυτά η νέα γνώση.

Research paper thumbnail of Triantafyllou, S.A. (2024). Knowledge Discovery Systems: An Overview. In: Silhavy, R., Silhavy, P. (eds) Software Engineering Methods in Systems and Network Systems. CoMeSySo 2023. Lecture Notes in Networks and Systems, vol 909. Springer, Cham. https://doi.org/10.1007/978-3-031-53549-9_16

Knowledge Discovery Systems are computer systems that form the backbone of the process of produci... more Knowledge Discovery Systems are computer systems that form the backbone of the process of producing explicit or implicit knowledge from analysis of data or from prior knowledge synthesis. Knowledge Discovery in Databases is a promising research area which can bring positive outcomes when properly implementing basic machine learning and discovery methods concerning data storage in relational databases. This paper tries to contribute to a better understanding of the research field by conducting a useful discussion after thoroughly examining decision tree learning algorithms to find implicit and explicit knowledge in databases.

Research paper thumbnail of Investigating the power of Web 2.0 Technologies in Greek Businesses

Investigating the power of Web 2.0 Technologies in Greek Businesses (2018) https://www.amazon.com/Investigating-power-Technologies-Greek-Businesses/dp/6137382303, 2018

New technologies, especially the Internet, have changed the data in the business environment in a... more New technologies, especially the Internet, have changed the data in the business environment in all areas. The new generation of the World Wide Web is accompanied by services that offer a variety of showing, marketing and communication solutions for businesses. The new Web 2.0 technologies and social media in particular have been able to bring the voice of the consumer to the forefront. The great success of the social media tools in terms of user and business communication lies in the fact that the user feels that he has absolute control over digital content and he chooses to communicate freely and consciously. The big challenge for the greek businesses in the coming years as well as the competition of marketing campaigns through social media is growing, it will be the smart and efficient exploitation of the users’ power. The presence of an enterprise on the Internet constitutes a representative picture of its real situation. For this reason, the people of companies dealing with Web 2.0 technologies, must be properly trained and respond with authenticity and consistency to users.

Research paper thumbnail of Digital Revolution, Digital Economy and E-Commerce Transforming Business and Society. The Transition from the Industrial Revolution to the Digital Revolution

Serafeim A. Triantafyllou (Author), 2011, Digital Revolution, Digital Economy and E-Commerce Transforming Business and Society. The Transition from the Industrial Revolution to the Digital Revolution, Munich, GRIN Verlag, https://www.grin.com/document/470122, 2011

This study is a scientific research that shows the transition from the industrial revolution to t... more This study is a scientific research that shows the transition from the industrial revolution to the digital revolution. The continuous flow of information and the rapid development of technology in today's times affect many aspects of our everyday life and in particular the economy, the consumer goods and in general the marketplace. These significant facts lead to the Digital Economy or the New Economy and the Information Society. The effects of the Information Society and the Digital Economy have become visible in Greece, even with a time delay.

The Information Technology revolution happens due to the rapid development of the Internet and the continuous development of Electronic Commerce. Digital economy is creating a unique business culture and establishing a network of economic values critical to the next phase of change in our technological society.

In order this research to contribute on the provision of knowledge, a detailed critical analysis has been followed on the above issues. In today’s times the need for specialized executives in Greece is a priority especially in the field of the Information Society and the Digital Economy. The employers want to find personnel with skills in order to take advantage of the new technologies and be profitable (Zoe Georganta and David Warner Hewitt, 2004).

This book is not about networking of technology but the networking of humans through technology. Networking, the art of building alliances, is a critical skill for employees at all levels and in all job roles. The people with their knowledge and creativity can offer a lot to wealth creation and social development. This new age is accompanied by some issues on privacy and security that should be taken into serious consideration.

