Yannis Kotsanis - Academia.edu (original) (raw)

Papers by Yannis Kotsanis

Research paper thumbnail of Space without Time and Time without Space in Education

Aims: The objectives of the article are threefold: first, to show that space and time are interre... more Aims: The objectives of the article are threefold: first, to show that space and time are interrelated when teaching and learning is considered, creating the need to examine space and time in an integrated and inter-dimensional framework; second, to propose an integrated approach to the concept of space-time as a useful teaching and learning issue, allowing us to unmask the true time-space consideration in education; and third, to argue for the relevance of analyzing the concept of space-time (S-T) as a paramount issue in the research on teaching and learning. Study Design: Due to the ongoing societal and technological changes, the S-T is changing extremely fast and new conceptualizations are required in order to examine how such evolving space-time approaches can operate as a tool for teaching and learning. This paper provides such a conceptualization. Methodology: This article should be considered as a theoretical contribution to how the existing conceptualization of space-time in education should be redefined to address emerging teaching and learning paradigm shifts, which have an impact on its consideration and use. As a theoretical paper it does not follow the traditional approaches of research papers (i.e., provide: exact methodology, collection of data, analysis and conclusions based on the analysis).

Research paper thumbnail of Learning morphological phenomena of modern Greek an exploratory approach

Research in Learning Technology, Dec 30, 2011

This paper presents a computational model for the description of concatenative morphological phen... more This paper presents a computational model for the description of concatenative morphological phenomena of modern Greek (such as inflection, derivation and compounding) to allow learners, trainers and developers to explore linguistic processes through their own constructions in an interactive open-ended multimedia environment. The proposed model introduces a new language metaphor, the 'puzzle-metaphor' (similar to the existing 'turtle-metaphor' for concepts from mathematics and physics), based on a visualized unification-like mechanism for pattern matching. The computational implementation of the model can be used for creating environments for learning through design and learning by teaching.

Research paper thumbnail of ΕΝΑ ΕΚΠΑΙΔΕΥΤΙΚΟ ΣΥΣΤΗΜΑ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΤΗΣ ΕΛΛΗΝΙΚΗΣ ΓΛΩΣΣΑΣ

Research paper thumbnail of Modern Greek Language (~AnuoTL~'). This

Research paper thumbnail of Learning morphological phenomena of Modern Greek an exploratory approach

ALT-J, 1996

This paper presents a computational model for the description of concatenative morphological phen... more This paper presents a computational model for the description of concatenative morphological phenomena of modern Greek (such as inflection, derivation and compounding) to allow learners, trainers and developers to explore linguistic processes through their own constructions in an interactive open-ended multimedia environment. The proposed model introduces a new language metaphor, the 'puzzle-metaphor' (similar to the existing 'turtle-metaphor' for concepts from mathematics and physics), based on a visualized unification-like mechanism for pattern matching. The computational implementation of the model can be used for creating environments for learning through design and learning by teaching.

Research paper thumbnail of “Create It” - “Share It” - “Game It”: The Case of a Web-Based Digital Platform for Creating, Sharing and Delivering Gamified Educational Scenarios

For nearly two decades there has been an increased interest regarding the exploitation of digital... more For nearly two decades there has been an increased interest regarding the exploitation of digital games in both formal and informal learning contexts with educators mainly focusing on ways of integrating them into their everyday teaching practices and researchers investigating their potential use as effective learning environments. According to existing research, digital games can provide their users with meaningful, interactive virtual environments capable of supporting learning within the context of a range of learning theories. Nevertheless, there is a number of factors (e.g. implementation costs, time restrictions, demands of existing curricula) that may hamper the broad adoption of a Digital Game-Based Learning approach. Thus, there has been a shift of interest toward the "gamification" of (technology-enhanced) learning by either infusing a game-like character to performed classroom activities, or integrating game-like characteristics into the design and development of digital educational environments. In this emerging gamification context there have been attempts to develop interactive educational environments that incorporate a number of characteristics, typical to digital games, such as 3D virtual worlds, appropriate virtual representations, on-time and/or on-demand help, and on-demand game-like feedback. However, educational activities, in these environments, usually occur as part of pre-designed and fixed scenarios. Given all the above, the aim of this contribution is to present a web-based digital platform, developed as part of an ongoing research project, for creating, sharing, and delivering gamified learning scenarios. More specifically, through the use of a built-in authoring tool, the proposed platform allows educators to create their own educational scenarios by defining a number of learning activities and their sequence. Each educational activity may be associated with learning objects retrieved from existing Learning Object Repositories (LORs), whereas gamification elements, available from a provided list, may also be used. Developed scenarios take the form of educational digital games delivered through a three-dimensional virtual world where the learner is represented by an avatar. Thus, depending on the learning needs, a number of gamified educational scenarios are available or can be created from scratch. By providing a detailed account of the employed design and development methodology, as well as the system's architecture, it is our intention to analytically present the platform from a technical point of view. However, there is also a specific focus on the underlying pedagogical framework that, among others, emphasizes the importance of fostering an expertise sharing culture by allowing educators to share their scenarios with peers, retrieve and use already developed ones, or even edit available educational scenarios, depending on the needs. Design choices at both the pedagogical and technical level have been documented on the basis of data derived from the users' needs analysis. Finally, with respect to the platform's evaluation, there has been a focus on the gaming experience and perceived learning effectiveness, from the learner point of view, as well as on usability issues, from the educator-educational designer point of view. In this context, evaluation results are used to shed light on the platform's capacity to effectively support the design and delivery of gameful learning experiences.

