@conference {lep14a,
	title = {Towards a Learning Analytics Platform for Supporting the Educational Process},
	booktitle = {Proceedings of the 5th Conference on Information, Intelligence, Systems \& Application (IISA2014)},
	year = {2014},
	month = {7},
	abstract = {In this paper, we present the vision of an open source learning analytics platform, able to harvest data from different sources, including e-learning platforms and environments, registrar{\textquoteright}s information systems, alumni systems, etc., so as to provide all stakeholders with the necessary functionality to make decisions on the learning process. The platform{\textquoteright}s architecture is modular, allowing the introduction of new functionality or connection to new systems to collect needed data. All data can be analyzed and presented though interactive visualizations to find correlations between metrics, to make predictions for students or student groups, to identify best practices for instructors and let them explore {\textquoteright}what-if{\textquoteright} scenarios, to offer students personalized recommendations and personalized detailed feedback, etc. Our objective is to inform and empower all stakeholders to improve the learning experience.},
	doi = {10.1109/IISA.2014.6878750},
	url = {http://ieeexplore.ieee.org/document/6878750/},
	author = {Giorgos Lepouras and Akrivi Katifori and Costas Vassilakis and Angela Antoniou and Nikos Platis}
}
@article {antoniou11,
	title = {Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games},
	journal = {International Journal of Learning Technology},
	volume = {6},
	number = {3},
	year = {2011},
	pages = {263{\textendash}287},
	abstract = {The proposed methodological framework reviews and uses knowledge from the field of cognitive psychology in order to evaluate aspects of educational games. In particular, we concentrate on two components of human cognition that play a central role to learning, namely memory and motivation. After having reviewed theories in the field, we created a questionnaire in order to evaluate educational games. The questionnaire incorporates different experimental findings of cognitive psychology. Especially, we have applied Maslow{\textquoteright}s motivation theory, Behavioural findings on reinforcement, experimental findings about attention and memory. We present the results obtained from the evaluation of two games, PAC-MAN and Mega Jump. The results confirmed the user ratings of the two games, showing that there seem to be cognitive reasons for the success/failure of different games. Finally, lists of guidelines for developers and instructors are included.},
	doi = {10.1504/11.43580},
	author = {Angela Antoniou and Dimitris Diakakis and Giorgos Lepouras and Costas Vassilakis}
}
