Project SlideWiki for collaborative learning design (ATHENA research center)

Period: 05/2018 – 11/2018

SlideWiki ( is a platform aiming to facilitate the collaboration around educational content. Focusing on educational content creation, the platform is grounded on reusable content authoring and large-scale community collaboration (or crowd-sourcing). In this project we used SlideWiki in an undergraduate course on educational technology in order to evaluate specific functionalities of the platform in a real educational setting.


Moundridou, Μ., Zalavra, E., Papanikolaou, K. and Tripiniotis, A. Collaboratively Developing Open Educational Resources for Engineering Educators in SlideWiki. International Journal of Engineering Pedagogy (iJEP), Vol. 9 No. 2, 2019.



Enhancing Communities of Inquiry through Learning Analytics and Gamification’ (ACQUAINT)

Period: 09/2018 έως 2/2021


  1. Papanikolaou, K., Tzelepi, M., Moundridou, M., & Petroulis, I. (2020). Employing Social Network Analysis to Enhance Community Learning. In Kumar V., Troussas C. (eds), Intelligent Tutoring Systems. ITS 2020. Lecture Notes in Computer Science, vol 12149. Springer, Cham.
  2. Tzelepi, M., Makri, K., Petroulis, I., Moundridou, M., & Papanikolaou, K. (2020). Gamification in online discussions: How do game elements affect critical thinking? In Proceedings of the 2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT). Tartu, Estonia: IEEE.
  3. Petroulis I., Tzelepi M., Papanikolaou K. On the Design of Gamification Elements in Moodle Courses. In: Liapis A., Yannakakis G., Gentile M., Ninaus M. (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science, vol 11899, 2019. Springer, Cham.

The research project ‘Enhancing Communities of Inquiry through Learning Analytics and Gamification’ (ACQUAINT) focuses on mechanisms for enhancing Communities of Inquiry (CoI) in a blended teacher-training context, as a means to improve the quality of the teaching/learning experience. The aim is to design a digital learning environment on the Moodle platform that promotes trainees’ self-action, collaboration and interaction. In this environment, we will integrate and evaluate: (a) mechanisms for the analysis of multidimensional learning interactions that occur between the members of a CoI and the digital environment (learning analytics); (b) gamification means (badges) for promoting good practices in order to increase learners’ engagement and assist their subsequent cognitive development. The originality of the proposed research stems from its main purpose which is to synthesize in a single blended learning design, the appropriate learning analytics mechanisms and gamification means for promoting good practices, based on the CoI theory.