Research paper thumbnail of An Educational Environment for Morphological Analysis of Modern Greek

Η ΔΙΑΤΡΙΒΗ ΑΥΤΗ ΑΝΑΦΕΡΕΤΑΙ ΣΤΗΝ ΑΝΑΠΤΥΞΗ ΜΟΝΤΕΛΩΝ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΦΥΣΙΚΗΣ ΓΛΩΣΣΑΣ,... more Η ΔΙΑΤΡΙΒΗ ΑΥΤΗ ΑΝΑΦΕΡΕΤΑΙ ΣΤΗΝ ΑΝΑΠΤΥΞΗ ΜΟΝΤΕΛΩΝ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΦΥΣΙΚΗΣ ΓΛΩΣΣΑΣ, ΜΕΣΑ ΑΠΟ ΤΗ ΔΙΕΠΙΣΤΗΜΟΝΙΚΗ ΣΥΝΘΕΣΗ ΤΡΙΩΝ ΔΙΑΦΟΡΕΤΙΚΩΝ ΠΡΟΣΕΓΓΙΣΕΩΝ, ΤΗΣ ΓΛΩΣΣΙΚΗΣ, ΤΗΣ ΕΚΠΑΙΔΕΥΤΙΚΗΣ ΚΑΙ ΤΗΣ ΥΠΟΛΟΓΙΣΤΙΚΗΣ. ΕΙΔΙΚΟΤΕΡΑ ΕΠΙΤΕΛΕΙΤΑΙ Η ΑΝΑΛΥΣΗ ΚΑΙ ΣΥΝΘΕΣΗ ΤΩΝ ΛΕΞΕΩΝ, ΜΕ ΤΟΝ ΠΡΟΣΔΙΟΡΙΣΜΟ ΤΩΝ ΜΟΡΦΟΛΟΓΙΚΩΝ ΧΑΡΑΚΤΗΡΙΣΤΙΚΩΝ ΤΟΥΣ ΚΑΙ ΤΗΣ ΣΥΝΤΑΚΤΙΚΗΣ ΤΟΥΣ ΔΟΜΗΣ (ΠΡΟΘΕΜΑ, ΘΕΜΑ, ΠΑΡΑΓΩΓΙΚΟ ΚΑΙ ΚΛΙΤΙΚΟ ΕΠΙΘΕΜΑ), ΜΕ ΧΡΗΣΗ ΜΗΧΑΝΙΣΜΩΝ ΓΙΑ ΤΗΝ ΑΝΑΠΑΡΑΣΤΑΣΗ ΤΟΥΣ. ΠΡΟΤΕΙΝΟΝΤΑΙ ΠΕΝΤΕ ΤΕΧΝΙΚΕΣ ΜΟΡΦΟΛΟΓΙΚΗΣ ΕΠΕΞΕΡΓΑΣΙΑΣ, ΒΑΣΙΣΜΕΝΕΣ ΣΕ ΛΕΚΤΙΚΕΣ ΒΑΣΕΙΣ ΔΕΔΟΜΕΝΩΝ, ΛΕΚΤΙΚΗ ΑΝΑΛΥΣΗ ΜΕ ΚΑΝΟΝΙΚΕΣ ΕΚΦΡΑΣΕΙΣ ΚΑΙ ΠΙΝΑΚΕΣ ΑΠΟΦΑΣΕΩΝ,ΣΥΝΤΑΚΤΙΚΗ ΑΝΑΛΥΣΗ ΜΕ ΕΝΟΠΟΙΗΤΙΚΗ ΓΡΑΜΜΑΤΙΚΗ ΚΑΙ ΓΡΑΜΜΑΤΙΚΗ "ΠΑΖΛ", ΜΕ ΤΗ ΒΟΗΘΕΙΑ ΤΩΝ ΟΠΟΙΩΝ ΑΝΑΠΤΥΧΘΗΚΑΝ ΜΟΡΦΟΛΟΓΙΚΟΙ ΕΠΕΞΕΡΓΑΣΤΕΣ ΕΙΤΕ ΩΣ ΑΝΑΛΥΤΕΣ ΕΙΤΕ ΩΣ ΠΑΡΑΓΩΓΟΙ ΛΕΞΕΩΝ. ΓΙΑ ΤΗΝ ΠΕΡΙΓΡΑΦΗ ΦΑΙΝΟΜΕΝΩΝ ΤΗΣ ΚΛΙΤΙΚΗΣ ΚΑΙ ΠΑΡΑΓΩΓΙΚΗΣΜΟΡΦΟΛΟΓΙΑΣ ΤΗΣ ΕΛΛΗΝΙΚΗΣ ΓΛΩΣΣΑΣ, ΧΡΗΣΙΜΟΠΟΙΟΥΝΤΑΙ ΔΟΜΕΣ ΧΑΡΑΚΤΗΡΙΣΤΙΚΩΝ ΚΑΙΣΥΝΤΑΚΤΙΚΕΣ ΔΟΜΕΣ ΜΕ ΑΚΟΛΟΥΘΙΑΚΗ ΠΡΟΣΕΓΓΙΣΗ. ΒΑΣΙΚΟΣ ΣΤΟΧ...

