Φωτεινή Παρασκευά

Γραφείο 304 (Κτίριο Ανδρούτσου)
Τηλέφωνο +30 210-4142755
Email fparaske@unipi.gr
Τίτλος Καθηγήτρια
Ώρες Γραφείου
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Διδασκαλία Εκπαιδευτική Ψυχολογία — 3ο εξάμηνο
Συνεργατικά Περιβάλλοντα Μάθησης — 6ο εξάμηνο
Διδακτική Μεθοδολογία — 7ο εξάμηνο
Συμβουλευτικές Υπηρεσίες — 8ο εξάμηνο

Σύντομο βιογραφικό

Η Φωτεινή Παρασκευά είναι καθηγήτρια στο Τμήμα Ψηφιακών Συστημάτων, του Πανεπιστημίου Πειραιώς. Είναι απόφοιτη του Π.Τ.Δ.Ε. του Πανεπιστημίου Αθηνών (Ε.Κ.Π.Α.), απ’ όπου έλαβε το διδακτορικό της δίπλωμα στο  επιστημονικό πεδίο της Εκπαιδευτικής Ψυχολογίας με έμφαση σε θέματα μάθησης με την υποστήριξη της τεχνολογίας. Η μεταδιδακτορική της έρευνα εστιάστηκε στο πεδίο της Τεχνολογίας της Πληροφορίας και των Επικοινωνιών (Τ.Π.Ε.) στην Εκπαίδευση. Τα επιστημονικά της ενδιαφέροντα αναφέρονται στο χώρο της μάθησης με έμφαση στο σχεδιασμό και την ενσωμάτωση των Τ.Π.Ε. στις εκπαιδευτικές διαδικασίες (εκπαίδευση και κατάρτιση). Διαθέτει επαγγελματική εμπειρία σε διαφορετικά περιβάλλοντα εκπαίδευσης, αλλά και σε οργανισμούς και επιχειρήσεις.

Προτεινόμενα θέματα πτυχιακής εργασίας

  • AI tools for educational scenarios
  • Συνεργατικά περιβάλλοντα μάθησης: σχεδιασμός, ανάπτυξη, εφαρμογή και αξιολόγηση αρχών συνεργατικής μάθησης μέσα από εκπαιδευτικά σενάρια
  • Συνεργατικά περιβάλλοντα μάθησης: κριτήρια δημιουργίας εκπαιδευτικών σεναρίων
  • Εικονικοί ψηφιακοί κόσμοι και ψυχολογικές θεωρίες μάθησης
  • Αυτορυθμιζόμενη μάθηση και e-Learning
  • Ακαδημαϊκή επίδοση και επαγγελματική απόδοση σε ένα περιβάλλον e-Learning
  • Αξιολόγηση σε περιβάλλοντα e-Learning
  • Γνωστικά εργαλεία μάθησης σε ένα περιβάλλον e-Learning
  • Γνωστική, κοινωνική, συναισθηματική και εκπαιδευτική παρουσία σε περιβάλλοντα e-Learning