Research paper thumbnail of The Effects of Constructivism Theory in the Environment of E-learning

Serafeim A. Triantafyllou (Author), 2013, The Effects of Constructivism Theory in the Environment of E-learning, Munich, GRIN Verlag, https://www.grin.com/document/490817 , 2013

We observe in recent years that constructivist philosophy has a great impact on adult education. ... more We observe in recent years that constructivist philosophy has a great impact on adult education. Constructivism as a philosophical stream draws its content from various theories. His main point is that knowledge is directly related to construct. Individuals, depending on their emphasis on external reality, form a personal view, focusing, of course, on the importance of social processes in the production of knowledge (Papastamatis, 2010, p. 102).

On the other hand, we observe the adoption of a new way of learning, e-learning, that takes place in a different environment, the distance environment and not in the traditional class environment. Of course, it is a fact that in the context of e-learning, adult educators have to use some special techniques and adopt different approaches in order to successfully pass their teaching work. In particular, each adult learner has his own particular needs and experiences, which the trainer has to recognize and take into account in the design of his teaching. The philosophical and methodological changes that the trainer will adopt will therefore significantly affect his teaching (Hsiu-Mei Huang, 2002, p. 27 -37).

Many researchers have suggested that constructivism should be applied to distance learning (Hsiu-Mei Huang, 2002, p. 27- 37). This paper aims to examine the impact of constructivism on adult education by implementing some of the constructivist approaches to e-learning.

Research paper thumbnail of Web 2.0 technologies in education. A brief study

Serafeim A. Triantafyllou (Author), 2014, Web 2.0 technologies in education. A brief study, Munich, GRIN Verlag, https://www.grin.com/document/921944 , 2014

This study investigates the second generation of the World Wide Web, called Web 2.0. The revoluti... more This study investigates the second generation of the World Wide Web, called Web 2.0. The revolution of Web2.0 over Web 1.0 was that it allowed Internet users not to be passive recipients who simply read the digital content of a web page, but enabled them to add digital content, share information, and collaborate online. The blast of Web 2.0 is therefore largely based on the electronic sharing of knowledge and information (Howe, 2006). In this paper the basic features ofWeb 2.0, its basic services, functions and tools will be firstly described. Next, concepts such as social networking services and social networks will be analyzed and the application of Web 2.0 in education as well as the benefits it can bring will be studied. In conclusion, a summary of the possibilities of Web 2.0 is made and the advantages, disadvantages and its role in the educational process are presented through a critical point of view.

Research paper thumbnail of Teaching Specialty Courses Using Educational Applications: Five Teaching Scenarios from Technical Vocational Education

Journal of education and training studies, Jun 25, 2024

The main objectives of this study are to examine the teaching of specialty courses using educatio... more The main objectives of this study are to examine the teaching of specialty courses using educational applications and to assess technology-enhanced learning. More specifically, a unit of analysis of 25 teachers from five different subjects developed five teaching scenarios that utilize specific educational applications. Emphasis was placed on the targeted integration of these applications into the learning process and their framing with participatory and learner-centered educational techniques. According to the teachers participating in the research, the most important criteria for selecting an educational application are the relevance of the application to the teaching unit, the structure and content of the application, the ease of use, the possibility of assessing progress with quizzes and interactive tests, and the free access and use of the application by students. Concerning the benefits of using the apps, these focus on differentiating traditional teaching and providing new learning incentives, enhancing student interest, developing digital skills, enhancing collaborative learning, and lifting time and space constraints. The originality of this research lies in the use of specific educational applications for the development of teaching scenarios for specialty courses.

Research paper thumbnail of Gamification in Corporate Training Context with the “EU ZEIN” project

Salud, Ciencia y Tecnología - Serie de Conferencias, Oct 26, 2023

Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Com... more Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Commons (https://creativecommons.org/licenses/by/4.0) que permite el uso, distribución y reproducción en cualquier medio siempre que la obra original sea correctamente citada.

Research paper thumbnail of Conceptualizing the Learning Design of lesson plans with LAMS and CADMOS

Salud, Ciencia y Tecnología - Serie de Conferencias, Oct 10, 2023

© Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una li... more © Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Commons (https://creativecommons.org/licenses/by/4.0) que permite el uso, distribución y reproducción en cualquier medio siempre que la obra original sea correctamente citada.