Research paper thumbnail of ΕΝΑ ΕΚΠΑΙΔΕΥΤΙΚΟ ΣΥΣΤΗΜΑ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΤΗΣ ΕΛΛΗΝΙΚΗΣ ΓΛΩΣΣΑΣ

Research paper thumbnail of Lexifanis" A Lexical Analyzer of Modern Greek

Conference of the European Chapter of the Association for Computational Linguistics, 1985

Research paper thumbnail of Lexifanis

Proceedings of the second conference on European chapter of the Association for Computational Linguistics -, 1985

Research paper thumbnail of Describing morphological phenomena of modern greek using a unification grammar formalism

Information Systems, 1991

Research paper thumbnail of Quicklem: A Software System for Greek Word-Class Determination

Literary and Linguistic Computing, 1987

Research paper thumbnail of Models of Competences for the Real and Digital World

Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings, 2018

The majority of countries and educational organizations have introduced the concept of learning o... more The majority of countries and educational organizations have introduced the concept of learning outcomes and the related key competences or skills into their policy, programs, instructional planning, curricula and activities. The chapter, after an overview on knowledge processes, personal-social competences and significant related models (Frameworks of Twenty-First Century Learning, Key Competences for Lifelong Learning, Social and Emotional Learning, Approach to Learning), is focusing on digital literacy models (Digital Competence Framework for Citizens, ICT Competency Framework for Teachers, ICT Standards for Students), and finally is synthesizing two new 3D competency-based models: a specific one for the individual children's rights for the digital world (“Open Sesame”) and a general one for the educational community (“School of the Future International Academy”), respectively accompanied by examples.

Research paper thumbnail of GAIA: Curriculum-based Exploratory Educational Software Using 3D Components

Research paper thumbnail of Education on the Cloud: Researching Student-Centered, Cloud-Based Learning Prospects in the Context of a European Network

International Association for Development of the Information Society, 2015

During the last few years, ongoing developments in the technological field of Cloud computing hav... more During the last few years, ongoing developments in the technological field of Cloud computing have initiated discourse on the potential of the Cloud to be systematically exploited in educational contexts. Research interest has been stimulated by a range of advantages of Cloud technologies (e.g. adaptability, flexibility, scalability, accessibility, cost effectiveness). For these reasons, there have already been efforts concerned with the educational uptake of the Cloud at different scale levels (mainly at the institutional and regional level). Apart from that, there are also larger-scale initiatives taking the form of research projects (e.g. the Rural School Cloud project). Nevertheless, most practices have been mainly shaped by the application of economic policies rather than systematic research. In this emerging situation, the aim of this paper is to present the activities of a European network, which has been set up to research how education should adapt and respond to advancemen...

