Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Alexandros Kleftodimos has a total of 19 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Distance Teacher Education on Intangible Cultural Heritage Through Information and Communication Technologies (ICT): The Case of the Kastoria Carnival (Ragoutsaria)

    by Alexandros Kapaniaris, Alexandros Kleftodimos

    Intangible Cultural Heritage (ICH) is a field of cultural transmission in which communities, practices, knowledge, skills, and forms of expression are reinterpreted across generations. Its integration into teacher education can connect local cultural knowledge with pedagogical design, digital technologies, and reflective professional learning. This study explores the experiences and perceptions of primary teachers participating in a distance-training programme focused on the Kastoria Carnival (Ragoutsaria), an example of living intangible cultural heritage. The programme, implemented through the Centre for Training and Lifelong Learning (KEDIVIM) of the University of Western Macedonia, incorporated UNESCO’s six-step pedagogical approach to living heritage. An exploratory qualitative design was adopted. Data were generated through semi-structured interviews, reflective narratives, and educational artefacts produced by participating teachers. The data were examined through thematic analysis, combining sensitizing categories from the conceptual framework with emergent themes. Triangulation across the three sources strengthened trustworthiness. Participants described ICH as a community-based resource associated with cultural awareness, pedagogical planning, digital storytelling, and reflective professional learning. They also identified challenges concerning cultural material selection and interpretation, digital competence, time requirements, and transforming local knowledge into educational activities. The study illustrates how distance education and ICT can support context-sensitive pedagogical design through living heritage approaches.

  • Open Access

    Extended Reality (XR) Applications in Environmental Education

    by Athanasios Evagelou, Alexandros Kleftodimos

    Environmental education plays a crucial role in developing knowledge, attitudes, skills, and environmental awareness for understanding contemporary socio-environmental challenges. Since environmental issues are often complex, locally situated, and connected to real ecosystems, pedagogical approaches that support experiential, situated, place-based, and inquiry-based learning are particularly important. In this context, Extended Reality technologies, such as Augmented Reality, Virtual Reality, and Mixed Reality, offer new opportunities to enrich environmental education by connecting physical observation with digital representations, spatial data, simulations, and interactive learning environments. The present paper examines the role of XR applications in environmental education, with emphasis on field-based learning, ecological observation, environmental inquiry, education for sustainable development, and the emerging role of Artificial Intelligence. It presents the main technological categories, their pedagogical foundations, representative applications of AR, VR, MR, and hybrid XR approaches, as well as key challenges related to pedagogical design, accessibility, technical reliability, content accuracy, and the long-term sustainability of such applications.

  • Open Access

    Extended Reality Applications in Environmental Education: A Field Learning Approach to Understanding Lake Ecosystems

    by Athanasios Evagelou, Alexandros Kleftodimos

    This study examines the design and pedagogical evaluation of Extended Reality (XR) applications, with a primary focus on location-based Augmented Reality (AR). The XR applications were implemented within an environmental education program delivered by the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria, aiming to enhance students’ understanding of lake ecosystems and environmental awareness through immersive, situated learning experiences. The development followed the ADDIE instructional design framework and was grounded in principles of experiential and situated learning. The educational intervention was conducted in an authentic field setting along the shoreline of Lake Kastoria and combined location-based AR activities with complementary immersive VR experiences. Evaluation data were collected through a structured questionnaire administered to 271 primary and secondary school students, employing XR-relevant constructs including Challenge/Satisfaction/Enjoyment, Ease of Use, Usefulness/Knowledge, Experiential and Situated Learning, Interaction/Collaboration, and Intention to Reuse. In addition, accompanying teachers provided supplementary qualitative feedback to support the interpretation of the findings under authentic field conditions. Descriptive statistical analysis indicated consistently high scores across all constructs (M = 3.27–4.40, SD = 0.41–0.64). Pearson correlation analysis revealed strong associations between Experiential/Situated Learning and Usefulness/Knowledge (r = 0.737), Experiential/Situated Learning and Challenge/Satisfaction/Enjoyment (r = 0.642), Intention to Reuse and Challenge/Satisfaction/Enjoyment (r = 0.635), as well as Usefulness/Knowledge and Challenge/Satisfaction/Enjoyment (r = 0.619). Multiple regression analyses further supported key relationships, including Usefulness/Knowledge as a predictor of Experiential/Situated Learning (β = 0.57, p < 0.001), Experiential/Situated Learning as a predictor of Challenge/Satisfaction/Enjoyment (β = 0.47, p < 0.001), and Interaction/Collaboration as a predictor of Intention to Reuse (β = 0.31, p < 0.001). Intention to reuse was mainly associated with interaction and collaboration, enjoyment and motivation, perceived usefulness/knowledge, and ease of use. Overall, the findings indicate that XR-supported outdoor learning is positively associated with key experiential, emotional, social, and perceived learning dimensions when embedded within a coherent pedagogical framework.


