Bakgrunn og aktiviteter
Michail N. Giannakos is an Associate Professor at the Department of Computer Science, Norwegian University of Science and Technology (NTNU). His research interests focus on the design and study of emerging technologies and pedagogies in online and hybrid education settings, and their relationship to student and instructor experiences and practices. His research interests center on making sense of users experiences and practices in order to redesign and optimize the education settings and systems. His goal is to understand why and how learners and scholars use technologies in the ways that they do. Dr. Giannakos has developed and experimented with learning environments since 2008, and since that time has single- or co-authored more than a hundred manuscripts published in peer-reviewed journals and conferences. He has worked at several research projects funded by diverse sources like European Commission (EC), Microsoft Research, The Research Council of Norway (RCN), National Science Foundation (NSF), German agency for international academic cooperation (DAAD) and Cheng Endowment; Giannakos is also a recipient of a Marie Curie/ERCIM fellowship as well as a RCN young talented researcher grant (the Norwegian equivalent to a CAREER award)
Vitenskapelig, faglig og kunstnerisk arbeid
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- (2017) Entertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through making. Entertainment Computing. vol. 21.
- (2017) Gamifying informal learning activities using interactive displays: an empirical investigation of students’ learning and engagement. Smart Learning Environments. vol. 4 (2).
- (2017) Investigating the potential of the flipped classroom model in K-12 ICT teaching and learning: An action research study. Educational Technology & Society. vol. 20 (1).
- (2017) Learning Analytics for Learning Design: Towards Evidence-Driven Decisions to Enhance Learning. Lecture Notes in Computer Science. vol. 10474.
- (2017) Supporting adaptive learning pathways through the use of learning analytics: developments, challenges and future opportunities. Interactive Learning Environments.
- (2017) Designing social commerce platforms based on consumers ’ intentions. Behavior and Information Technology.
- (2017) Big data analytics capabilities: a systematic literature review and research agenda. Information Systems and E-Business Management.
- (2017) Reviewing the affordances of tangible programming languages: Implications for design and practice. IEEE Global Engineering Education Conference, EDUCON.
- (2017) Mobile learning adoption through the lens of complexity theory and fsQCA. IEEE Global Engineering Education Conference, EDUCON.
- (2017) Assessing Student Behavior in Computer Science Education with an fsQCA Approach: The Role of Gains and Barriers. ACM Transactions on Computing Education. vol. 17 (2).
- (2017) Investigating students’ use and adoption of with-video assignments: lessons learnt for video-based open educational resources. Journal of Computing in Higher Education.
- (2017) Sense and sensibility in personalized e-commerce: How emotions rebalance the purchase intentions of persuaded customers. Psychology & Marketing. vol. 34 (10).
- (2017) Social Media and Analytics for Competitive Performance: A Conceptual Research Framework. Lecture Notes in Business Information Processing. vol. 263.
- (2016) An international perspective on Facebook intrusion. Psychiatry Research. vol. 242.
- (2016) Cultural and Personality Predictors of Facebook Intrusion: A Cross-Cultural Study. Frontiers in Psychology. vol. 7 (1895).
- (2016) Mobile Applications to Support Learning Activities in a Science Center. American Educational Research Association. Annual Meeting Program.
- (2016) Orchestrating 21st Century Learning Ecosystems using Analytics. CEUR Workshop Proceedings. vol. 1601.
- (2016) Exploring the relationship between video lecture usage patterns and students' attitudes. British Journal of Educational Technology. vol. 47 (6).
- (2016) Video-based learning ecosystem to support active learning: application to an introductory computer science course. Smart Learning Environments. vol. 3.
- (2016) Understanding student retention in computer science education: The role of environment, gains, barriers and usefulness. Education and Information Technologies : Official Journal of the IFIP technical committee on Education.