Research paper thumbnail of Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings

The Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings i... more The Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings is a pivotal reference source for the latest research ndings on the strategic role of cloud computing in education, teaching, and the learning process. Featuring extensive coverage on relevant areas such as personal learning environment, cloud-based learning, and educational models, this publication is an ideal resource for educators, professionals, school administrators, researchers, and practitioners in the eld of education.

Research paper thumbnail of School on Cloud: Towards a paradigm shift

This paper presents the basic concept of the EU Network School on Cloud: Namely, that present con... more This paper presents the basic concept of the EU Network School on Cloud: Namely, that present conditions require a new teaching and learning paradigm based on the integrated dimension of education, when considering the use of cloud computing. In other words, it is suggested that there is a need for an integrated approach which is simultaneously pedagogic (i.e. new role of teachers), technical/technological (i.e. use of the internet), administrative (i.e. new role of school administrators), social (i.e. a different disposition of parents towards school), political (i.e. a different approach of government to school) and cultural (i.e. new role of students), being in dialectic harmony and respecting all aspects of teaching and learning, an integral part of which are pupils, teachers and school administrators. As a result, the principal tasks in the area at the interface between education and cloud technology, which are presented in this paper, are to determine and describe the nature o...

Research paper thumbnail of School on the Cloud

Advances in Educational Technologies and Instructional Design

In order for the educational system to meet its future needs, several requirements must be fulfil... more In order for the educational system to meet its future needs, several requirements must be fulfilled. There is a need to be an efficient and effective teaching and learning operating system, an appropriate to the future conditions teaching environment, an acceptable set of methodological tools and, because of these, a suitable classroom environment. These requirements represent the major components of the education paradigm been in effect every time, which, in the last few years, has shifted from the Individual/ Traditional, to the Group/Progressive, and finally to the Community/School on the Cloud paradigm. In addition, changes in the components of each paradigm have resulted in changes in the corresponding school model, from the Traditional, to the Progressive and finally to the School on the Cloud model. The goal of this chapter is to present and evaluate all these shifts, which are of paramount importance to future teaching and learning.

Research paper thumbnail of Describing morphological phenomena of modern greek using a unification grammar formalism

Information Systems, 1991

Research paper thumbnail of “Core Code”: η κωδικοποίηση και οπτικοποίηση της κίνησης ρομποτικών κατασκευών με προγραμματιστικές δομές και έλεγχο συμβάντων

12ου Πανελλήνιου και Διεθνούς Συνεδρίου «Οι ΤΠΕ στην Εκπαίδευση», 2021

Διατρέχοντας τη διαχρονική πεντηκονταετή εκπαιδευτική ιδέα, της κίνησης ρομποτικών κατασκευών σε ... more Διατρέχοντας τη διαχρονική πεντηκονταετή εκπαιδευτική ιδέα, της κίνησης ρομποτικών κατασκευών σε επίπεδες επιφάνειες, με μία ποικιλία από διαφορετικές αποστολές, η εισήγηση αυτή παρουσιάζει μία μοντελοποιημένη προσέγγιση βασισμένη σε 3 άξονες:
- οπτικοποιημένη παρουσίαση των βασικών προγραμματιστικών δομών (ακολουθίας - επιλογής - επανάληψης) που χρησιμοποιούνται σε περιβάλλοντα προγραμματισμού με συμβάντα.
- κωδικοποιημένες πληροφορίες σε ένα δισδιάστατο πίνακα, το "ΚωδικΌραμα", σχετικές με την ανατομία και τη λειτουργικότητα του προγράμματος, τόσο για τον δημιουργό του, όσο και για τον μαθητή ως προς την ενεργό εμπλοκή του στον προγραμματισμό.
- παιγνιώδεις διαδραστικές ψηφιακές δραστηριότητες κλιμακούμενης δυσκολίας, ώστε οι μαθητές να ανακαλύψουν πληροφορίες που είναι κρυμμένες στο "ΚωδικΌραμα" ή να δημιουργήσουν προτεινόμενες ή δικές τους αποστολές.
Βασικός σκοπός της προσέγγισης αυτής είναι να συγκεραστούν παράγοντες όπως η λειτουργικότητα του αυθεντικού προβλήματος-παραδείγματος, η απλότητα του κώδικα και η διδακτική πληρότητα του περιεχομένου του, με βάση δύο ψηφιακά μέσα που είναι το οπτικοποιημένο ψηφιακό μαθησιακό αντικείμενο (που συνιστά ένα διαδραστικό infographic) και μια φιλική γλώσσα προγραμματισμού (όπως το Scratch)