  • Open Access

    Experiential Approach to a Neolithic Lakeside Settlement Using Extended Reality (XR) Technologies

    by Athanasios Evagelou, Alexandros Kleftodimos, Magdalini Grigoriou, Georgios Lappas

    The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria. With the use of augmented, mixed, and virtual reality technologies, an attempt is made to enrich the knowledge and experiences of the students during their visit to the representation of the Neolithic settlement (open-air museum) and their active participation in the learning process. Students take on roles such as those of an archeologist, a detective, and an explorer. By utilizing mobile devices and leveraging GPS technology, students search for and identify virtual findings at the excavation site, travel through time, and investigate the resolution of a mystery (crime) that occurred during the Neolithic period, exploring and navigating the space of the neolithic representation interacting with real and virtual objects, while through special VR glasses they discover the lifestyle of neolithic man. The design of the applications was based on the ADDIE model, while the evaluation was conducted using a structured questionnaire for XR experiences. The fundamental constructs of the questionnaire were defined as follows: Challenge, Satisfaction/Enjoyment, Ease of Use, Usefulness/Knowledge, Interaction/Collaboration, and Intention to Reuse. A total of 163 students were involved in the study. Descriptive statistics showed consistently high scores across factors (M = 4.21–4.58, SD = 0.41–0.63). Pearson correlations revealed strong associations between Challenge—Satisfaction/Enjoyment (r = 0.688), Usefulness/Knowledge—Intention to Reuse (r = 0.648), and Satisfaction—Intention to Reuse (r = 0.651). Regression analysis further supported key relationships such as Usefulness/Knowledge—Intention to Reuse (β = 0.31, p < 0.001), Usefulness/Knowledge—Interaction/Collaboration (β = 0.34, p < 0.001), Satisfaction/Enjoyment—Usefulness/Knowledge (β = 0.42, p < 0.001) and Challenge—Satisfaction/Enjoyment (β = 0.69, p < 0.001). Overall, findings suggest that well-designed XR experiences can support higher engagement, perceived cognitive value, and intention to reuse in authentic outdoor learning contexts.


  • Open Access

    Experiential Approach to a Neolithic Lakeside Settlement Using Extended Reality (XR) Technologies

    by Athanasios Evagelou, Alexandros Kleftodimos

    The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria and were designed with the aim of enhancing the experiential experiences of the students in the neolithic lakeside settlement in Dispilio, Kastoria. With the use of augmented, mixed and virtual reality technologies, an attempt is made to enrich the knowledge and experiences of the students during their visit to the representation of the Neolithic settlement (open-air museum) and their active participation in the learning process. Students take on roles such as that of an archaeologist, a detective, and an explorer. By utilizing mobile devices and leveraging GPS technology, students search for and identify virtual findings at the excavation site, travel through time, and investigate the resolution of a mystery (crime) that occurred during the Neolithic period, exploring and navigating the space of the neolithic representation interacting with real and virtual objects, while through special VR glasses they discover the lifestyle of neolithic man. The paper presents the application design criteria, thematic focus, learning objectives, and basic functions. It also aims to provide ideas and guidance to educators of various specialties who wish to create applications that transform educational visits to open archaeological sites and museums into exciting extended reality experiences. In addition, the paper presents findings from quantitative research that evaluates the learning experience through a questionnaire, adapted for XR applications, as well as the views - attitudes of accompanying teachers. The results of the survey show that extended reality-enhanced (XR) educational activity enhanced students' interest and engagement and facilitated a collaborative learning environment.


