Ioannis Kazanidis
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Ioannis Kazanidis has a total of 58 co-authors. Here are the top co-authors by number of shared publications:
Stavros Valsamidis
TEI of East Macedonia and Thrace, Greece
17 shared publications- Sotirios Kontogiannis
Laboratory Team of Distributed Microcomputer Systems, Department of Mathematics, University of Ioannina, 45110 Ioannina, Greece
16 shared publications - Nikolaos Pellas
Department of Primary Education, University of Western Macedonia, 53100 Florina, Greece
14 shared publications - Avgoustos Tsinakos
Department of Informatics, School of Sciences, Democritus University of Thrace, 65404 Kavala, Greece
11 shared publications Alexandros Karakos
Democritus University of Thrace, Greece
10 shared publicationsMaya Satratzemi
University of Macedonia, 54006, Thessaloniki, Greece
7 shared publications
Latest Publications
- Open Access
- 12 October 2026
- Published by Springer Nature in Discover Education
- Vol. 5 (1) , 1155
A systematic mapping review and narrative synthesis of unplugged activities for developing computational thinking from an inclusive perspective
- 12 October 2026
- Published by Springer Nature in Discover Education
- Vol. 5 (1) , 1155
Open AccessA systematic mapping review and narrative synthesis of unplugged activities for developing computational thinking from an inclusive perspective
- 1 March 2026
- Published by IATED Academy in INTED Proceedings
- Vol. 1, 0916
FROM LESSON PLAN TO CLASSROOM PRACTICE: IMMERSIVE CIVIC LEARNING THROUGH METAVERSE
- 1 March 2026
- Published by IATED Academy in INTED Proceedings
- Vol. 1, 0916
FROM LESSON PLAN TO CLASSROOM PRACTICE: IMMERSIVE CIVIC LEARNING THROUGH METAVERSE
- 16 November 2025
- Published by Springer Nature
- p. 135-147
Directed AI: The Future of AI for Instructional Design
- 16 November 2025
- Published by Springer Nature
- p. 135-147
Directed AI: The Future of AI for Instructional Design
- 16 November 2025
- Published by Springer Nature
- p. 249-268
Unlocking the Potential of Immersive Technologies in K-12 Physical Education: A Systematic Literature Review
- 16 November 2025
- Published by Springer Nature
- p. 249-268
Unlocking the Potential of Immersive Technologies in K-12 Physical Education: A Systematic Literature Review
- 16 November 2025
- Published by Springer Nature
- p. 235-248
Augmented Reality Educational Games for Disaster Management and Preparedness. The Case of Virtual School
- 16 November 2025
- Published by Springer Nature
- p. 235-248
Augmented Reality Educational Games for Disaster Management and Preparedness. The Case of Virtual School
- 29 August 2025
- Published by Springer Nature
- p. 198-215
Enhancing Multiliteracy Through Virtual Reality: An Inclusive Approach to Critical Immersive-Triggered Literacy
- 29 August 2025
- Published by Springer Nature
- p. 198-215
Enhancing Multiliteracy Through Virtual Reality: An Inclusive Approach to Critical Immersive-Triggered Literacy
- 29 August 2025
- Published by Springer Nature
- p. 129-144
Exploring the Benefits of Immersive Technologies in Elementary Physical Education
- 29 August 2025
- Published by Springer Nature
- p. 129-144
Exploring the Benefits of Immersive Technologies in Elementary Physical Education
- Open Access
- 14 June 2025
- Published by Immersive Learning Research Network
- p. 57-61
Immersive Learning with Augmented and Virtual Reality: Hands-On Workshop with ARTutor and VR Environments
This hands-on workshop proposal aims to introduce participants to the exciting world of immersion technologies and to highlight their educational use. Through reference to virtual and augmented reality and the presentation of good practices, participants will become familiar with the applications of immersive technologies and their creative use in teaching and learning practices. The workshop will initially offer hands-on training in ARTutor, a free augmented reality software developed at the Advanced Educational Technologies and Mobile Applications (AETMA) Research Lab of the Democritus University of Thrace in Greece. ARTutor is freely available to educators of all educational levels to create teaching materials that address the needs of their students. It is globally available as its authoring tool has already been translated into 10 languages. The international workshop participants will have the opportunity to explore the potential of the technology in practice. Upon completion of the workshop, the participants will be invited to the IMT Virtual Reality Space to explore the affordances of immersive learning in Higher Education, interact with the immersive content, and discuss the usefulness of the technologies explored in alignment with their pedagogical implications.