Research paper thumbnail of A Detailed Study on the Game of Life

Lecture notes in networks and systems, 2024

Research paper thumbnail of Understanding and Designing Turing Machines with Applications to Computing

Lecture notes in networks and systems, 2024

Research paper thumbnail of Knowledge Discovery Systems: An Overview

Lecture notes in networks and systems, 2024

Research paper thumbnail of A chat client-server application for E-learning

Research paper thumbnail of Conceptualización del método iterativo de Newton-Raphson para sistemas con dos ecuaciones

Salud, Ciencia y Tecnología - Serie de Conferencias, Jan 31, 2024

© Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una li... more © Autor(es); 2023. Este es un artículo en acceso abierto, distribuido bajo los términos de una licencia Creative Commons (https://creativecommons.org/licenses/by/4.0) que permite el uso, distribución y reproducción en cualquier medio siempre que la obra original sea correctamente citada.

Research paper thumbnail of A detailed study on implementing new approaches in the Game of Life

In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous sci... more In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous scientific research on the theory of computation, he emphasized how important is the analysis of pattern formation in nature and developed a theory. In his theory, he described specific patterns in nature that could be formed from basic chemical systems. Turing in his previous studies in the theory of computation, he had constantly worked on symmetrical patterns that could be formed simultaneously and realized the necessity for further analysis of pattern formation in biological problems. However, it was until the late 1960s, when John Conway was the first to introduce the "Game of Life", an innovative mathematical game based on cellular automata, having a purpose to utilize the fundamental entities, called as cells, in two possible states described as "dead" or "alive". This paper tries to contribute to a better understanding of the "Game of Life" by implementing algorithmic approaches of this problem in PASCAL and Python programming languages. Also, inside the paper numerous variations and extensions of the Conway's Game of Life are proposed that introduce new ideas and concepts. Furthermore, several machine learning algorithms to learn patterns from large sets of Game of Life simulations and generate new rules or strategies are described in detail.

Research paper thumbnail of Gamification and new approaches in Engineering Education

Engineering Education needs to be approached in different, innovative ways to meet the needs of s... more Engineering Education needs to be approached in different, innovative ways to meet the needs of society, learners, and education providers. This ranges from new educational programs and innovative pedagogies in individual classrooms, to online and immersive learning, to micro-credentials and modularity along with how to enable rapid adaptation for reskilling and upskilling, to entirely new pathways of restructuring education. Gamification is the application of game elements and digital game design techniques to non-game problems, such as learning challenges. It is about using game-based mechanics, aesthetics, and game thinking to enhance users’ engagement, motivate action, and support learning. At first view, the concept of gamification does not contain game design elements, but with the addition of additional elements such as the video game component that is applied in different contexts, the users are encouraged to participate in learning activities and complete learning challenges successfully. The first step in the process of designing a gamification activity is to think like a game designer. According to Cook (2013), any process can be gamified when the following requirements are covered: (i) the gamified activity is easy to learn, (ii) user progress can be measured, (iii) continuous feedback is provided to users.

Research paper thumbnail of A Short Paper about Fundamental Pedagogical Concepts of Constructivism Theory in Relation to TPACK Framework

The influence of constructivism as a pedagogical theory is mainly concentrated on adul... more The influence of constructivism as a pedagogical theory is mainly concentrated on adult education. Its main concepts stem from significant conclusions coming from other theoriesrelated to pedagogical and philosophical school practice. The key point is that knowledge is the desired learning outcome that can be accomplished through active learning participation which is closely related to construct. Also, some basic ideas of constructivism rely on idea-based interactions and ideas produced by learners. Certain aspects of the above-mentioned theory in learning and teaching seem to be very helpful for learners to develop their ideas and achieve learning outcomes. The basic aim of this paper is to examine the influence of Constructivism on adult education by utilising Technological Pedagogical Content Knowledge Framework’s (TPACK) dimensions in learning and teaching everyday practice.A mixed method analysis was conducted which contains a theoretical analysis, and experimentation through a quiz game. Our experimental approach through the quiz game was to study Newtonian physics and specifically the Law of Gravitation and the 2nd Law of Motion, finding that the mass terms cancel, and ending up making a prediction that all objects fall at the same rate. The experiment would then involve verifying the prediction and explaining any deviations from the prediction in terms of the intuitive idea of air resistance.The findings showed that students after answering the quizzes of the quiz game, were able to discuss their results using logical argument as opposed to when they did the experiment before the theory and their discussion was little more than guesswork. Thus, we could see how students performed on each question and use that information to figure out what needs to be readdressed or retaught.