Research paper thumbnail of Space without Time and Time without Space in Education

Aims: The objectives of the article are threefold: first, to show that space and time are interre... more Aims: The objectives of the article are threefold: first, to show that space and time are interrelated when teaching and learning is considered, creating the need to examine space and time in an integrated and inter-dimensional framework; second, to propose an integrated approach to the concept of space-time as a useful teaching and learning issue, allowing us to unmask the true time-space consideration in education; and third, to argue for the relevance of analyzing the concept of space-time (S-T) as a paramount issue in the research on teaching and learning. Study Design: Due to the ongoing societal and technological changes, the S-T is changing extremely fast and new conceptualizations are required in order to examine how such evolving space-time approaches can operate as a tool for teaching and learning. This paper provides such a conceptualization. Methodology: This article should be considered as a theoretical contribution to how the existing conceptualization of space-time in education should be redefined to address emerging teaching and learning paradigm shifts, which have an impact on its consideration and use. As a theoretical paper it does not follow the traditional approaches of research papers (i.e., provide: exact methodology, collection of data, analysis and conclusions based on the analysis).

Research paper thumbnail of Learning morphological phenomena of modern Greek an exploratory approach

Research in Learning Technology, Dec 30, 2011

This paper presents a computational model for the description of concatenative morphological phen... more This paper presents a computational model for the description of concatenative morphological phenomena of modern Greek (such as inflection, derivation and compounding) to allow learners, trainers and developers to explore linguistic processes through their own constructions in an interactive open-ended multimedia environment. The proposed model introduces a new language metaphor, the 'puzzle-metaphor' (similar to the existing 'turtle-metaphor' for concepts from mathematics and physics), based on a visualized unification-like mechanism for pattern matching. The computational implementation of the model can be used for creating environments for learning through design and learning by teaching.

Research paper thumbnail of ΕΝΑ ΕΚΠΑΙΔΕΥΤΙΚΟ ΣΥΣΤΗΜΑ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΤΗΣ ΕΛΛΗΝΙΚΗΣ ΓΛΩΣΣΑΣ

Research paper thumbnail of Modern Greek Language (~AnuoTL~'). This

Research paper thumbnail of Learning morphological phenomena of Modern Greek an exploratory approach

ALT-J, 1996

This paper presents a computational model for the description of concatenative morphological phen... more This paper presents a computational model for the description of concatenative morphological phenomena of modern Greek (such as inflection, derivation and compounding) to allow learners, trainers and developers to explore linguistic processes through their own constructions in an interactive open-ended multimedia environment. The proposed model introduces a new language metaphor, the 'puzzle-metaphor' (similar to the existing 'turtle-metaphor' for concepts from mathematics and physics), based on a visualized unification-like mechanism for pattern matching. The computational implementation of the model can be used for creating environments for learning through design and learning by teaching.

Research paper thumbnail of “Create It” - “Share It” - “Game It”: The Case of a Web-Based Digital Platform for Creating, Sharing and Delivering Gamified Educational Scenarios

For nearly two decades there has been an increased interest regarding the exploitation of digital... more For nearly two decades there has been an increased interest regarding the exploitation of digital games in both formal and informal learning contexts with educators mainly focusing on ways of integrating them into their everyday teaching practices and researchers investigating their potential use as effective learning environments. According to existing research, digital games can provide their users with meaningful, interactive virtual environments capable of supporting learning within the context of a range of learning theories. Nevertheless, there is a number of factors (e.g. implementation costs, time restrictions, demands of existing curricula) that may hamper the broad adoption of a Digital Game-Based Learning approach. Thus, there has been a shift of interest toward the "gamification" of (technology-enhanced) learning by either infusing a game-like character to performed classroom activities, or integrating game-like characteristics into the design and development of digital educational environments. In this emerging gamification context there have been attempts to develop interactive educational environments that incorporate a number of characteristics, typical to digital games, such as 3D virtual worlds, appropriate virtual representations, on-time and/or on-demand help, and on-demand game-like feedback. However, educational activities, in these environments, usually occur as part of pre-designed and fixed scenarios. Given all the above, the aim of this contribution is to present a web-based digital platform, developed as part of an ongoing research project, for creating, sharing, and delivering gamified learning scenarios. More specifically, through the use of a built-in authoring tool, the proposed platform allows educators to create their own educational scenarios by defining a number of learning activities and their sequence. Each educational activity may be associated with learning objects retrieved from existing Learning Object Repositories (LORs), whereas gamification elements, available from a provided list, may also be used. Developed scenarios take the form of educational digital games delivered through a three-dimensional virtual world where the learner is represented by an avatar. Thus, depending on the learning needs, a number of gamified educational scenarios are available or can be created from scratch. By providing a detailed account of the employed design and development methodology, as well as the system's architecture, it is our intention to analytically present the platform from a technical point of view. However, there is also a specific focus on the underlying pedagogical framework that, among others, emphasizes the importance of fostering an expertise sharing culture by allowing educators to share their scenarios with peers, retrieve and use already developed ones, or even edit available educational scenarios, depending on the needs. Design choices at both the pedagogical and technical level have been documented on the basis of data derived from the users' needs analysis. Finally, with respect to the platform's evaluation, there has been a focus on the gaming experience and perceived learning effectiveness, from the learner point of view, as well as on usability issues, from the educator-educational designer point of view. In this context, evaluation results are used to shed light on the platform's capacity to effectively support the design and delivery of gameful learning experiences.