Δημοσιεύσεις

Δημοσιεύσεις

Δημοσιεύσεις 2010 – 2026

I) ΠΕΡΙΟΔΙΚΑ

  • Bouskos, M. Paraskeva, F. (2026). STEAMscapers: A Digital Escape Room Scenario Based on STEAM and Project-Based Learning, International Journal of Education and Information Technologies, vol. 20, pp. 45-54, DOI: 10.46300/9109.2026.20.6
  • Karampa, V., & Paraskeva, F. (2024). Effective web technologies integration in e-learning 3.0 courses aiming at smart learning. International Journal of Learning Technology, 19(3), 298-331. https://doi.org/10.1504/IJLT.2023.10058678
  • Paraskeva, F.; Alexiou, A. Panoutsos, S.-E. (2021). Computational Thinking through Creative Programming in a Computer Science Course, in International Journal of Innovation, Creativity and Change. ijicc.net, Vol. 15, Issue 7, pp. 1097-1110
  • Alexiou, A., & Paraskeva, F. (2020). ‘Being a student in the social media era: Exploring educational affordances of an ePortfolio for managing academic performance’, International Journal of Information and Learning Technology 37 No. 4, pp. 121-138.
  • Mysirlaki S. & Paraskeva, F. (2020). ‘Emotional Intelligence and Transformational Leadership in Virtual Teams: Lessons from MMOGs’, In Leadership & Organization Development Journal, vol. 41, No 4, pp. 551-566.
  • Mysirlaki S. & Paraskeva, F. (2019). Virtual Team Effectiveness: Insights from the Virtual World Teams of Massively Multiplayer Online Games (MMOGs), Journal of Leadership Studies, V 13(1), pp. 36-55.
  • Alexiou, A. & Paraskeva, F. (2019). Influencing Self-Regulated Learning through a Social Networking ePortfolio in Higher Education, International Journal of Learning Technology, Vol. 14, No.2, pp. 162-192.
  • Retalis, S.; Paraskeva, F.; Alexiou, A. Litou, Z.; Sbrini T. & Limperaki Y. (2018). Leveraging the 1:1 iPad approach for enhanced learning in the classroom, Educational Media International, 55:3, pp. 213-230. DOI: 10.1080/09523987.2018.1512463
  • Gkemisi, S.; Paraskeva, F. ; Alexiou, A. & Bouta H. (2016). Strengthening Collaboration and Communication Skills in an οnline TPD program for 21st–century Educators, International Journal of Learning Technology, Vol. 11, No.4, pp. 340-363.
  • Paraskeva, F.; Alexiou, A.; Koroneou, L.; Mysirlaki, S.; Geomelou, A.; Souki, A-M.; Chatziiliou, A. (2015). ‘The Development of creative thinking through Six Thinking Hats and Web 2.0 Technologies’, In International Journal of Technologies in Learning(iJTL), Vol 22, No 2, pp.15-28.
  • Souki A.M.; Paraskeva, F.; Alexiou, A.; Papanikolaou, K. (2015). Developing personalised e-courses: tailoring students’ learning preferences to a model of self-regulated learning, International Journal of Learning & Technology, Vol. 10, No. 3, pp. 188-202.
  • Bouta, H., Paraskeva, P. (2013). Cognitive Apprenticeship Theory for the Teaching of Mathematics in an online 3D Virtual Environment,  Journal of Mathematical Education in Science and Technology, Taylor & Francis, Vol. 44, Issue 2, pp. 159-178.
  • Bouta, H., Retalis, S., Paraskeva, F. (2012). Utilising a collaborative macro-script to enhance student engagement: A mixed method study in a 3D virtual environment, Computers & Education, Elsevier, 58(1), p. 501-517.
  • Paraskeva, F. & Mysirlaki, S. Vasileiou, V. (2012). Developing Self-Regulation Skills in Virtual Worlds: An Educational Scenario Applied in Second Life, In International Journal of Online Pedagogy and Course Design (IJOPCD), for the special issue on: New Media and New Opportunity: Joyful and Social Learning Vol. 2, Issue, 2, p. 25-43.
  • Bouta, H., Paraskeva, F. (2012). Cognitive Apprenticeship Theory for the Teaching of Mathematics in an online 3D Virtual Environment, International Journal of Mathematical Education in Science and Technology, Taylor & Francis. DOI:10.1080/0020739X.2012.703334.
  • Mysirlaki S. & Paraskeva, F. (2012). Leadership in MMOGs: A Field of Research on Virtual Teams, International Journal of Game-Based Learning (IJGBL), IGI Global (accepted).
  • Paraskeva, F. & Mysirlaki, S. & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning, Computer and Education, Vol. 54, Issue 2, pp. 498-505.
  • Mysirlaki, S. & Paraskeva, F. (2010). Online Games for the Next Generation of Workers, International Journal of Advance Corporate Learning, Vol. 3, N. 4, pp. 21-25.
  • Vasileiou, V. & Paraskeva, F. (2010). Teaching Role-Playing Instruction in Second Life: An Exploratory Study, Journal of Information, Information Technology, and Organizations, Vol. 5, pp. 25-50.