Research paper thumbnail of Gamification and Computational Thinking in Education: A systematic literature review

The rapid development of gamification and computational thinking seems to open up new educational... more 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.

Research paper thumbnail of A Detailed Study on the Game of Life. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham. https://doi.org/10.1007/978-3-031-48465-0_5

A Detailed Study on the Game of Life. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham. https://doi.org/10.1007/978-3-031-48465-0_5

In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous sci... more In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous scientific research on the theory of computation, he emphasized how important is the analysis of pattern formation in nature and developed a theory. In his theory, he described specific patterns in nature that could be formed from basic chemical systems. Turing in his previous studies in the theory of computation, he had constantly worked on symmetrical patterns that could be formed simultaneously and realized the necessity for further analysis of pattern formation in biological problems. However, it was until the late 1960s, when John Conway was the first to introduce the “Game of Life”, an innovative mathematical game based on cellular automata, having a purpose to utilize the fundamental entities, called as cells, in two possible states described as “dead” or “alive”. This paper tries to contribute to a better understanding of the “Game of Life” by implementing algorithmic approaches of this problem in PASCAL programming language.

Research paper thumbnail of Understanding and Designing Turing Machines with Applications to Computing. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham.

Understanding and Designing Turing Machines with Applications to Computing. In: Farhaoui, Y., Hussain, A., Saba, T., Taherdoost, H., Verma, A. (eds) Artificial Intelligence, Data Science and Applications. ICAISE 2023. Lecture Notes in Networks and Systems, vol 837. Springer, Cham.

Alan Turing was a pioneer in the computability theory. This theory has its origins from the field... more Alan Turing was a pioneer in the computability theory. This theory has its origins from the fields of mathematical logic, theory of computation and computer science. In 1936, Turing introduced the concept of an automatic machine called since then as “Turing Machine”. This concept set strong foundations by helping to define computable functions and algorithms. A Turing machine is a mathematical model of computation. This model describes an abstract machine that handles symbols on a computer tape according to a set of rules. With the help of Turing machines, it is achievable by researchers to design and implement any computer algorithm. This paper tries to contribute to a better understanding of Turing machines and their utilization in Algorithms Theory.

Research paper thumbnail of Διά Βίου Μάθηση -Μία νέα κουλτούρα μάθησης - etWinning ELeCtrOnic MagazinE

Περίληψη Η μάθηση είναι μια βασική ανθρώπινη δραστηριότητά, η οποία πραγματοποιείται καθ' όλη τη ... more Περίληψη Η μάθηση είναι μια βασική ανθρώπινη δραστηριότητά, η οποία πραγματοποιείται καθ' όλη τη διάρκεια της ζωής. Κάθε εμπειρία συνεπώς της ζωής ενδέχεται να αποτελέσει μαθησιακή εμπειρία. Η μάθηση ενηλίκων είναι μια αναπτυξιακή διαδικασία και δραστηριότητα. Μπορεί να είναι αλλαγή της συμπεριφοράς, απόκτηση γνώσεων ή δεξιοτήτων και μεταβολή ή αναδόμηση των προγενεστέρων γνώσεων. Είναι προφανές επομένως ότι μια πλήρης αλλαγή της κατεύθυνσης της μάθησης είναι σήμερα επιτακτική αναγκαιότητα και αυτό σημαίνει αλλαγή στην κουλτούρα μάθησης. Η διαδικασία αυτή συνοδεύεται από την απόσβεση της παλαιάς μάθησης, ή ενδέχεται να σημαίνει τροποποίηση των γνωστικών σχημάτων του ατόμου, ώστε να ενταχθεί σε αυτά η νέα γνώση.