Research paper thumbnail of An Educational Environment for Morphological Analysis of Modern Greek

Η ΔΙΑΤΡΙΒΗ ΑΥΤΗ ΑΝΑΦΕΡΕΤΑΙ ΣΤΗΝ ΑΝΑΠΤΥΞΗ ΜΟΝΤΕΛΩΝ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΦΥΣΙΚΗΣ ΓΛΩΣΣΑΣ,... more Η ΔΙΑΤΡΙΒΗ ΑΥΤΗ ΑΝΑΦΕΡΕΤΑΙ ΣΤΗΝ ΑΝΑΠΤΥΞΗ ΜΟΝΤΕΛΩΝ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΦΥΣΙΚΗΣ ΓΛΩΣΣΑΣ, ΜΕΣΑ ΑΠΟ ΤΗ ΔΙΕΠΙΣΤΗΜΟΝΙΚΗ ΣΥΝΘΕΣΗ ΤΡΙΩΝ ΔΙΑΦΟΡΕΤΙΚΩΝ ΠΡΟΣΕΓΓΙΣΕΩΝ, ΤΗΣ ΓΛΩΣΣΙΚΗΣ, ΤΗΣ ΕΚΠΑΙΔΕΥΤΙΚΗΣ ΚΑΙ ΤΗΣ ΥΠΟΛΟΓΙΣΤΙΚΗΣ. ΕΙΔΙΚΟΤΕΡΑ ΕΠΙΤΕΛΕΙΤΑΙ Η ΑΝΑΛΥΣΗ ΚΑΙ ΣΥΝΘΕΣΗ ΤΩΝ ΛΕΞΕΩΝ, ΜΕ ΤΟΝ ΠΡΟΣΔΙΟΡΙΣΜΟ ΤΩΝ ΜΟΡΦΟΛΟΓΙΚΩΝ ΧΑΡΑΚΤΗΡΙΣΤΙΚΩΝ ΤΟΥΣ ΚΑΙ ΤΗΣ ΣΥΝΤΑΚΤΙΚΗΣ ΤΟΥΣ ΔΟΜΗΣ (ΠΡΟΘΕΜΑ, ΘΕΜΑ, ΠΑΡΑΓΩΓΙΚΟ ΚΑΙ ΚΛΙΤΙΚΟ ΕΠΙΘΕΜΑ), ΜΕ ΧΡΗΣΗ ΜΗΧΑΝΙΣΜΩΝ ΓΙΑ ΤΗΝ ΑΝΑΠΑΡΑΣΤΑΣΗ ΤΟΥΣ. ΠΡΟΤΕΙΝΟΝΤΑΙ ΠΕΝΤΕ ΤΕΧΝΙΚΕΣ ΜΟΡΦΟΛΟΓΙΚΗΣ ΕΠΕΞΕΡΓΑΣΙΑΣ, ΒΑΣΙΣΜΕΝΕΣ ΣΕ ΛΕΚΤΙΚΕΣ ΒΑΣΕΙΣ ΔΕΔΟΜΕΝΩΝ, ΛΕΚΤΙΚΗ ΑΝΑΛΥΣΗ ΜΕ ΚΑΝΟΝΙΚΕΣ ΕΚΦΡΑΣΕΙΣ ΚΑΙ ΠΙΝΑΚΕΣ ΑΠΟΦΑΣΕΩΝ,ΣΥΝΤΑΚΤΙΚΗ ΑΝΑΛΥΣΗ ΜΕ ΕΝΟΠΟΙΗΤΙΚΗ ΓΡΑΜΜΑΤΙΚΗ ΚΑΙ ΓΡΑΜΜΑΤΙΚΗ "ΠΑΖΛ", ΜΕ ΤΗ ΒΟΗΘΕΙΑ ΤΩΝ ΟΠΟΙΩΝ ΑΝΑΠΤΥΧΘΗΚΑΝ ΜΟΡΦΟΛΟΓΙΚΟΙ ΕΠΕΞΕΡΓΑΣΤΕΣ ΕΙΤΕ ΩΣ ΑΝΑΛΥΤΕΣ ΕΙΤΕ ΩΣ ΠΑΡΑΓΩΓΟΙ ΛΕΞΕΩΝ. ΓΙΑ ΤΗΝ ΠΕΡΙΓΡΑΦΗ ΦΑΙΝΟΜΕΝΩΝ ΤΗΣ ΚΛΙΤΙΚΗΣ ΚΑΙ ΠΑΡΑΓΩΓΙΚΗΣΜΟΡΦΟΛΟΓΙΑΣ ΤΗΣ ΕΛΛΗΝΙΚΗΣ ΓΛΩΣΣΑΣ, ΧΡΗΣΙΜΟΠΟΙΟΥΝΤΑΙ ΔΟΜΕΣ ΧΑΡΑΚΤΗΡΙΣΤΙΚΩΝ ΚΑΙΣΥΝΤΑΚΤΙΚΕΣ ΔΟΜΕΣ ΜΕ ΑΚΟΛΟΥΘΙΑΚΗ ΠΡΟΣΕΓΓΙΣΗ. ΒΑΣΙΚΟΣ ΣΤΟΧ...