II) ΣΥΝΕΔΡΙΑ

  • Karampa, V., Paraskeva, F. (2026). Investigating the Effectiveness of Agile Scrum Teaching in Engineering E-courses Based on Student Satisfaction. In: Auer, M.E., Toth, P. (eds) Innovation via Collaborative Learning in Engineering Education. ICL 2025. Lecture Notes in Networks and Systems, vol 1847. Springer, Cham. https://doi.org/10.1007/978-3-032-18885-4_54
  • Neofotistou, E., Paraskeva, F. (2026). Technology-Driven Pedagogy for Gifted Education: A Creative Problem-Solving Approach to Training Future Engineering Educators. In: Auer, M.E., Toth, P. (eds) Innovation via Collaborative Learning in Engineering Education. ICL 2025. Lecture Notes in Networks and Systems, vol 1847. Springer, Cham. https://doi.org/10.1007/978-3-032-18885-4_55
  • Karampa V, Paraskeva, F. (2026). Investigating 4Cs Competencies of Senior High School Students through a Digital Educational Escape Room and a Project-based Learning Approach, In proceedings of ‘The Learning Ideas Conference 2026: AI, Teaching, and Learning’, Springer (accepted)
  • Konstantopoulou, V., Paraskeva, F.  (2026). Architecting Digital Educational Escape Rooms: A Framework for Instructional Orchestration, Role-Based Collaboration, and AI-Supported Learning. In: Human Interaction and Emerging Technologies (IHIET 2026). AHFE (2026) International Conference. AHFE Open Access, vol -2. AHFE International, USA.https://doi.org/10.54941/ahfe1008089
  • Konstantopoulou, V., & Paraskeva, F. (2026). A Digital Escape Room for Developing Computational Thinking Through Quadratic Equations and AI Scaffolding:“Find Mr. X”. In International Workshop on Learning Technology for Education Challenges, pp. 208-219. Cham: Springer Nature Switzerland.
  • Karampa, V., Kakava, V., Mellou, A., & Paraskeva, F. (2026). Students as game designers: Fostering AI literacy through project-based learning and design thinking. InProceedings of the European Conference on Games Based Learning.
  • Angelopoulou, I., & Paraskeva, F. (2026). Enacting socio-emotional competences in agile engineering education: Evidence from a digitally mediated collaborative workshop.Proceedings of the International Conference on Interactive Collaborative Learning. [accepted]
  • Karampa, , Kakava, V, Mellou, A. & Paraskeva, F. (2026). Students as Game Designers: Fostering AI Literacy through Project-Based Learning and Design Thinking, ECGBL (accepted)
  • Choustoulakis, E., Garas, C., & Paraskeva, F. (2025). Designing a project-based e-learning course for enhancing English language learning, participation, and peer collaboration among primary school pupils. InINTED2025 Proceedings: 19th International Technology, Education and Development Conference, 6877–6887, IATED. https://doi.org/10.21125/inted.2025.1766
  • Bouskos, M. (2025). The effectiveness of digital escape rooms in STEM education to sixth-grade students[Conference presentation]. APA 2025 Convention, American Psychological Association, August 7–9, Denver, Colorado.
  • Karampa, V., & Paraskeva, F. (2024). Smart learning affordances of web technologies from future ICT teachers’ perspectives. In Á. Rocha, C. Ferrás, & P. C. López-López (Eds.),Information Systems and Technologies: Proceedings of WorldCist 2023, 2, pp. 501–511, Springer. https://doi.org/10.1007/978-3-031-45645-9_48.
  • Paraskeva, F., Neofotistou, E., Alafouzou, A. (2024). ePortfolios Based on Self-Regulated Learning Components in Flexible Learning for Engineers as a Vehicle for Academic and Career Development. In: Rocha, A., Adeli, H., Dzemyda, G., Moreira, F., Colla, V. (eds) Information Systems and Technologies. WorldCIST 2023. Lecture Notes in Networks and Systems, vol 800. Springer, Cham. https://doi.org/10.1007/978-3-031-45645-9_47
