Dr. Stylianos Mystakidis is an innovator and researcher on Educational Technology at the University of Patras, Adjunct Faculty member at the Democritus University of Thrace, the Hellenic Open University, the Open University of Cyprus and Visiting Professor at the International Telematic University UNINETTUNO, Italy. He has published over 120 works in peer-reviewed international journals, conferences and books on Immersive Learning, Metaverse, Extended Reality, Virtual Reality, Gamification, Storytelling, Serious Games, Instructional Design, Open and Distance Education, Artificial Intelligence. His works have generated considerable impact as he is included in the world’s top 2% most-cited scientists in Education (Elsevier & University of Stanford’s list, 2023, 2024, 2025). He has participated as a researcher and project manager (PMI/PMP) in 20 international and European projects. He is serving as General Chair of the Annual Conference of the Immersive Learning Research Network (iLRN).
EDUCATION
His formal studies include a Ph.D. in Cognitive Science at the Faculty of Information Technology, University of Jyväskylä (Finland), MA in Education in Virtual Worlds at the University of West of England Bristol (UK), MSc in Mechanical Engineering at the National Technical University of Athens (Greece) and Postgraduate Certificate at the Open University of Catalonia (Spain).
A Conceptual Framework for Mobile Augmented-Reality Storytelling to Support Collaborative Language Learning in Vocational Education and Training Eirini Maria Paraskevioti, Athanasios Christopoulos, Stylianos Mystakidis, Mikko-Jussi Laakso, Tapio Salakoski Multimodal Technologies and Interaction, 2026 Augmented Reality (AR) has been found to produce significant effects on individual learning outcomes but its impact on collaborative applications remains moderate. Existing AR frameworks emphasize individual instructional design, whereas frameworks for collaborative learning rarely engage with the spatial and device-mediated affordances of mobile AR. In response to this inadequacy in the literature, we introduce the Mobile Augmented-Reality Storytelling for Vocational Education and Training (MARS-VET) framework, a four-dimensional conceptual architecture that integrates Computer-Supported Collaborative Learning (CSCL) scripting principles with mobile AR affordances for collaborative English as a Foreign Language (EFL) writing in Vocational Education and Training (VET) settings. MARS-VET synthesizes theoretical perspectives across four dimensions: contextual anchoring, which embeds activities within authentic workplace scenarios; collaborative orchestration, which structures group interaction through macro- and micro-level scripts; competency cultivation, which sequences writing progression from model-based reproduction toward autonomous professional text production; and capacity building, which addresses the professional-development requirements of implementing educators. Content validity was established through expert panel evaluation involving international specialists (N = 11) who rated the framework against 36 items using a four-point relevance scale and provided additional qualitative feedback. The Scale-level Content Validity Index (S-CVI/Ave = 0.91) exceeded established thresholds, with all four dimensions achieving satisfactory item-level indices. Experts reached unanimous agreement on items addressing workplace scenario identification and co-located access to linguistic resources. Qualitative feedback led to terminology refinements and clarification of orchestration mechanisms. The framework offers VET institutions and educators a reference for the design and evaluation of collaborative AR experiences in an area where integrative frameworks have so far been lacking.
Unplugged gamification in education: Developing computational thinking skills through embodied gameplay Athanasios Christopoulos, Stylianos Mystakidis, Chrysostomos Stylios, Ioannis G. Tsoulos Journal of Educational Research, 2026 The study examines the effectiveness of unplugged gaming activities for stimulating Computational Thinking (CT). Departing from traditional, sedentary digital gamification, physically active alternatives were sought to reduce the potential health risks of excessive screen time. Additionally, efforts were made to engage girls. Using a mixed-methods approach, 311 adolescents (13-15 years old) were randomly assigned to an escape room or treasure hunt, where over a five-day summer vacation program, they participated in activities designed to improve CT components. Quantitative analysis revealed significant improvements in CT test scores after the intervention in both conditions for both genders. Qualitative analysis confirmed these findings and further highlighted their impact on engagement. Collaborative learning and cognitive challenge were positive aspects, while some challenges related to team dynamics and task complexity were also identified. The study demonstrates the potential of physically active gamification in CT education and highlights the importance of taking gender-specific experiences into account.
Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences Antonia-Maria Pazakou, Stylianos Mystakidis, Ioannis Kazanidis Future Internet, 2025 The evolving potential of virtual reality and the Metaverse to create immersive, engaging learning experiences and of digital escape room games to provide opportunities for active, autonomous, personalised learning has brought both to the forefront for educators seeking to transform traditional educational settings. This study investigated the impact of collaboration within a virtual reality serious escape room game in the Metaverse that was designed for English as a Foreign Language (EFL) learners to explore how this approach influences their academic performance and overall learning experience. A comparative research approach was adopted using twenty (n = 20) adult learners divided into two equal-sized groups; the experimental group completed the virtual reality escape room in pairs, while the control group completed it individually. Mixed methods were employed, utilising a pre- and post-test to measure academic performance, as well as a questionnaire and two focus groups to evaluate participants’ learning experiences. Results indicated a trend of learners working collaboratively showing better learning outcomes and experience, offering valuable insights regarding the integration of serious Metaverse games in language-focused educational contexts.
