Theodouli Terzidou | Aristotle University of Thessaloniki (original) (raw)
Papers by Theodouli Terzidou
CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life
… Elements to the …, Jan 1, 2010
Abstract This chapter reviews and compares the most promising collaborative virtual environment p... more Abstract This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising environment according to the results of this review is Second Life. Second Life is further examined by validating the platform's features, philosophy and policies against some basic design principles for collaborative virtual learning environments in order to better assess ...
The impact of pedagogical agents in 3D collaborative serious games
2014 Ieee Global Engineering Education Conference, Apr 3, 2014
ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educa... more ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educational game in the virtual environment of OpenSim platform. The main goal of this paper is to evaluate the impact of a pedagogical agent to 3D collaborative game based learning by developing an agent that interacts with the students both at team and personal level. In order to enhance the already implemented 3D game functions, a pedagogical agent that supports students during the game learning process was implemented. The evaluation approach attempts to investigate the impact of PAs in 3D collaborative educational games focusing on two dimensions: a) on PAs usefulness in collaborative 3D games and b) on students' teams performance in the game learning process. This research concludes that the intervention of pedagogical agent's assistance in the game has a strong positive impact on teams performance and can be considered as useful in collaborative serious games.
Designing and Deploying 3D Collaborative Games in Education
International Journal of Game-Based Learning, 2016
Agent Supported Serious Game Environment
IEEE Transactions on Learning Technologies, 2016
The impact of pedagogical agents in 3D collaborative serious games
2014 IEEE Global Engineering Education Conference (EDUCON), 2014
ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educa... more ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educational game in the virtual environment of OpenSim platform. The main goal of this paper is to evaluate the impact of a pedagogical agent to 3D collaborative game based learning by developing an agent that interacts with the students both at team and personal level. In order to enhance the already implemented 3D game functions, a pedagogical agent that supports students during the game learning process was implemented. The evaluation approach attempts to investigate the impact of PAs in 3D collaborative educational games focusing on two dimensions: a) on PAs usefulness in collaborative 3D games and b) on students' teams performance in the game learning process. This research concludes that the intervention of pedagogical agent's assistance in the game has a strong positive impact on teams performance and can be considered as useful in collaborative serious games.
An avatar is a graphical representation of a real person in a collaborative virtual environment, ... more An avatar is a graphical representation of a real person in a collaborative virtual environment, including its behavior (Capin et al., 1999); through avatars students can meet and interact with others, agents, or with virtual objects. The customization of an avatar’s appearance greatly influences the perceived sensation of presence and awareness (De Lucia et al., 2009). Avatars could mediate important information about participants through their appearance and behavior. The term “non-verbal communication” is commonly used to describe all human communication events which transcend the spoken or written word (Loomis,1992). Non-verbal communication in human real-life interaction involves gestures, body movement, facial expressions and speech; Collaborative learning is effective if the group members engage in rich interactions (Dillenbourg, 2000). To this direction, avatars’ representation and gestures could support the application of collaborative learning scenarios. This article deals...
Exploiting the VLE-Moodle LMS, to teach Informatics in Secondary Education: A case study using collaboration scripts
OpenGames: A Framework for Implementing 3D Collaborative Educational Games in OpenSim
6th European Conference on Games Based Learning, 2012
ABSTRACT The main goal of this paper is the presentation of the design and implementation of a ga... more ABSTRACT The main goal of this paper is the presentation of the design and implementation of a game framework, for building 3D collaborative educational games. The final framework, which is called OpenGames, supports the creation of such games, in the virtual worlds of the open source platform, OpenSim. This paper presents the steps followed for the implementation of this framework, its technical aspects, as well as the first impressions and evaluation results after the conducting of a game based educational activity.
Users’ Representation Supporting Collaborative Learning in 3D Virtual Environments
Designing a 3D Collaborative Game to Support Game Based Learning
Design and Evaluation of a 3D Collaborative Game to Support Game Based Learning
Utilizing virtual worlds for game based learning: Grafica, a 3D educational game in Second Life
Abstract This paper presents the design, implementation and evaluation of a three dimensional col... more Abstract This paper presents the design, implementation and evaluation of a three dimensional collaborative knowledge game, called" GrAFiCA", that utilizes the Second Life collaborative virtual environment. The presented study is part of a larger research project focusing on designing and evaluating game based learning in virtual worlds. Our aim is to investigate the effectiveness of three dimensional game-based learning techniques through a detailed collaborative game scenario, at the level of tertiary education.
CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life
… Through Multi-User …, Jan 1, 2010
Abstract This chapter reviews and compares the most promising collaborative virtual environment p... more Abstract This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising environment according to the results of this review is Second Life. Second Life is further examined by validating the platform's features, philosophy and policies against some basic design principles for collaborative virtual learning environments in order to better assess ...
Computers & Education, Jan 1, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning te... more In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the existing metaphors and affordances of SL, our research team implemented educational spaces, avatar clothing, and tools for non-verbal communication and visualisation. By implementing a blended learning evaluation approach we attempted to answer three research questions focusing on student collaboration, avatar representation and learning space awareness. We can conclude that SL can supplement and/or augment face to face interactions, improving upon previous approaches in distance collaboration and communication. Furthermore, although our team augmented SL's ability to support collaborative learning, avatar representation does not seem to scale well. Finally, the majority of the implemented affordances and metaphors seem to have enhanced collaboration and learning space awareness.
CSCL Techniques in Collaborative Virtual Environments
ABSTRACT This chapter reviews and compares the most promising collaborative virtual environment p... more ABSTRACT This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising ...
Supporting Collaborative Learning processes in CVEs by augmenting student avatars, with Nonverbal Communication features
2010 10th IEEE International Conference on …, Jan 1, 2010
Abstract This paper proposes virtual metaphors, appearance features, gestures and animations that... more Abstract This paper proposes virtual metaphors, appearance features, gestures and animations that can be used for avatars in Computer Supported Collaborative Learning three dimensional Environments. Our aim is to enrich avatars' support to nonverbal communication, as well as to enhance and improve students' collaborative interaction. Within this context, by implementing virtual avatars representations and “non real” world existing tools in Second Life, we conducted a case study at the level of tertiary education.
CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life
… Elements to the …, Jan 1, 2010
Abstract This chapter reviews and compares the most promising collaborative virtual environment p... more Abstract This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising environment according to the results of this review is Second Life. Second Life is further examined by validating the platform's features, philosophy and policies against some basic design principles for collaborative virtual learning environments in order to better assess ...
The impact of pedagogical agents in 3D collaborative serious games
2014 Ieee Global Engineering Education Conference, Apr 3, 2014
ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educa... more ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educational game in the virtual environment of OpenSim platform. The main goal of this paper is to evaluate the impact of a pedagogical agent to 3D collaborative game based learning by developing an agent that interacts with the students both at team and personal level. In order to enhance the already implemented 3D game functions, a pedagogical agent that supports students during the game learning process was implemented. The evaluation approach attempts to investigate the impact of PAs in 3D collaborative educational games focusing on two dimensions: a) on PAs usefulness in collaborative 3D games and b) on students' teams performance in the game learning process. This research concludes that the intervention of pedagogical agent's assistance in the game has a strong positive impact on teams performance and can be considered as useful in collaborative serious games.
Designing and Deploying 3D Collaborative Games in Education
International Journal of Game-Based Learning, 2016
Agent Supported Serious Game Environment
IEEE Transactions on Learning Technologies, 2016
The impact of pedagogical agents in 3D collaborative serious games
2014 IEEE Global Engineering Education Conference (EDUCON), 2014
ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educa... more ABSTRACT This paper examines the impact of an pedagogical agent (PA), in a 3D collaborative educational game in the virtual environment of OpenSim platform. The main goal of this paper is to evaluate the impact of a pedagogical agent to 3D collaborative game based learning by developing an agent that interacts with the students both at team and personal level. In order to enhance the already implemented 3D game functions, a pedagogical agent that supports students during the game learning process was implemented. The evaluation approach attempts to investigate the impact of PAs in 3D collaborative educational games focusing on two dimensions: a) on PAs usefulness in collaborative 3D games and b) on students' teams performance in the game learning process. This research concludes that the intervention of pedagogical agent's assistance in the game has a strong positive impact on teams performance and can be considered as useful in collaborative serious games.