  • Karampa, V., & Paraskeva, F. (2024). Team effectiveness of higher education students through project-based and agile education for sustainable development. In Tareq Ahram and Redha Taiar (Eds.), Human interaction and emerging technologies (IHIET-AI 2024): Artificial intelligence and future applications (Vol. 120). AHFE Open Access, vol 120. AHFE International, USA. https://doi.org/10.54941/ahfe1004554.
  • Neofotistou, E.; Paraskeva, F. (2024). Digital creativity and problem-solving in higher engineering education: Developing an e-course using the educational affordances of STEAM methodology. In: Tareq Ahram and Redha Taiar (eds) Human Interaction and Emerging Technologies (IHIET-AI 2024): Artificial Intelligence and Future Applications. AHFE (2024) International Conference. AHFE Open Access, vol 120. AHFE International, USA. http://doi.org/10.54941/ahfe1004588
  • Karampa, V., & Paraskeva, F. (2024). Digital educational escape rooms as e-courses using D-EER4SmL: Investigation of motivational affordances. Proceedings of the 18th European Conference on Games Based Learning, 18(1), pp. 480–489. https://doi.org/10.34190/ecgbl.18.1.2697.
  • Paraskeva, F., Choustoulakis, E., Karampa, V., Lepenitsa, S., & Nikoloudakis, D. (2024). Investigating the impact of agile Scrum processes on student engineers’ 21st century (4Cs) skills. In L. Uden & D. Liberona (Eds.), Learning technology for education challenges (Vol. 2082, pp. 96–109). Springer. https://doi.org/10.1007/978-3-031-61678-5_8.
  • Paraskeva, F.; Aggelopoulou, I. Fragos, C. and Bouta, H.(2024). Using Escape Rooms to Support Learners’ “Equations-Escapes” in e-learning: Applied MCIEC Model in Mathematics Learning,”2024 International Conference on Applied Mathematics & Computer Science (ICAMCS),  53-59, doi: 10.1109/ICAMCS62774.2024.00013.
  • Angelopoulou, I., & Paraskeva, F. (2024). A guiding matrix for integrating AI and ed-tech in SEL: Filling the research gaps[Poster presentation]. ENSEC 2024, Chania, Greece.
  • Karampa, V., & Paraskeva, F. (2023). A smart pedagogical framework facilitated by web technologies for ICT students’ motivation. In L. Uden & D. Liberona (Eds.), Learning technology for education challenges. LTEC 2023 (Communications in Computer and Information Science, Vol. 1830, pp. 228–240). Springer. https://doi.org/10.1007/978-3-031-34754-2_19 . (Best Paper Award)
  • Karampa, V., & Paraskeva, F. (2022).Education for Sustainable Development. The design of a STEAM Workshop for Students’ Education on Internet Safety, In 2022 3rd Scientix Conference on STEM Education, B, pp. 148-157, Athens, 23-25 September.
  • Karampa, V., & Paraskeva, F. (2022). Engineering for sustainable development: A smart pedagogical framework for developing IoT projects applied to climate action – Practices and challenges. In L. Uden & D. Liberona (Eds.), Learning technology for education challenges. LTEC 2022 (Communications in Computer and Information Science, Vol. 1595, pp. 81–97). Springer. https://doi.org/10.1007/978-3-031-08890-2_7.
  • Alikari, SN., Paraskeva, F., Bouta, H. (2022). Empowering E-course Effectiveness and Student’s Motivation Through Inquiry Based Learning Aligned to ARCS Motivation Model in Moodle Workplace. In: Uden, L., Liberona, D. (eds) Learning Technology for Education Challenges (LTEC 2022). Communications in Computer and Information Science, vol 1595. p. 55-67, Springer, Cham. https://doi.org/10.1007/978-3-031-08890-2_5
  • Christolouka, I.; Paraskeva, F.; Alexiou, A.; Souki, A.; (2021). Improving Students’ Learning in Higher Education with a Digital Management System: Cases for Learning Computer Science Students using Self-Regulated Learning techniques, In 13th International Conference on Education and New Learning Technologies Online Conference. 5-6 July, 11817- 11828(ISSN: 2340-1117 doi: 10.21125/edulearn.2021 IATED)
