Name
Affiliation
Papers
ANDRI IOANNOU
Cyprus Univ Technol, Limassol, Cyprus
55
Collaborators
Citations 
PageRank 
86
77
21.51
Referers 
Referees 
References 
134
727
376
Search Limit
100727
Title
Citations
PageRank
Year
Value creation and identity in cross-organizational communities of practice: A learner's perspective00.342021
A Cross-Organizational Ecology For Virtual Communities Of Practice In Higher Education00.342020
The Assessment Scale For Creative Collaboration (Ascc) Validation And Reliability Study00.342020
Technology-Enhanced Embodied Learning: Designing And Evaluating A New Classroom Experience00.342020
From Behaviour To Design: Implications For Artifact Ecologies As Shared Spaces For Design Activities00.342020
Work-in-Progress—A Learning Experience Design for Immersive Virtual Reality in Physics Classrooms00.342020
Technology support for the inclusion of deaf students in mainstream schools: a summary of research from 2007 to 201700.342020
Investigating In-Service Teachers' Concerns About Adopting Technology-Enhanced Embodied Learning.00.342019
On Making, Tinkering, Coding and Play for Learning: A Review of Current Research00.342019
Seven HCI Grand Challenges.30.382019
The INTELed pedagogical framework: Applying embodied digital apps to support special education children in inclusive educational contexts00.342019
What Do Educational Data, Generated by an Online Platform, Tell Us About Reciprocal Web-Based Peer Assessment?00.342019
Play and Learn with an Intelligent Robot: Enhancing the Therapy of Hearing-Impaired Children00.342019
On The Reliability And Factorial Validity Of The Assessment Scale For Creative Collaboration00.342019
How Can Facebook Use in Education Be Realized as Crowdsourcing of Learning? an Exploration of Junior, Senior and Graduates Working Together00.342019
Orchestrating the Technology-Enhanced Embodied Learning Classroom via Learning Stations Rotation - A case study (extended abstract).00.342019
Investigating Children's Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting.00.342019
Technology for Social Change in school contexts: A new landscape for K-12 educational technology research.00.342018
Towards the Use of Social Computing for Social Inclusion: An Overview of the Literature.00.342018
From Risk Factors To Detection And Intervention: A Practical Proposal For Future Work On Cyberbullying00.342018
Exploring the potentials of educational robotics in the development of computational thinking: A summary of current research and practical proposal for future work.60.662018
Social Learning and Social Design Using iPads and Groupware Technologies.00.342018
Expanding the Curricular Space with Educational Robotics: A Creative Course on Road Safety.00.342018
Development of Computational Thinking Skills through Educational Robotics.00.342018
Peacemaking Affordances of Shareable Interfaces: A Provocative Essay on Using Technology for Social Change.10.362017
Augmented Reality Supporting Deaf Students in Mainstream Schools: Two Case Studies of Practical Utility of the Technology.00.342017
Using Embodied Learning Technology To Advance Motor Performance Of Children With Special Educational Needs And Motor Impairments10.352017
Empowerment of women through an innovative e-mentoring community platform: implications and lessons learned.00.342017
Using Virtual Reality to Train Designers to Develop Friendly Interfaces for Achromatic Vision Patients.10.352017
Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st century skills: A comprehensive research review from 2010 to 2016.40.412017
Inclusive access to emergency services: an action research project focused on hearing-impaired citizens.10.352017
A Glance Into Social And Evolutionary Aspects Of An Artifact Ecology For Collaborative Learning Through The Lens Of Distributed Cognition00.342017
Don't Read My Lips: Assessing Listening and Speaking Skills Through Play with a Humanoid Robot.10.352016
A Personal Tour of Cultural Heritage for Deaf Museum Visitors.20.402016
Cyprus interaction lab.00.342016
Interacting with Technology to Interact Physically: Investigating Affordances of Tabletops to Facilitate Collaboration for Conflicting Users.00.342016
Tabletops for Peace: Technology Enhanced Peacemaking in School Contexts.30.392016
Enacting artifact-based activities for social technologies in language learning using a design-based research approach.30.522016
Let'S Talk About Technology for Peace: A Systematic Assessment of Problem-Based Group Collaboration Around an Interactive Tabletop.50.462015
Social Robots as Co-Therapists in Autism Therapy Sessions: A Single-Case Study.20.452015
Wikis and forums for collaborative problem-based activity: A systematic comparison of learners' interactions120.742015
Dialogue, Knowledge Work and Tabletops: Lessons from Preservice Teacher Education.30.382014
Understanding collaborative learning activities in an information ecology: A distributed cognition account.20.422014
Measuring Students' Flow Experience in a Multimodal Learning Environment: A Case Study.10.362014
Monitoring Teachers' Complex Thinking while Engaging in Philosophical Inquiry with Web 2.0.00.342014
Mapping Peace Ideas around the Table.10.382013
Mapping The Landscape Of Computer-Assisted Language Learning: An Inventory Of Research100.872013
Introducing New Perspectives In The Use Of Social Technologies In Learning: Social Constructionism50.812013
Factors Influencing Online Collaborative Learning: Why Some Groups Take Off Better than Others?00.342013
Technology Enhanced PBL in HCI Education: A Case Study.30.452013
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