Research paper thumbnail of ΕΝΑ ΕΚΠΑΙΔΕΥΤΙΚΟ ΣΥΣΤΗΜΑ ΓΙΑ ΤΗ ΜΟΡΦΟΛΟΓΙΚΗ ΕΠΕΞΕΡΓΑΣΙΑ ΤΗΣ ΕΛΛΗΝΙΚΗΣ ΓΛΩΣΣΑΣ

Research paper thumbnail of Lexifanis" A Lexical Analyzer of Modern Greek

Conference of the European Chapter of the Association for Computational Linguistics, 1985

Research paper thumbnail of Lexifanis

Proceedings of the second conference on European chapter of the Association for Computational Linguistics -, 1985

Research paper thumbnail of Describing morphological phenomena of modern greek using a unification grammar formalism

Information Systems, 1991

Research paper thumbnail of Quicklem: A Software System for Greek Word-Class Determination

Literary and Linguistic Computing, 1987

Research paper thumbnail of Models of Competences for the Real and Digital World

Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings, 2018

The majority of countries and educational organizations have introduced the concept of learning o... more The majority of countries and educational organizations have introduced the concept of learning outcomes and the related key competences or skills into their policy, programs, instructional planning, curricula and activities. The chapter, after an overview on knowledge processes, personal-social competences and significant related models (Frameworks of Twenty-First Century Learning, Key Competences for Lifelong Learning, Social and Emotional Learning, Approach to Learning), is focusing on digital literacy models (Digital Competence Framework for Citizens, ICT Competency Framework for Teachers, ICT Standards for Students), and finally is synthesizing two new 3D competency-based models: a specific one for the individual children's rights for the digital world (“Open Sesame”) and a general one for the educational community (“School of the Future International Academy”), respectively accompanied by examples.

Research paper thumbnail of GAIA: Curriculum-based Exploratory Educational Software Using 3D Components

Research paper thumbnail of Education on the Cloud: Researching Student-Centered, Cloud-Based Learning Prospects in the Context of a European Network

International Association for Development of the Information Society, 2015

During the last few years, ongoing developments in the technological field of Cloud computing hav... more During the last few years, ongoing developments in the technological field of Cloud computing have initiated discourse on the potential of the Cloud to be systematically exploited in educational contexts. Research interest has been stimulated by a range of advantages of Cloud technologies (e.g. adaptability, flexibility, scalability, accessibility, cost effectiveness). For these reasons, there have already been efforts concerned with the educational uptake of the Cloud at different scale levels (mainly at the institutional and regional level). Apart from that, there are also larger-scale initiatives taking the form of research projects (e.g. the Rural School Cloud project). Nevertheless, most practices have been mainly shaped by the application of economic policies rather than systematic research. In this emerging situation, the aim of this paper is to present the activities of a European network, which has been set up to research how education should adapt and respond to advancemen...