  • Vagianou, M., Paraskeva, F., Karampa, V., Bouta, H. (2021). Applying Motivational Techniques and Gamified Elements on Instructional Design Models for Effective Instruction in Secondary Education. In: Uden, L., Liberona, D. (eds) Learning Technology for Education Challenges. Communications in Computer and Information Science, V. 1428. (pp. 111-123), Springer, Cham.https://doi.org/10.1007/978-3-030-81350-5_10
  • Paraskeva, F., Karampa, V., Christolouka, I. & Kampoli, K. (2021). Educational Affordances in a Framework Using Computer Supported Collaborative Learning for Innovative Teaching and Learning in Higher Education.In International Conference of Education, Research and Innovation pp: 6811-6821. IATED.
  • Paraskeva, F., Neofotistou, E., Alafouzou, A., & Alexiou, A. (2020). Poster: Exploring the educational affordances of an academic ePortfolio for engineer students through a Self-regulated Learning framework. In M. E. Auer & T. Tsiatsos (Eds.),Internet of Things, Infrastructures and Mobile Applications: Proceedings of the 13th IMCL Conference, 158–166, Springer,  https://doi.org/10.1007/978-3-030-49932-7_16
  • Karra, S.; Karampa, V.; Paraskeva, F. (2019). ‘Gamification Design Framework Based on SDT for Adult Motivation’, In Learning Technology for Education Challenges: 8th International Workshop, LTEC 2019, Zamora, Spain, July 15–18, 2019, Proceedings, by Lorna Uden,Dario Liberona, Galo Sanchez, Sara Rodríguez-González, pp. 67-78.
  • Paraskeva, F.; Alexiou, A.; Bouta, H.; Mysirlaki, S. Souki, A. & Sotiropoulos, D. (2019). ‘Motivating engineer students in e-learning courses with Problem Based Learning and Self-Regulated Learning on the apT2CLE4‘Research Methods’ Environment’, In Learning Technology for Education Challenges: 8th International Workshop, LTEC 2019, Zamora, Spain, July 15–18, 2019, Proceedings, by Lorna Uden,Dario Liberona, Galo Sanchez, Sara Rodríguez-González, pp. 189-201.
  • Karampa and Paraskeva F. (2019). Smart learning environments: A blend of ICT achievements and smart pedagogy for the world sustainable development. In T. Ahram, R. Taiar, S. Colson, & A. Choplin (Eds.), Human interaction and emerging technologies. IHIET 2019 (Advances in Intelligent Systems and Computing, Vol. 1018, pp. 482–488). Springer. https://doi.org/10.1007/978-3-030-25629-6_75.
  • Koltsiakis E., Paraskeva F., Bouta, H. (2018). Designing a conceptual framework to enhance Teacher Professional Development in a 3D VLE. In: Uden L., Liberona D., Liu Y. (eds) Learning Technology for Education Challenges. LTEC 2018, Poland, Communications in Computer and Information Science, vol 870, pp. 213-225, Springer, Cham
  • Karampa, V., & Paraskeva, F. (2018). A Motivational Design of a Flipped Classroom on Collaborative Programming and STEAM. In International Workshop on Learning Technology for Education in Cloud vol 870, pp. 226-238, Springer, Cham.
  • Karampa, V. & Paraskeva, F. (2018).The Case-Study of “Young Programmers Travel with Odysseus”. In Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 1868-1872). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved July 3, 2018 from The Case-Study of “Young Programmers Travel with Odysseus”
  • Alexiou, A. & Paraskeva, F. (2018). Triggering Students’ Ability to Influence Their Motivation and Affect Through a Self-Regulated Career-Oriented ePortfolio, American Educational Research Association (AERA 2018 Annual Meeting), New York, pp. 13 –17.
  • Melissourgos A.; Paraskeva F.(2017). In a Q-Quest to learn: A collaborative game that supports evaluation, In 11thEuropean Conference on Games Based Learning (ECGBL), edited by Maja Pivec and Dr Josef Grundler, ISBN e-book: 978-1-911218-57-9, www.academic-publishing.org, pp. 907-915.