An avatar is a graphical representation of a real person in a collaborative virtual environment, ... more An avatar is a graphical representation of a real person in a collaborative virtual environment, including its behavior (Capin et al., 1999); through avatars students can meet and interact with others, agents, or with virtual objects. The customization of an avatar’s appearance greatly influences the perceived sensation of presence and awareness (De Lucia et al., 2009). Avatars could mediate important information about participants through their appearance and behavior. The term “non-verbal communication” is commonly used to describe all human communication events which transcend the spoken or written word (Loomis,1992). Non-verbal communication in human real-life interaction involves gestures, body movement, facial expressions and speech; Collaborative learning is effective if the group members engage in rich interactions (Dillenbourg, 2000). To this direction, avatars’ representation and gestures could support the application of collaborative learning scenarios. This article deals...
Exploiting the VLE-Moodle LMS, to teach Informatics in Secondary Education: A case study using collaboration scripts
OpenGames: A Framework for Implementing 3D Collaborative Educational Games in OpenSim
6th European Conference on Games Based Learning, 2012
ABSTRACT The main goal of this paper is the presentation of the design and implementation of a ga... more ABSTRACT The main goal of this paper is the presentation of the design and implementation of a game framework, for building 3D collaborative educational games. The final framework, which is called OpenGames, supports the creation of such games, in the virtual worlds of the open source platform, OpenSim. This paper presents the steps followed for the implementation of this framework, its technical aspects, as well as the first impressions and evaluation results after the conducting of a game based educational activity.
Users’ Representation Supporting Collaborative Learning in 3D Virtual Environments
Designing a 3D Collaborative Game to Support Game Based Learning
Design and Evaluation of a 3D Collaborative Game to Support Game Based Learning
Utilizing virtual worlds for game based learning: Grafica, a 3D educational game in Second Life
Abstract This paper presents the design, implementation and evaluation of a three dimensional col... more Abstract This paper presents the design, implementation and evaluation of a three dimensional collaborative knowledge game, called" GrAFiCA", that utilizes the Second Life collaborative virtual environment. The presented study is part of a larger research project focusing on designing and evaluating game based learning in virtual worlds. Our aim is to investigate the effectiveness of three dimensional game-based learning techniques through a detailed collaborative game scenario, at the level of tertiary education.
CSCL Techniques in Collaborative Virtual Environments: The Case of Second Life
… Through Multi-User …, Jan 1, 2010
Abstract This chapter reviews and compares the most promising collaborative virtual environment p... more Abstract This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising environment according to the results of this review is Second Life. Second Life is further examined by validating the platform's features, philosophy and policies against some basic design principles for collaborative virtual learning environments in order to better assess ...
Computers & Education, Jan 1, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning te... more In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the existing metaphors and affordances of SL, our research team implemented educational spaces, avatar clothing, and tools for non-verbal communication and visualisation. By implementing a blended learning evaluation approach we attempted to answer three research questions focusing on student collaboration, avatar representation and learning space awareness. We can conclude that SL can supplement and/or augment face to face interactions, improving upon previous approaches in distance collaboration and communication. Furthermore, although our team augmented SL's ability to support collaborative learning, avatar representation does not seem to scale well. Finally, the majority of the implemented affordances and metaphors seem to have enhanced collaboration and learning space awareness.
CSCL Techniques in Collaborative Virtual Environments
ABSTRACT This chapter reviews and compares the most promising collaborative virtual environment p... more ABSTRACT This chapter reviews and compares the most promising collaborative virtual environment platforms, which have been used or proposed for supporting educational activities in terms of their potential to support collaborative e-learning. The most promising ...
Supporting Collaborative Learning processes in CVEs by augmenting student avatars, with Nonverbal Communication features
2010 10th IEEE International Conference on …, Jan 1, 2010
Abstract This paper proposes virtual metaphors, appearance features, gestures and animations that... more Abstract This paper proposes virtual metaphors, appearance features, gestures and animations that can be used for avatars in Computer Supported Collaborative Learning three dimensional Environments. Our aim is to enrich avatars' support to nonverbal communication, as well as to enhance and improve students' collaborative interaction. Within this context, by implementing virtual avatars representations and “non real” world existing tools in Second Life, we conducted a case study at the level of tertiary education.