I have more than 100 peer-reviewed scientific publications in highly cited international journals and conferences. You may find the complete list of my publications in my full CV here
Look in https://www.mendeley.com/ for preprints of my manuscripts.
Editorials and Journal articles (selected):
Look in https://www.mendeley.com/ for preprints of my manuscripts.
Editorials and Journal articles (selected):
- Ioannou, A., & Gravel, B. E. (2024). Trends, tensions, and futures of maker education research: a 2025 vision for STEM+ disciplinary and transdisciplinary spaces for learning through making. Educational technology research and development, 1-14. (Special Issue Editor)
- Miliou, O., Adamou, M., Mavri, A., & Ioannou, A. (2023). An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts. Educational technology research and development, 1-22.
- Timotheou, S., Miliou, O., Dimitriadis, Y., Villagrá, S., Giannoutsou, N., Cachia, R., Martínez-Monés, A., & Ioannou, A. (2023). Impacts of digital technologies on education and factors influencing schools' digital capacity and transformation: A literature review. Education & Information Technologies, 1-32.
- Miliou, O., Ioannou, A., Georgiou, Y., Vyrides, I., Xekoukoulotakis, N., Willert, S., Andreou, A., Andreou, P., Komnitsas, K., Zaphiris, P., & Yiatros, S. (2022). The Design of a Postgraduate Vocational Training Programme to Enhance Engineering Graduates’ Problem-solving Skills through PBL. International Journal of Engineering Education, 38(5A), 1257–1273.
- Socratous, C., & Ioannou, A. (2022). Evaluating the Impact of the Curriculum Structure on Group Metacognition During Collaborative Problem-solving Using Educational Robotics. TechTrends, 1-13.
- Ioannou, A., Bhagat, K. K., & Johnson-Glenberg, M. C. (2021). Guest Editorial: Learning Experience Design: Embodiment, Gesture, and Interactivity in XR. Educational Technology & Society, 24(2), 73–76. https://www.jstor.org/stable/27004932 (Special Issue Editor)
- Ioannou, A. (2021). Learning games shifting to digital. Education Tech Research Dev 69, 141–143, https://doi.org/10.1007/s11423-021-09948-9 (Special Issue Editor)
- Ioannou, A. (2021). Mobile game-based learning in the era of “shifting to digital”. Education Tech Research Dev 69, 173–175, https://doi.org/10.1007/s11423-021-09969-4 (Special Issue Editor)
- Socratous, C., & Ioannou, A. (2021). Structured or unstructured educational robotics curriculum? A study of debugging in block-based programming. Educational Technology Research and Development, 69(6), 3081-3100.
- Georgiou, Y., Tsivitanidou, O., & Ioannou, A. (2021). Learning experience design with immersive virtual reality in physics education. Educational Technology Research and Development, 69(6), 3051-3080.
- Tsivitanidou, O. E., Georgiou, Y., & Ioannou, A. (2021). A Learning experience in inquiry-based physics with immersive virtual reality: Student perceptions and an interaction effect between conceptual gains and attitudinal profiles. Journal of Science Education and Technology, 30(6), 841-861.
- Timotheou, S., & Ioannou, A. (2021). Learning and innovation skills in making contexts: a comprehensive analytical framework and coding scheme. Educational Technology Research and Development, 1-29.
- Mavri, A., Ioannou, A., & Loizides, F. (2021). Value creation and identity in cross-organizational communities of practice: A learner's perspective. The Internet and Higher Education, 51, 100822.
- Timotheou, S., & Ioannou, A. (2021). Collective creativity in STEAM Making activities. The Journal of Educational Research, 114(2), 130-138.
- Mavri, A., Ioannou, A., & Loizides, F. (2021). Cross-organisational Communities of Practice: enhancing creativity and epistemic cognition in higher education. The Internet and Higher Education, 49, 100792.
- Mavri, A., Ioannou, A., & Loizides, F. (2020). The assessment scale for creative collaboration (ASCC) validation and reliability study. International Journal of Human–Computer Interaction, 36(11), 1056-1069.
- Georgiou, Y., Ioannou, A. (2020). Developing, Enacting and Evaluating a Learning Experience Design for Technology-Enhanced Embodied Learning in Math Classrooms. TechTrends, 65, 38-50.
- Ioannou, M., & Ioannou, A. (2020). Technology-enhanced Embodied Learning: Designing and Evaluating a New Classroom Experience. Educational Technology & Society, 23 (3), 81–94.
- Vasiliou, C., Ioannou, A., & Zaphiris, P. (2020). From behaviour to design: implications for artifact ecologies as shared spaces for design activities. Behaviour & Information Technology, 39(4), 463-480.
- Ioannou, A. (2018). A model of gameful design for learning using interactive tabletops: enactment and evaluation in the socio-emotional education classroom. Educational Technology Research and Development, 67 (2), 277-302.
- Antoniou, C., & Ioannou, A. (2018). Technology for Social Change in School Contexts: A New Landscape for K-12 Educational Technology Research. Education and Information Technologies, 23(6), 2363-2378.
- Ioannou, A., & Makridou, E. (2018). Exploring the potentials of educational robotics in the development of computational thinking: A summary of current research and practical proposal for future work. Education and Information Technologies, 1-14.
- Ioannou, A., Constantinou, V. (2018). Embracing Collaboration and Social Perspective Taking
using Interactive Tabletops. TechTrends, 62(4), 403-411. - Sourmelis, T., Ioannou, A.,& Zaphiris (2016). Massively Multiplayer Online Role Playing Games (MMORPGs) and the 21st Century Skills: A comprehensive research review from 2010-2016. Computers in Human Behavior, 67, 41-48.
- Ioannou, A., Vasiliou, C.,& Zaphiris, P. (2016). Problem Based Learning in Multimodal Learning Environments: Learners’ Technology Adoption Experiences. Journal of Educational Computing Research, 54 (7), 1022-1040.
- Ioannou, A., & Antoniou, C (2016). Tabletops for Peace: Technology Enhanced Peacemaking in School Contexts. Educational Technology & Society, 19 (2), 164-176.
- Ioannou, A., Vasiliou, C., Zaphiris, P., Arh. T., Klobučar, T., & Pipan, M. (2015). Creative multimodal learning environments and blended interaction during problem-based activity in HCI education. TechTrends, 59 (2), 47-56.
- Ioannou, A., Brown, S.W., & Artino, A.R. (2015). Wikis and forums for collaborative problem-based activity: A systematic comparison of learners’ interactions. The Internet and Higher Education, 24, 35-45.
- Vasiliou, C., Ioannou, A., & Zaphiris, P. (2014). Understanding collaborative learning activities in an information ecology: A distributed cognition account. Computers in Human Behavior, 41, 544-553.
- Ioannou, A., Zaphiris, P., Loizides, F., & Vasiliou, C. (2013). Let's talk about technology for peace: A systematic assessment of problem-based group collaboration around an interactive tabletop. Interacting with Computers, 27(2), 120-132.