  • Mysirlaki S. & Paraskeva, F. (2017). Moving from the Virtual to The Real World: Is Leadership in MMOGS a Transferable Skill?, In 11thEuropean Conference on Games Based Learning (ECGBL), edited by Maja Pivec and Dr Josef Grundler, pp. 851-859, ISBN e-book: 978-1-911218-57-9,
  • Chatziiliou, A.; Paraskeva,F.(2017). Building Global citizenship competence through a serious game in a virtual learning environment to make higher education students better employable candidates in the global workplace, InEDULEARN17 Proceedings, ISBN: 978-84-697-3777-4, pp. 6585-6595.
  • Giannakou I.; Paraskeva, F.; Alexiou, A.; Bouta H. (2016). A case of Emotional Intelligence for Teachers’ Professional Development: Emotions & Connections are Ubiquitous in Second Life, In: Uden L., Liberona D., Feldmann B. (eds) Learning Technology for Education in Cloud – The Changing Face of Education. LTEC 2016. Communications in Computer and Information Science, vol 62, pp 39-50,Springer, Cham.
  • Nikolakopoulos, A. & Paraskeva, F. (2015). Exploring Students’ Reading Self-Efficacy Beliefs within Digital Environments: A Case Study with Amazon Kindles. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015(pp. 859-865). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
  • Mysirlaki, S. and Paraskeva, F. (2015).  Training Emotionally Intelligent Leaders: The Case of Massively Multiplayer Online GamesProceedings of ECGBL, 8-9 Oct. 2015, Norway,pp. 687-694.
  • Sideris, D., Paraskeva, F., Alexiou, A., Chatziiliou, A. (2014). Create a ‘Wonderful’ Virtual World: the Case of Arigatou in Second Life,University of Piraeus, 8th European Conference on Games Based Learning – ECGBL 2014, Berlin, Germany, 9-10 October 2014, pp. 775-783.
  • Nikolakopoulos, A. & Paraskeva, F. (2014). Introducing new digital challenges for reading comprehension: A case study with dedicated e-Readers, In The 14th IEEE International Conference on Advanced Learning Technologies – ICALT 2014, Athens 2014ICALT 2014, Athens 2014, pp. 421-422 DOI /10.1109/ICALT.2014.126.
  • Alexiou A., Paraskeva, F. (2014). Implementing a Self-Regulated Oriented ePortfolio: The design of an Affective Goal-Setting Plugin, In The 14th IEEE International Conference on Advanced Learning Technologies – ICALT 2014, Athens 2014 pp. 474 – 476.
  • Paraskeva, F.; Chatziiliou, A. & Alexiou, A. (2013). Arguing to Learn and Learning to Argue in Second Life, In 3rdInternational Conference on the Innovative Computing Technology (INTECH 2013), Aug. 29-31 London, UK pp. 205-207 ISBN:978-1-4799-0047-3. Paraskeva, F.; Chatziiliou, A. & Alexiou, A. (2013). Collaborative Creativity & Six Thinking Hats Virtually Enhance 21stCentury Skills, Poster, In American Psychological Association, Annual Convention, July 31- Aug. 2, Hawaii.
  • Alexiou, A. & Paraskeva, F. (2013). Exploiting Motivation and Self-efficacy through the Implementation of a Self-Regulated Oriented e-Portfolio, in International Conference of e-Learning in the Workplace, ICEPW, June 12-14, 2013, NY.
  • Paraskeva, F. & Alexiou, A. (2012). Exploiting a Gaming Learning Environment in an Educational Psychology course 120th Annual Convention of the American Psychological Association (APA), Orlando, US.
  • Souki, Α., Alexiou, Α. Paraskeva, F. (2012). Aligning Learning Styles with Self-Regulated Learning for effective e-Learning Courses, European Conference on Educational Research, EERA-ECER, Catiz’ Spain.
  • Souki, Α., Alexiou, Α., Papanikolaou, K. Paraskeva, F. (2012). Combining Learners’ Characteristics with a Self-Regulated Learning Model in an Adaptive Educational Hypermedia System for maximizing Learning, 11th International Conference on Intelligent Tutoring Systems (ITS2012), the 4th Workshop on Self-Regulated Learning in Educational Technologies (SRL@ET): Modeling, Evaluating, Supporting, and Fostering MetaCognition with Computer-Based Learning Environments, Crete.
