All Stories

  1. Examining the Validity and Reliability of the Teacher Self-Efficacy Scale in the Use of ICT at Home for Preschool Distance Education (TSES-ICT-PDE) Among Greek Preschool Teachers: A Comparative Study with Turkey
  2. Teaching Electricity Topics with Project-Based Learning and Physical Computing to Enhance Primary School Students in Science Education. An Educational Experiment with BBC Micro:bit Board
  3. Correlation between High School Students’ Computational Thinking and Their Performance in STEM and Language Courses
  4. Öğretmenlerin Erken Çocukluk Eğitiminde Müzik Etkinliklerine İlişkin Algıları: Türkiye'den Örnekler Üzerine Bir Odak
  5. A Holistic Investigation of the Relationship between Digital Addiction and Academic Achievement among Students
  6. Adaptive Gamification in Science Education: An Analysis of the Impact of implementation and Adapted game Elements on Students’ Motivation
  7. Evaluating the Intellectual Structure of the Knowledge Base on Transformational School Leadership: A Bibliometric and Science Mapping Analysis
  8. Editorial: The impact of smart screen technologies and accompanied apps on young children learning and developmental outcomes, volume 2
  9. Adaptive Gamification in Science Education: An Analysis of the Impact of Implementation and Adapted Game Elements on Students’ Motivation
  10. Predicting the Behavioral Intention of Greek University Faculty Members to Use Moodle
  11. Early Childhood Learning Losses during COVID-19: Systematic Review
  12. Correction to: Classification and evaluation of educational apps for early childhood: Security matters
  13. ACNS Conference on Cloud and Immersive Technologies in Education: Report
  14. MOOCs 2012-2022: An overview
  15. A Bibliometric Review of the Knowledge Base on Mentoring for the Professional Development of School Administrators
  16. Assessment of the Relationships between Prospective Mathematics Teachers’ Classroom Management Anxiety, Academic Self-Efficacy Beliefs, Academic Amotivation and Attitudes toward the Teaching Profession Using Structural Equation Modelling
  17. Using Personal Learning Environments before, during and after the Pandemic: The Case of “e-Me”
  18. A Review of the Literature for Designing and Developing a Framework for Adaptive Gamification in Physics Education
  19. Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education
  20. Programming Environments for the Development of Computational Thinking in Preschool Education: A Systematic Literature Review
  21. Understanding the Intellectual Structure and Evolution of Distributed Leadership in Schools: A Science Mapping-Based Bibliometric Analysis
  22. Editorial: STEM, STEAM, computational thinking, and coding: Evidence-based research and practice in children's development
  23. Evaluation of Children’s Discourses Regarding Imaginary Companion: The Case of Türkiye
  24. The Development and Evolution of Digital Leadership: A Bibliometric Mapping Approach-Based Study
  25. Revealing the Intellectual Structure and Evolution of Digital Addiction Research: An Integrated Bibliometric and Science Mapping Approach
  26. Preschool teachers’ STEM pedagogical content knowledge: A comparative study of teachers in Greece and Turkey
  27. Examination of STEM Parent Awareness in the Transition from Preschool to Primary School
  28. The Effects of Social Desirability on Students’ Self-Reports in Two Social Contexts: Lectures vs. Lectures and Lab Classes
  29. ARION: A Digital eLearning Educational Tool Library for Synchronization Composition & Orchestration of Learning Session Data
  30. Factors Affecting Response Rates of the Web Survey with Teachers
  31. Classification and evaluation of educational apps for early childhood: Security matters
  32. The Use of Developmentally Mobile Applications for Preparing Pre-Service Teachers to Promote STEM Activities in Preschool Classrooms
  33. Challenges and Opportunities of Mathematics in Digital Times: Preschool Teachers’ Views
  34. A Novel, Modular Robot for Educational Robotics Developed Using Action Research Evaluated on Technology Acceptance Model
  35. Can Preschoolers Learn Computational Thinking and Coding Skills with ScratchJr? A Systematic Literature Review