  • Open Access

    Augmented Reality for Natural Heritage Education: A Design Framework for Enhancing Indoor Experiences

    by Athanasios Evagelou, Alexandros Kleftodimos, Magdalini Grigoriou, Georgios Lappas

    Augmented Reality (AR) seamlessly blends the real-world environment with digitally generated content, creating an interactive hybrid experience where both realities coexist. This paper explores an augmented reality application developed for natural heritage education, specifically designed to enhance indoor learning. The focus is on a learning activity titled Exploring the Aquarium, implemented by the Education Centre for the Environment and Sustainability (E.S.E.C.) of Kastoria as part of an environmental education program. The activity enriches students’ knowledge and experiences during their aquarium visit, fosters active participation in the learning process, stimulates cognitive interest, and encourages actions that support the ecological restoration of aquatic ecosystems. This paper presents the application’s design criteria, thematic focus, learning objectives, and core functionalities. Additionally, the paper presents findings from quantitative research evaluating the learning experience. A questionnaire tailored for AR applications was employed to assess aspects such as challenge, educational value (knowledge gained), user collaboration, and intention to reuse the app. Data were collected from 148 K-12 students during the 2023–2024 school year. Descriptive statistical analysis revealed that all factors were evaluated highly. The results indicate that the AR-enhanced educational activity captured the students’ interest and facilitated a collaborative learning environment. The application was positively rated for its functionality, usability, informational content, and the satisfaction it provided, as well as its ability to encourage cooperation and future reuse.


  • Open Access

    Location-Based Augmented Reality in Education

    by Alexandros Kleftodimos, Athanasios Evagelou

    Location-based Augmented Reality (AR) refers to educational mobile applications where a layer of digital content overlays the users’ physical environment when the users reach specific geographical locations. Unlike marker-based AR, which relies on predefined visual triggers (e.g., 2D images), location-based AR relies on GPS sensors and other positioning technologies and techniques to overlay digital content such as text, images, 3D models, animations, video, or audio onto the physical world based on the user’s real-time location. This approach transforms physical spaces into dynamic learning environments, enabling students to engage with educational content in a way that is tied to their immediate surroundings, adopting in this way principles of learning theories such as situated learning and place-based learning.


  • Open Access

    Computer-Animated Videos in Education: A Comprehensive Review and Teacher Experiences from Animation Creation

    by Alexandros Kleftodimos

    Animated videos have been used in education for many years, and their efficacy in enhancing student motivation, engagement, and performance has been evaluated and reported in many studies. The aim of this study is twofold. First, after examining seventy-seven research articles, this study will attempt to provide an updated comprehensive literature review on the topic for the last decade. The articles were obtained from Google Scholar and Scopus following a certain methodology (search keywords, inclusion and exclusion criteria). The articles were examined for aspects such as the educational fields in which animated videos have been utilized over the last ten years, the researchers’ countries, the types of animated videos, the software tools used to create the educational animations, the research methods employed, and the aims and findings of the studies. The second part of this paper will present animated videos produced by teachers together with their experiences from the development process and classroom use. This study concentrates on the software tools the educators chose to use and their perceptions about developing their own animations. Findings indicate that when animated videos are produced by teachers, their creativity is boosted, and their communication skills are enhanced.


  • Open Access

    Creating Location-Based Mobile Applications for Tourism: A Virtual AR Guide for Western Macedonia

    by Athanasios Evagelou, Alexandros Kleftodimos, Georgios Lappas

    Augmented reality (AR) applications are currently used in many fields for communication and educational purposes. Tourism is also a sector where augmented reality is used for destination marketing and cultural heritage promotion. This study will focus on mobile location-based AR applications and their potential in tourism. Such applications can guide tourists to places of interest and enhance their overall experience. The aim of this paper is to present a mobile application that was created for tourists visiting the region of Western Macedonia, Greece. The application was developed in order to guide the users in the region, entertain them, and educate them about the region’s sights, cultural heritage, and other special characteristics. The paper also aims to present a large set of features that are present in the application, including various types of AR (marker-based, markerless, and location-based) in order to provide designers who wish to create AR applications for tourism with new ideas. The application was validated by a usability test, and its features were evaluated by 39 participants who completed a questionnaire with 29 Likert-scale items. This procedure revealed the level of acceptance for the application features, and valuable feedback was also received during a discussion with the participants about how the application could be upgraded in the future.