- 14 June 2025
- Published by Immersive Learning Research Network
- p. 57-61
Open AccessImmersive Learning with Augmented and Virtual Reality: Hands-On Workshop with ARTutor and VR Environments
This hands-on workshop proposal aims to introduce participants to the exciting world of immersion technologies and to highlight their educational use. Through reference to virtual and augmented reality and the presentation of good practices, participants will become familiar with the applications of immersive technologies and their creative use in teaching and learning practices. The workshop will initially offer hands-on training in ARTutor, a free augmented reality software developed at the Advanced Educational Technologies and Mobile Applications (AETMA) Research Lab of the Democritus University of Thrace in Greece. ARTutor is freely available to educators of all educational levels to create teaching materials that address the needs of their students. It is globally available as its authoring tool has already been translated into 10 languages. The international workshop participants will have the opportunity to explore the potential of the technology in practice. Upon completion of the workshop, the participants will be invited to the IMT Virtual Reality Space to explore the affordances of immersive learning in Higher Education, interact with the immersive content, and discuss the usefulness of the technologies explored in alignment with their pedagogical implications.
- Open Access
- 11 June 2025
- Published by MDPI AG in Applied Sciences
- Vol. 15 (12) , 6584
Combining Virtual Reality Visual Novels and Social Stories to Support Social and Emotional Development in Children with Autism Spectrum Disorder
Autism Spectrum Disorder (ASD) is a neurodevelopmental condition affecting social interaction, communication, and emotional regulation, often requiring specialized educational approaches. Traditional teaching methods may not meet the needs of children with ASD, while visual and interactive formats tend to be more effective. This study examines the use of a virtual reality (VR) visual novel incorporating social stories to support social–emotional learning in children with Level 1 ASD. The intervention used an interactive, choice-based VR environment simulating everyday social situations. Four primary school students participated in a one-week case study, during which they engaged with the VR prototype. Teachers observed the students and provided feedback through questionnaires and interviews. Results showed high engagement with observable social communication behaviors and emotional responses in one participant but no consistent short-term changes across the group. All teachers expressed positive views, noting the tool’s visual clarity, ease of use, and alignment with ASD learners’ needs. Usability challenges were minimal but included pacing delays and difficulties managing impulsive behavior. Although limited by sample size and short duration, the findings indicate that VR visual novels are a promising and acceptable approach for practicing social–emotional skills in inclusive classrooms. Further research is needed to evaluate long-term effects and enhance adaptability.
- 11 June 2025
- Published by MDPI AG in Applied Sciences
- Vol. 15 (12) , 6584
Open AccessCombining Virtual Reality Visual Novels and Social Stories to Support Social and Emotional Development in Children with Autism Spectrum Disorder
Autism Spectrum Disorder (ASD) is a neurodevelopmental condition affecting social interaction, communication, and emotional regulation, often requiring specialized educational approaches. Traditional teaching methods may not meet the needs of children with ASD, while visual and interactive formats tend to be more effective. This study examines the use of a virtual reality (VR) visual novel incorporating social stories to support social–emotional learning in children with Level 1 ASD. The intervention used an interactive, choice-based VR environment simulating everyday social situations. Four primary school students participated in a one-week case study, during which they engaged with the VR prototype. Teachers observed the students and provided feedback through questionnaires and interviews. Results showed high engagement with observable social communication behaviors and emotional responses in one participant but no consistent short-term changes across the group. All teachers expressed positive views, noting the tool’s visual clarity, ease of use, and alignment with ASD learners’ needs. Usability challenges were minimal but included pacing delays and difficulties managing impulsive behavior. Although limited by sample size and short duration, the findings indicate that VR visual novels are a promising and acceptable approach for practicing social–emotional skills in inclusive classrooms. Further research is needed to evaluate long-term effects and enhance adaptability.