Research paper thumbnail of Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings

The Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings i... more The Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings is a pivotal reference source for the latest research ndings on the strategic role of cloud computing in education, teaching, and the learning process. Featuring extensive coverage on relevant areas such as personal learning environment, cloud-based learning, and educational models, this publication is an ideal resource for educators, professionals, school administrators, researchers, and practitioners in the eld of education.

Research paper thumbnail of School on Cloud: Towards a paradigm shift

This paper presents the basic concept of the EU Network School on Cloud: Namely, that present con... more This paper presents the basic concept of the EU Network School on Cloud: Namely, that present conditions require a new teaching and learning paradigm based on the integrated dimension of education, when considering the use of cloud computing. In other words, it is suggested that there is a need for an integrated approach which is simultaneously pedagogic (i.e. new role of teachers), technical/technological (i.e. use of the internet), administrative (i.e. new role of school administrators), social (i.e. a different disposition of parents towards school), political (i.e. a different approach of government to school) and cultural (i.e. new role of students), being in dialectic harmony and respecting all aspects of teaching and learning, an integral part of which are pupils, teachers and school administrators. As a result, the principal tasks in the area at the interface between education and cloud technology, which are presented in this paper, are to determine and describe the nature o...

Research paper thumbnail of School on the Cloud

Advances in Educational Technologies and Instructional Design

In order for the educational system to meet its future needs, several requirements must be fulfil... more In order for the educational system to meet its future needs, several requirements must be fulfilled. There is a need to be an efficient and effective teaching and learning operating system, an appropriate to the future conditions teaching environment, an acceptable set of methodological tools and, because of these, a suitable classroom environment. These requirements represent the major components of the education paradigm been in effect every time, which, in the last few years, has shifted from the Individual/ Traditional, to the Group/Progressive, and finally to the Community/School on the Cloud paradigm. In addition, changes in the components of each paradigm have resulted in changes in the corresponding school model, from the Traditional, to the Progressive and finally to the School on the Cloud model. The goal of this chapter is to present and evaluate all these shifts, which are of paramount importance to future teaching and learning.

Research paper thumbnail of Describing morphological phenomena of modern greek using a unification grammar formalism

Information Systems, 1991

Research paper thumbnail of “Core Code”: η κωδικοποίηση και οπτικοποίηση της κίνησης ρομποτικών κατασκευών με προγραμματιστικές δομές και έλεγχο συμβάντων

12ου Πανελλήνιου και Διεθνούς Συνεδρίου «Οι ΤΠΕ στην Εκπαίδευση», 2021

Διατρέχοντας τη διαχρονική πεντηκονταετή εκπαιδευτική ιδέα, της κίνησης ρομποτικών κατασκευών σε ... more Διατρέχοντας τη διαχρονική πεντηκονταετή εκπαιδευτική ιδέα, της κίνησης ρομποτικών κατασκευών σε επίπεδες επιφάνειες, με μία ποικιλία από διαφορετικές αποστολές, η εισήγηση αυτή παρουσιάζει μία μοντελοποιημένη προσέγγιση βασισμένη σε 3 άξονες:
- οπτικοποιημένη παρουσίαση των βασικών προγραμματιστικών δομών (ακολουθίας - επιλογής - επανάληψης) που χρησιμοποιούνται σε περιβάλλοντα προγραμματισμού με συμβάντα.
- κωδικοποιημένες πληροφορίες σε ένα δισδιάστατο πίνακα, το "ΚωδικΌραμα", σχετικές με την ανατομία και τη λειτουργικότητα του προγράμματος, τόσο για τον δημιουργό του, όσο και για τον μαθητή ως προς την ενεργό εμπλοκή του στον προγραμματισμό.
- παιγνιώδεις διαδραστικές ψηφιακές δραστηριότητες κλιμακούμενης δυσκολίας, ώστε οι μαθητές να ανακαλύψουν πληροφορίες που είναι κρυμμένες στο "ΚωδικΌραμα" ή να δημιουργήσουν προτεινόμενες ή δικές τους αποστολές.
Βασικός σκοπός της προσέγγισης αυτής είναι να συγκεραστούν παράγοντες όπως η λειτουργικότητα του αυθεντικού προβλήματος-παραδείγματος, η απλότητα του κώδικα και η διδακτική πληρότητα του περιεχομένου του, με βάση δύο ψηφιακά μέσα που είναι το οπτικοποιημένο ψηφιακό μαθησιακό αντικείμενο (που συνιστά ένα διαδραστικό infographic) και μια φιλική γλώσσα προγραμματισμού (όπως το Scratch)