  • Mysirlaki, S. & Paraskeva, F. (2011). Massive Multiplayer Online Games as Activity Systems, for the 5th European Conference on Games-Based Learning (ECGBL 2011), Mini Track on Empirical Evidence on the Effectiveness of Games-Based Learning, Athens, p. 412-421.
  • Alexiou, A. & Paraskeva, F. (2011). A self-regulated oriented ePortfolio in order to promote 21st century life and career competencies. Proceedings of the 9th International ePortfolio & Identity Conference, 11-13 July 2011, The IET, Savoy Place, London, UK, p. 71-78.
  • Tavoulari, K., Paraskeva, F. & Choustoulakis, E. (2011). Using Cognitive Flexibility Theory as an instructional and collaborative model for teaching students in higher education. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (p. 2599-2604). Chesapeake, VA: AACE.
  • Paraskeva F., Mysirlaki S., Alexiou A. and Mitroliou, A. (2011). A Game-Based Learning Context for Teacher Professional Development, Guide Rome, In 5th International GUIDE Conference for E-learning innovative models for the integration of education, technology and research, p. 67-78.
  • Paraskeva, F & Alexiou, A. (2011). Aligning a conceptual framework based on self-regulated learning theory for learning process with an e-portfolio tool, Self-regulated Learning in Technology Enhanced Learning Environments: Problems and Promises, Shaker Verlag Aachen, p. 168-180.
  • Alexiou, A. & Paraskeva, F. (2010). Enhancing self-regulated learning skills through the implementation of an e-portfolio tool, Elsevier, Social and Behavioral Sciences 2(2) pp. 3048-3054.
  • Mysirlaki, S. & Paraskeva, F. (2010). MMOGs: learning and motivation, 7th Pan-Hellenic Conference in ICT in Education, Korinthos, Greece.
  • Talanti I., Paraskeva F., and Poulymenakou A. (2010). Workplace E-learning: Exploring Factors Affecting Perceived Transfer of Training, 14th Pan-Hellenic Conference on Informatics (PCI), Tripoli, Greece.
  • Paraskeva, F.; Mysirlaki, S.; Alexiou, A.  (2010). A CSCL approach to enhance self-regulation skills in e-learning, GUIDE International Workshop, New Challenges for e-Learning in cultural, scientific and socio-economic development, Rome, Italy.
  • Makri-Botsari E. & Paraskeva, F. (2010). Exploring the Personality Characteristics in Information and Digital Age Expertise World Conference on Learning, Teaching and Administration, Vol. 9, pp. 1705-1716.
  • Mysirlaki, S. & Paraskeva, F. (2010). Intrinsic Motivation and the Sense of Community in Multiplayer Games: An extended framework for educational game design, 14th Pan-Hellenic Conference on Informatics (PCI), Tripoli, Greece.

III) ΚΕΦΑΛΑΙΑ ΣΕ ΒΙΒΛΙΑ

  • Angelopoulou, I., & Paraskeva, F. (2026). Embedding Social-Emotional Learning in Higher Education: Preparing Socially Impactful Professionals (accepted Ch/Book)
  • Paraskeva, F., Karampa, V., & Brinia, V. (2020). Sustainable development in higher education: A constructivist conceptual framework for smart learning and education. In V. Brinia & J. P. Davim (Eds.), Designing an innovative pedagogy for sustainable development in higher education (pp. 17–34). CRC Τaylor&Francis Press https://doi.org/10.1201/9780429060199-2.
  • Paraskeva, F. (2018). ‘Exploiting Innovative Technology-Enhanced Learning Environments for Teacher Professional Development’, In, ‘Strategies for Deep learning with Digital Technology: Theories and Practices in Education’, R. Z. Zheng, pp. 249-267, NOVA Publ. NY, ISBN: 978-1-53613-182-6.
  • Mysirlaki, S., & Paraskeva, F. (2018). Educating the Future Workforce: Bridging the Gap between Learners’ Needs and Skills in Need. In Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings (pp. 81-100). IGI Global.
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