  36. Examining the Associations between COVID-19-Related Psychological Distress, Social Media Addiction, COVID-19-Related Burnout, and Depression among School Principals and Teachers through Structural Equation Modeling
  37. Mobile Learning Applications for Refugees: A Systematic Literature Review
  38. Investigating the Relationships between COVID-19 Quality of Life, Loneliness, Happiness, and Internet Addiction among K-12 Teachers and School Administrators—A Structural Equation Modeling Approach
  39. Apps to Promote Computational Thinking Concepts and Coding Skills in Children of Preschool and Pre-Primary School Age
  40. Exploring Preservice Teachers' Attitudes About the Usage of Educational Robotics in Preschool Education
  41. Learning Computational Thinking Development in Young Children With Bee-Bot Educational Robotics
  42. Apps to Promote Computational Thinking and Coding Skills to Young Age Children: A Pedagogical Challenge for the 21st Century Learners
  43. Greek Parents’ App Choices and Young Children’s Smart Mobile Usage at Home
  44. Preparing Greek Pre-service Kindergarten Teachers to Promote Creativity: Opportunities Using Scratch and Makey Makey
  45. A Comparison of Turkish and Greek Parental Mediation Strategies for Digital Games for Children During the COVID-19 Pandemic
  46. Education of preschool and elementary teachers on the use of adaptive gamification in science education
  47. In-service teachers' beliefs about educational robotics in preschool classroom
  48. Introduction
  49. Perceptions About STEM and the Arts: Teachers’, Parents’ Professionals’ and Artists’ Understandings About the Role of Arts in STEM Education
  50. Teachers’ Attitudes on the Use of Educational Robotics in Primary School
  51. The Contribution of the Health Crisis to Young Children’s Nano-literacy through STEAM Education
  52. Examining Teachers’ Perspectives on School Principals’ Digital Leadership Roles and Technology Capabilities during the COVID-19 Pandemic
  53. Editorial: The Impact of Smart Screen Technologies and Accompanied Apps on Young Children Learning and Developmental Outcomes
  54. Correction to: Mobile device use among preschool-aged children in Greece
  55. Mobile device use among preschool-aged children in Greece
  56. Science Mapping of the Global Knowledge Base on Management, Leadership, and Administration Related to COVID-19 for Promoting the Sustainability of Scientific Research
  57. Exploring the Interrelationship between COVID-19 Phobia, Work–Family Conflict, Family–Work Conflict, and Life Satisfaction among School Administrators for Advancing Sustainable Management
  58. The Impact of Coding Apps to Support Young Children in Computational Thinking and Computational Fluency. A Literature Review
  59. Parents’ Perceptions of Educational Apps Use for Kindergarten Children: Development and Validation of a New Instrument (PEAU-p) and Exploration of Parents’ Profiles
  60. Deepening Our Knowledge about Sustainability Education in the Early Years: Lessons from a Water Project
  61. Attitudes towards the Use of Educational Robotics: Exploring Pre-Service and In-Service Early Childhood Teacher Profiles
  62. Gamification in Science Education. A Systematic Review of the Literature
  63. DuBot
  64. DuBot
  65. Exploring the Use of Educational Robotics in Primary School and Its Possible Place in the Curricula
  66. Handbook of Research on Using Educational Robotics to Facilitate Student Learning
  67. Nanotechnology and mobile learning: perspectives and opportunities in young children's education
  68. Factors That Hinder in-Service Teachers from Incorporating Educational Robotics into Their Daily or Future Teaching Practice
  69. Tools for evaluating educational apps for young children: a systematic review of the literature
  70. An Overview of Mobile Learning for Refugee Students: Juxtaposing Refugee Needs with Mobile Applications’ Characteristics
  71. Robots and Robotics Kits for Early Childhood and First School Age
  72. Developing and Exploring an Evaluation Tool for Educational Apps (E.T.E.A.) Targeting Kindergarten Children
  73. Μια επισκόπηση του πεδίου των εκπαιδευτικών φορητών εφαρμογών για παιδιά προσχολικής και πρώτης σχολικής ηλικίας.
