Category

Locally-funded project

Activity Trackers

“Activity Trackers” is a locally-funded research project, which is focused on the investigation of elementary school students’ knowledge about the functions of the human body and healthy lifestyle habits. Employing an exploratory research design, the overall goal of the project is to investigate the potential contribution of this innovating technology in Science Education in order to help students learn about the functions of the human body by collecting data from their own bodies after a set of experiential activities. In addition, the projects aims to promote healthy lifestyle to students and help them adopt healthier eating habits, as well as to exercise regularly. The “Activity Trackers” program has also a parallel goal; to explore the potential of students’ contribution in the co-design of a learning environment which makes use of the activity trackers, in order to be implemented in Science Education in elementary schools. Co-design enables the inclusion of students needs and interests in the curriculum development for more motivating learning environments. The “Activity Trackers” program provides the opportunity to students to communicate their preferences and have an active role in the design of learning environments using innovating technologies.

Read more about the “Activity Trackers” program for schools.

Focus: Participatory design

Funding: Locally-funded project

Status: Ongoing

Mystery at the Lake

“Mystery at the lake” is a locally-funded research project, which is focused on investigating the nature of immersion in location-based AR settings for environmental science learning. Employing a design- based approach, the overall goal of the project was to collect multiple empirical data through a set of iterative studies about the nature of students’ immersion in location- based AR settings, its relation to students’ environmental science learning as well as about the successful design of immersive location-based AR learning environments.  As part of this project, the “Mystery at the lake” AR learning environment, which is addressed to middle and high school students, has been developed. The learning environment takes place by the Bishop’s lake in collaboration with the Cyprus Center for Environmental Research and Education (CY.C.E.R.E). As part of the design-based approach, the main efforts of the project were focused on the development of an evidence-based framework reflecting the conceptualization and valid measurement of immersion in location-based AR settings, the main learners’ characteristics mediating their immersive experiences as well as a set of design principles guiding the successful development of immersive location-based AR learning environments. This evidence-based framework has also guided the design and re-design, improvement and finalization of the “Mystery at the lake” AR learning environment.

Read more about the “Mystery at the lake” program for schools.

Focus: Immersion in location-based AR learning environments for environmental science learning

Funding: Locally-funded project

Status: Completed

Related Publications

Georgiou, Y. & Kyza, E. A. (2017). Investigating Immersion in relation to students’ learning during a collaborative location-based augmented reality activity In Smith, B. K., Borge, M., Mercier, E., and Lim, K. Y. (Eds.). (2017). Making a Difference: Prioritizing Equity and Access in CSCL, 12th International Conference on Computer Supported Collaborative Learning (CSCL) 2017, Volume 1. Philadelphia, PA: International Society of the Learning Sciences. [Long paper.]

Kyza, E. A., & Georgiou, Y. (2016). Digital tools for enriching informal inquiry-based mobile learning: The design of the TraceReaders location-based augmented reality learning platform. Paper presented at the Proceedings of the 3rd Asia-Europe Symposium on Simulation and Serious Gaming – 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry, VRCAI 2016, 195-198. doi:10.1145/3014033.3017432

Georgiou, Y., & Kyza, E. A. (2017). The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based augmented reality settings. International Journal of Human Computer Studies, 98, 24-37. doi:10.1016/j.ijhcs.2016.09.014

Georgiou Y. & Kyza, E. A. (2014). “Can you listen to my voice?” Including a student voice in the design of a chemistry module aiming to increase students’ learning and motivation. In Bolte, C., Holbrook, J., Mamlok-Naaman, R., Rauch, F. (eds.), Science teachers’ continuous professional development in Europe: Case studies from the PROFILES project. Berlin: Freie Universität Berlin. Print: University of Klagenfurt (Austria), 94-102.

Young Archaeologists

“Young Archaeologists” is a locally- funded research project, which is focused on the investigation of inquiry-based AR mobile learning in archaeological and cultural settings. Employing a design- based approach, the overall goal of the project is to collect multiple empirical data through a set of iterative studies about the nature of students’ historical learning in archaeological and cultural settings based on the inquiry-based AR mobile learning approach. As part of this project, the “Young Archaeologists” AR learning environment, which is addressed to 3rd  and 4th graders, has been developed. The learning environment takes place at the Neolithic archaeological site of Choirokoitia. As part of the design-based approach, the main efforts of the project are focused the development of an evidence-based framework reflecting the affordances and challenges of the inquiry-based AR mobile learning in archaeological and cultural settings; these efforts will also guide the design and re-design, improvement and finalization of the “Young Archaeologists” AR learning environment.

Read more about “Young Archaeologists” program for schools.

Focus: Inquiry-based AR mobile learning in archaeological and cultural settings

Funding: Locally-funded project

Status: Ongoing

Related Publications

Efstathiou, I., Kyza, E. A. & Georgiou, Y.  (2017). An inquiry-based augmented reality mobile learning approach to fostering primary school students’ historical reasoning in non-formal settings. Interactive Learning Environments26(1), 22-41.

Kyza, E. A., & Georgiou, Y. (2016). Digital tools for enriching informal inquiry-based mobile learning: The design of the TraceReaders location-based augmented reality learning platform. Paper presented at the Proceedings of the 3rd Asia-Europe Symposium on Simulation and Serious Gaming – 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry, VRCAI 2016, 195-198.

App Inventors

“App inventors” is a locally-funded research project, which is focused on the investigation of high school students computational thinking, active citizenship and their inter- relationships. Employing an exploratory research design, the overall goal of the project is to investigate the potential contribution of new technologies for programming and producing digital apps on students’ computational and creative thinking as well as on the raise of students’ active citizenship in the context of complex socio-scientific issues. As part of this project, the “AppInventors” program which is addressed to high school students, has been developed. The program aims to introduce students in computational thinking through the App Inventor programming application. In particular, the main efforts of this project are focused on the exploration of students’ computational thinking for the development of active citizenship digital apps, as a medium for undertaking individual or collective citizenship actions.

Read more about “App inventors” schools program.

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Focus:Computational thinking in relation to active citizenship

Funding: Locally-funded project

Status: Ongoing

Young Programmers

“Young programmers” is a locally- funded research project, which is focused on the investigation of middle school students computational thinking, environmental literacy and their inter- relationships. As part of this project, the “Young programmers” program, which is addressed to middle school students, has been developed. The program aims to introduce students in computational thinking through the Scratch programming application. Employing an exploratory research design, the overall goal of the project is to investigate the potential contribution of new technologies for programming and producing digital stories on students’ computational and creative thinking as well as on the raise of students’ awareness on environmental issues (e.g. waste management).

Read more about the “Young programmers” program for schools.

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Focus: Computational thinking in relation to environmental literacy

Funding: Locally-funded project

Status: Ongoing

Digital Storytellers

“Digital Storytellers” is a locally-funded research project, which is focused on the investigation of k-6 students computational thinking. As part of this project, the “Digital storytellers” program, which is addressed to k-6 students, has been developed. The program aims to introduce students in computational thinking and the Scratch JR. Employing a multiple cross-age research design, the overall goal of the project is to explore young students’ computational thinking practices across different ages as well as their development employing the Scratch JR application.

Read more about the “Digital storytellers” program for schools.

Focus: Computational Thinking

Funding: Locally-funded project

Status: Ongoing

Related Publications

Kyza, E. A., Georgiou, Y., Agesilaou, A., & Souropetsis, M. (2022). A Cross-Sectional Study Investigating Primary School Children’s Coding Practices and Computational Thinking Using ScratchJr. Journal of Educational Computing Research, 60(1), 220–257. https://doi.org/10.1177/07356331211027387

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