@article {788,
	title = {Examining the use of STEAM Education in Preschool Education},
	journal = {European Journal of Engineering Research and Science},
	volume = {TBD},
	year = {2020},
	month = {TBD},
	abstract = {<p>STEAM (Science, Technology, Engineering, Arts and Mathematics) initiatives are of current interest for both in-school and out-of-school contexts in North America. This is a new concept which is shifting educational paradigms towards art integration in STEM subjects. This article focuses on the need for STEAM education at the early childhood level and investigates the teaching and educational models of STEAM education in the kindergarten and in the first grades of primary school and how pre-school and primary school teachers see these models in the Greek context but also what students eventually learn from these models. The purpose of this chapter is to better understand the educational programs of STEAM education, which are offered by non-profit organizations and both public and private schools. Preschool children have a natural disposition toward science with their sense of curiosity and creativity. More research needs to be done in the area of STEAM implementation in the K-8 classrooms to incorporate engineering education.</p>
},
	keywords = {Early science education, Greek STEAM implementation, K-8 STEAM, STEAM educational models, STEM/STEAM education},
	author = {C. Spyropoulou and M. Wallace and C. Vassilakis and V. Poulopoulos}
}
@article {787,
	title = {Visualizing the educational data mining literature},
	journal = {European Journal of Engineering Research and Science},
	volume = {TBD},
	year = {2020},
	month = {TBD},
	abstract = {<p>This article provides a visualization of a literature review in students{\textquoteright} performance prediction using educational data mining (EDM) techniques for the period 2015-2019. The results of the review are presented concisely and simply with the use of diagrams. Various aspects of the literature are examined, such as the algorithms adopted, the type of results drawn, the educational setting of the application and the actual exploitation of the outcomes. Findings indicate that tertiary education dominates the EDM field; in contrast, the focus given to secondary and primary education is minimal.</p>
},
	keywords = {Educational Data Mining, Literature review, Student Performance, Visualization},
	author = {I. Papadogiannis and N. Platis and V. Poulopoulos and C. Vassilakis and G. Lepouras and M. Wallace and G. Karountzou}
}
@conference {725,
	title = {Kalamata 1821: Roads of Freedom - Digital applications teach history (Greek title: Καλαμάτα 1821: Δρόμοι Ελευθερίας {\textendash} Οι ψηφιακές εφαρμογές διδάσκουν ιστορία)},
	booktitle = {2nd Panhellenic conference on Open Educational Resources and e-learning},
	year = {2019},
	abstract = {The {\textquotedblleft}Kalamata 1821: Roads of Freedom{\textquotedblright} project is an effort for scientifically organizing the celebration of the 200-year anniversary from the liberation of Greece from the Turkish thrall, with a special focus on the city of Kalamata. The project, aiming to link historical memories to the modern era, includes a major section related to the development of digital applications. The project{\textquoteright}s digital applications are developed by the Knowledge and Uncertainty lab of the Department of Informatics and Telecommunications of the University of the Peloponnese. The digital applications are based on the information provided by the historical scientific team of the project. Within the project, two distinct groups of applications are developed, in order to cover the diverse needs of the target population. The nature of the applications is clearly didactic, offering detailed information regarding historical facts, places and persons which relate to the Greek War of Independence, as well as on locations where important events took place. The Interactive Table applications are a group of applications which will be available to the public visiting the historic building of the old Town Hall of Kalamata, where the project exhibition center is located. These applications constitute a modern, interactive, digital encyclopedia of the relation between the city of Kalamata and the Greek War of Independence. For the Interactive Table, three original applications were developed. The first depicts histories and facts linked to some points on a map. The second presents a tree of histories, that is histories that are interrelated, and where each visitor may familiarize with facts and persons that are linked to each other. Finally, the third application focuses on images and multimedia, challenging the visitors to identify and elaborate on events and histories hiding behind pictures. The second group consists of a single application that targets on a wider public that prefers a different type on interaction. Effectively this application implements a scavenger hunt with historic content. The goal of this application is to motivate the visitor of the city of Kalamata to wander around the city, and also to link the project to the local market.},
	keywords = {Educational applications, Interactive table, Mobile applications},
	author = {M. Wallace and V. Poulopoulos and A. Antoniou and C. Vassilakis and G. Lepouras and J. Diakoumakos and V. Panagiotidou}
}