Research paper thumbnail of Triantafyllou, S.A. (2024). Knowledge Discovery Systems: An Overview. In: Silhavy, R., Silhavy, P. (eds) Software Engineering Methods in Systems and Network Systems. CoMeSySo 2023. Lecture Notes in Networks and Systems, vol 909. Springer, Cham. https://doi.org/10.1007/978-3-031-53549-9_16

Knowledge Discovery Systems are computer systems that form the backbone of the process of produci... more Knowledge Discovery Systems are computer systems that form the backbone of the process of producing explicit or implicit knowledge from analysis of data or from prior knowledge synthesis. Knowledge Discovery in Databases is a promising research area which can bring positive outcomes when properly implementing basic machine learning and discovery methods concerning data storage in relational databases. This paper tries to contribute to a better understanding of the research field by conducting a useful discussion after thoroughly examining decision tree learning algorithms to find implicit and explicit knowledge in databases.

Research paper thumbnail of Gamification in Corporate Training Context with the "EU ZEIN" project

The gamification of the educational process is a modern practice, which aims to create an environ... more The gamification of the educational process is a modern practice, which aims to create an environment that utilizes modern data and promotes training through entertainment and active participation. As a method it is in line with the student-centered teaching model and enhances learning without replacing it. Adobe Captivate is an eLearning authoring tool that allows users to create interactive and engaging eLearning content. When combining Adobe Captivate with gamification principles, it is possible to create more compelling and effective eLearning experiences. The ways to integrate gamification into Adobe Captivate projects is described through our own project entitled “EU ZEIN”. This paper tries to contribute to a better understanding of the usage of gamification in the training context for the benefit of learners.

Research paper thumbnail of S. A. Triantafyllou, "A chat client-server application for E-learning," 2023 31st National Conference with International Participation (TELECOM), Sofia, Bulgaria, 2023, pp. 1-4, doi: 10.1109/TELECOM59629.2023.10409660.

This paper proposes a chat software application implemented in C programming language to support ... more This paper proposes a chat software application implemented in C programming language to support the learners attending an e-learning program. The Open System Interoperability (OSI) model and the UDP and TCP communication protocols are described to help learners understand and communicate through basic computer technology networks. The purpose of the described application is to support e-learning as a distance learning methodology. Specifically, learners can post their messages and provide important feedback for future improvement of the e-learning program.

Research paper thumbnail of Conceptualizing the Iterative method of Newton-Raphson for systems with two equations Conceptualización del método iterativo de Newton-Raphson para sistemas con dos ecuaciones

In numerical analysis, Newton-Raphson method is a root-finding algorithm which generates iterativ... more In numerical analysis, Newton-Raphson method is a root-finding algorithm which generates iterative approximations to the zeroes (or roots) of a real-valued function. This paper describes in a detailed way the mathematical background around the iterative method of Newton-Raphson for systems with two equations. Next, an algorithmic implementation of the iterative method of Newton-Raphson for systems with two equations is developed in Pascal Programming Language, to represent the steps of this method with a procedural programming language with special emphasis on the use of computing in the scientific area of mathematics.

Research paper thumbnail of Conceptualizing the Learning Design of lesson plans with LAMS and CADMOS Conceptualización del diseño didáctico de los planes de clase con LAMS y CADMOS

The rapid development of digital technology in today's times can enrich distance learning in a va... more The rapid development of digital technology in today's times can enrich distance learning in a variety of ways. The use of digital technology in education focuses on teaching new concepts and ideas, courses, and particularly its use by the learners through web-based applications. One of the most important factors that should be taken into consideration is the learning design. In learning, students participate in group and role-based activities using an environment with appropriate resources and services. This paper tries to contribute to a better understanding of learning design with emphasis on Visual Instructional Design Languages and Learning Design Tools (COMPENDIUM, MOT+, COLLAGE, LAMS). In addition, special emphasis is given on the learning design of lesson plans with LAMS (Learning Activity Management System) and CADMOS.