  74. Evaluating a Teaching Intervention for Teaching STEM and Programming Concepts Through the Creation of a Weather-Forecast App for Smart Mobile Devices
  75. Exploring Preservice Teachers' Attitudes About the Usage of Educational Robotics in Preschool Education
  76. Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education
  77. Learning Computational Thinking Development in Young Children With Bee-Bot Educational Robotics
  78. Mobile Learning Applications in Early Childhood Education
  79. A Research Synthesis of the Real Value of Self-Proclaimed Mobile Educational Applications for Young Children
  80. Evaluating a game-development approach to teach introductory programming concepts in Secondary Education
  81. Evaluating a game-development approach to teach introductory programming concepts in secondary education
  82. Evaluating the Learning Process: The “ThimelEdu” Educational Game Case Study
  83. Tablets and apps for promoting robotics, mathematics, STEM education and literacy in early childhood education
  84. Tablets and apps for promoting robotics, mathematics, STEM education and literacy in early childhood education
  85. in-Game Raw Data Collection and Visualization in the Context of the “ThimelEdu” Educational Game
  86. Apps to Promote Computational Thinking Concepts and Coding Skills in Children of Preschool and Pre-Primary School Age
  87. The Use of Developmentally Mobile Applications for Preparing Pre-Service Teachers to Promote STEM Activities in Preschool Classrooms
  88. Parental involvement and attitudes towards young Greek children’s mobile usage
  89. Αξιολόγηση των εκπαιδευτικών τεχνολογιών για την Προώθηση της Υπολογιστικής Σκέψης στην Προσχολική Εκπαίδευση
  90. Evaluating a Course for Teaching Advanced Programming Concepts with Scratch to Preservice Kindergarten Teachers: A Case Study in Greece
  91. Evaluating a course for teaching introductory programming with Scratch to pre-service kindergarten teachers
  92. Evaluating a course for teaching introductory programming with Scratch to pre-service kindergarten teachers
  93. Evaluating pre-service kindergarten teachers' intention to adopt and use tablets into teaching practice for natural sciences
  94. Evaluating pre-service kindergarten teachers' intention to adopt and use tablets into teaching practice for natural sciences
  95. Evaluating the effectiveness of a game-based learning approach in modifying students' behavioural outcomes and competence, in an introductory programming course. A case study in Greece
  96. Evaluating the effectiveness of a game-based learning approach in modifying students' behavioural outcomes and competence, in an introductory programming course. A case study in Greece
  97. Evaluating the efficiency of two programming environments in shaping novices' attitudes, perceptions, beliefs and knowledge in programming: a comparison between Scratch and App Inventor
  98. Evaluating the efficiency of two programming environments in shaping novices' attitudes, perceptions, beliefs and knowledge in programming: a comparison between Scratch and App Inventor
  99. Generating Education in-Game Data: The Case of an Ancient Theatre Serious Game
  100. The Appropriateness of Scratch and App Inventor as Educational Environments for Teaching Introductory Programming in Primary and Secondary Education
  101. Αξιοποίηση των φορητών τεχνολογιών και της ρομποτικής για την διδασκαλία του προγραμματισμού σε όλες τις εκπαιδευτικές βαθμίδες
  102. Evaluating Moodle use via Smart Mobile Phones. A case study in a Greek University
  103. The effectiveness of computer and tablet assisted intervention in early childhood students’ understanding of numbers. An empirical study conducted in Greece
  104. Educational apps from the Android Google Play for Greek preschoolers: A systematic review
  105. Is Pair Programming More Effective than Solo Programming for Secondary Education Novice Programmers?
  106. Access Moodle Using Smart Mobile Phones. A Case Study in a Greek University
  107. Comparing novice programing environments for use in secondary education: App Inventor for Android vs. Alice
  108. Comparing novice programing environments for use in secondary education: App Inventor for Android vs. Alice
  109. Evaluating pre-service teachers' acceptance of mobile devices with regards to their age and gender: a case study in Greece
  110. Evaluating pre-service teachers' acceptance of mobile devices with regards to their age and gender: a case study in Greece
  111. Gender stereotypes in Greek computer science school textbooks
  112. Gender stereotypes in Greek computer science school textbooks
  113. Teaching natural science concepts to young children with mobile devices and hands-on activities. A case study
  114. Teaching natural science concepts to young children with mobile devices and hands-on activities. A case study
  115. The use of computer games in classroom environment
  116. The use of computer games in classroom environment
  117. Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom
  118. Women in computer science. The case study of the Computer Science Department of the University of Crete, Greece
  119. Women in computer science. The case study of the Computer Science Department of the University of Crete, Greece
  120. Αξιολόγηση των ελληνικών εκπαιδευτικών εφαρμογών για συσκευές με λειτουργικό σύστημα Android για παιδιά προσχολικής ηλικίας.
  121. Teaching Magnetism to Preschool Children: The Effectiveness of Picture Story Reading
  122. The Appropriateness of Scratch and App Inventor as Educational Environments for Teaching Introductory Programming in Primary and Secondary Education
  123. Designing and creating an educational app rubric for preschool teachers
  124. Combining mobile technologies in environmental education: a Greek case study
  125. Combining mobile technologies in environmental education: a Greek case study
  126. Mobile educational applications for children. What educators and parents need to know.
  127. Mobile educational applications for children: what educators and parents need to know
  128. The Combined Use of Lego Mindstorms NXT and App Inventor for Teaching Novice Programmers
  129. Digital Student Conference Platform Implementation: The case study of the “Research Project” course
  130. Improving Mathematics Teaching in Kindergarten with Realistic Mathematical Education
  131. Developing fundamental programming concepts and computational thinking with ScratchJr in preschool education: a case study
  132. Creativity and innovation in European education. Ten years eTwinning. Past, present and the future
  133. Using Scratch and App Inventor for teaching introductory programming in secondary education. A case study
  134. Using Scratch and App Inventor for teaching introductory programming in Secondary Education. A case study.
  135. An introduction to programming environments for novice programmers.
  136. Using Mobile Devices for Teaching Realistic Mathematics in Kindergarten Education