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Computational Tools and Research Environments

Learning Environments and Systems

Archaeological Tools and Information Systems

A detailed timelined view of my portfolio can be found in the download page.

COMPUTATIONAL TOOLS AND RESEARCH ENVIRONMENTS

Scratch is a programming environment for youth at Computer Clubhouses and novices to create animations, games, and interactive art. 2003-2006, Massachusetts Institute of Technology, Media Laboratory, Lifelong Kindergarten Group

CodaChrome graphical programming environment and hardware for the creation of electronic jewelry and interactive art, using programmable tricolor LEDs. Thesis research focus on the implications on such new media on the children’s grasp of temporal concepts. 2001-2003, Massachusetts Institute of Technology, Media Laboratory, Grassroots Invention Group

Project C3 (Children in Choros and Chronos) involved the development of a GPS enabled system for map generation by 6-year olds communicating through walkie-talkies in activities like map reading, model constructing and navigating. 1998-2000, Computer Technology Institute, Patras, Greece

E-Slate is an exploratory learning environment, where custom designed software components can be connected to create Microworlds, to implement an educational activity design. 1993-2003 Computer Technology Institute, Patras, Greece

 

Project e-Gadgets (Extrovert Gadgets) developed a conceptual framework called Gadgetware Architectural Style (GAS), to construct gadgetworlds (configuration of GAS-aware artifacts), which exhibits collective behavior that exceeds the sum of the individual capabilities of its artifacts. 2000-2002 Computer Technology Institute, Patras, Greece

 

LEARNING ENVIRONMENTS AND SYSTEMS

Project MENTOR multimedia educational software for foreign language learning in high schools through the utilization of the internet. 1998-2000, Computer Technology Institute, Patras, Greece

 

Xenios is the continuation of the Mentor project where the greek software and materials were repurposed, extended, and repackaged to be used by high school teachers across Greece. 2000-2001 Computer Technology Institute, Patras, Greece

Projects Odysseas, Seirines, Nafsika: Action Odysseia was a cluster of 19 projects aiming at the incorporation of computers and network technologies in everyday school practise for all disciplines in more than 300 high-schools in Greece. It built the school labs’ infrastructure, developed educational software, educated 100 teacher trainers and educated around 6.000 school teachers. Odysseas was a pilot project for the first 30 schools. Seirines and Nausika were the pilot projects for the educational software development and their successful outcomes were produced in large scale. 1998-2002, Computer Technology Institute, Patras, Greece

Project YDEES aimed at developing exploratory learning environments for mathematics, geography, physics and music. 1995-1998, Computer Technology Institute, Patras, Greece

 

ARCHAEOLOGICAL TOOLS AND SYSTEMS

Project SATEP involved the design and development of the information system SATEP for the archaeological excavation and documentation in the prehistoric excavation in Dispilio, Greece. 1998-2001, Computer Technology Institute, Patras & Prehistoric Excavation in Dispilio in Kastoria, Greece

BS thesis project implemented a system for the archaeological excavation documentation of the Toumba excavation in Thessaloniki in Greece, using GIS (geographical information systems), databases and hypermedia technologies. 1996-1997, Department of Computer Engineering and Informatics, University of Patras & Computer Technology Institute, Patras, Greece

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