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Author

George Petrakis

Bio: George Petrakis is an academic researcher from University of Piraeus. The author has contributed to research in topics: Curriculum development & Curriculum. The author has an hindex of 1, co-authored 1 publications receiving 1 citations.

Papers
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Book ChapterDOI
25 Sep 2018
TL;DR: A micro-activity (μ-activity) based on both the inductive image-word model and the learning based on an online game is proposed, which can be used as a first didactic approach to the subject of Digital Gates.
Abstract: The officially instituted curriculum of the Specialties of Vocational Education Training (VET) in Greece involves a wide set of various teaching models. The aim of these models is to introduce technical and technological education to the students of VET. The learning models implemented in VET as well as their respective teaching scenarios are of many types and are constantly being improved through a loosely defined curriculum development process. In our work, we propose a micro-activity (μ-activity) based on both the inductive image-word model and the learning based on an online game. As a case study, we have implemented a teaching addendum to the chapter Digital Electronics from the lesson “Principles of Electronics” that can be used as a first didactic approach to the subject of Digital Gates.

2 citations


Cited by
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Book ChapterDOI
31 Oct 2019
TL;DR: In this paper, the authors present a first-person puzzle game which aims to teach the basics of logic gates and circuits as learning models implemented in Vocational Education and Training (VET).
Abstract: For a plethora of individuals, video games are part of their daily lives, entertaining and inspiring them. The application of gamification in the education sector in the form of Game-Based Learning (GBL) can increase the amount of acquired knowledge on a specific subject since it brings the elements of engagement and amusement in education. In this paper, we present the creation of a first-person puzzle game which aims to teach the user the basics of logic gates and circuits as learning models implemented in Vocational Education and Training (VET). The gameplay scenario resembles closely the concept of escape rooms, viz. a “prison” that requires the players to solve riddles in order to break free. To do that, the users must operate switchboards that are comprised of logic gates and button switches and are connected to other unlockable elements, such as a door or a drawer, which unlock with the right combination of inputs and/or logic gates and keys that unlock the panels of the switchboards. With a variety of levels, the players are given many opportunities for improvement while using their past knowledge to progress further. The level of each player can be tracked and saved in a personal account. Overall, the goal of this GBL experience is to make the basics of electronics easy to understand without relying on common teaching methods.

3 citations

Journal ArticleDOI
TL;DR: In this article , a gamification combined with museum education practices and new technologies is used to create a game about ancient seamanship, which includes a virtual space, created in Artsteps, a platform for creating virtual reality exhibitions, and a quiz that by presenting hypothetical scenarios will make students compare the use and function of ancient and modern marine tools thus learning more about maritime history while enjoying themselves.
Abstract: Technical education mainly focuses on practical training and skills-based learning and pays less attention to the theoretical background of its graduates. The officially instituted curriculum of Greek Vocational High Schools includes a wide range of Specialties among which is the Sector of Maritime Professions. In our proposal, we aim to introduce a new approach to Vocational Education and Training, specifically in the Maritime Professions Sector, by implementing gamification combined with museum education practices and new technologies to create a game about ancient seamanship. The game is an educational structure that includes a virtual space, created in Artsteps, a platform for creating virtual reality exhibitions, and a quiz that by presenting hypothetical scenarios will make students compare the use and function of ancient and modern marine tools thus learning more about maritime history while enjoying themselves. The main goal of our proposal is the development of a strong overall learning experience through gaming that will also broaden students’ knowledge of the history of their future profession and deepen their understanding of its significance and evolution throughout the years. This game was played and evaluated positively during the 2021–2022 school year by 120 Vocational High School students.