Is Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning? Athanasios Christopoulos, Stylianos Mystakidis, Justyna Kurczaba, Mikko-Jussi Laakso, Chrysostomos Stylios International Journal of Science and Mathematics Education, 2024 Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a Game-Based Learning intervention. This was tested among 59 Greek high school students, using authentic design. After having received a traditional education module, the students were tested and then engaged for four weeks in a desktop-based 3D Virtual Learning Environment where they could play mathematic minigames. They were subsequently re-tested to verify if they showed a significant increase in mathematical skills. The students showed an improvement in their mathematical skills (Cohen’s d = 1.26), with significant results for functions, geometry, and thinking skills and methods. On the individual level, about half of the students showed a 10% increase in one of the domains (numbers & calculations, functions, geometry, thinking skills and methods, and algorithms and number theory). Immersion was found to be reflected by engagement and presence, but neither one of these aspects was associated with mathematical achievement after the intervention. It is concluded that Game-Based Learning is an effective approach to increasing mathematical skills, yet the underlying mechanisms are not yet understood. The authors discuss several alternative mechanisms based on the literature that can be verified in future studies.
Virtual Reality Immersive Simulations for a Forensic Molecular Biology Course—A Quantitative Comparative Study Ahmed Ewais, Stylianos Mystakidis, Walid Khalilia, Shadi Diab, Athanasios Christopoulos, Said Khasib, Baha Yahya, Ioannis Hatzilygeroudis Applied Sciences Switzerland, 2024 Molecular biology is a complex, abstract, subject that can be challenging for higher education students to comprehend. The current manuscript describes the design, implementation, and evaluation of two immersive VR simulations of a DNA lab and a crime scene investigation (CSI) for a forensic molecular biology course in the context of the “TESLA” Erasmus+ project. It illustrates the instructional design and technical aspects of the VR simulations’ development. The experimental study employed a comparative quantitative research design. The guiding research questions examined how instructional modalities (online vs. face-to-face) affect learners’ perceptions of VR-based training in higher education and the key factors influencing learners’ intention for their adoption. Forty-six (n = 46) undergraduate students completed a 17-item questionnaire, which served as the main data collection instrument. Results demonstrate that both online and face-to-face VR-based instruction can effectively convey core concepts, thus challenging the traditional notion that face-to-face interaction is inherently superior. Its implications underscore the potential of VR simulations to supplement or even substitute traditional teaching methods, particularly for complex science subjects.
Towards a blended strategy for quality distance education lifelong learning courses: The patras model Proceedings of the European Conference on E Learning Ecel, 2018
Exploring attitudes, knowledge and Competencies for security technology: A cross-cultural survey in higher education Proceedings of the International Conferences on ICT Society and Human Beings 2015 ICT 2015 Web Based Communities and Social Media 2015 Wbc 2015 and Connected Smart Cities 2015 CSC 2015 Part of the Multi Conference on Computer Science and Information Systems 2015, 2015
A Conceptual Framework for Mobile Augmented-Reality Storytelling to Support Collaborative Language Learning in Vocational Education and Training EM Paraskevioti, A Christopoulos, S Mystakidis, MJ Laakso, T Salakoski Multimodal Technologies and Interaction 10 (5), 53 , 2026 2026
Unplugged gamification in education: Developing computational thinking skills through embodied gameplay A Christopoulos, S Mystakidis, C Stylios, IG Tsoulos The Journal of Educational Research 119 (1), 77-90 , 2026 2026 Citations: 4
Generative AI applications in education: a Low-Code/No-Code approach D Tolis, S Mystakidis, A Christopoulos Human-Computer Creativity: Generative AI in Education, Art, and Healthcare … , 2025 2025 Citations: 2
Systematic Literature of Immersive Learning Design with Virtual Reality for STEM Education in Higher Education I Lainidis, S Mystakidis International Conference on Immersive Learning, 219-233 , 2025 2025 Citations: 3
Unlocking the Potential of the Metaverse: A Guide for Designing Educational Escape Rooms in Frame VR AM Pazakou, S Mystakidis Immersive Learning Research-Practitioner, 103-106 , 2025 2025
Generative AI Agents for Instructional Co-design: A Sequential Agent-Based Approach Using a Low-Code/No-Code Platform D Tolis, S Mystakidis, I Hatzilygeroudis, K Siozopoulos International Conference on Intelligent Tutoring Systems, 301-306 , 2025 2025 Citations: 1
Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study G Vontzalidis, S Mystakidis, A Christopoulos, K Moustakas International Conference on Immersive Learning, 317-328 , 2025 2025 Citations: 12
Collaboration in a virtual reality serious escape room in the metaverse improves academic performance and learners’ experiences AM Pazakou, S Mystakidis, I Kazanidis Future Internet 17 (1), 21 , 2025 2025 Citations: 24
GAMIFICATION NEEDS ASSESSMENT OF GREEK SCHOOL TEACHERS A Christopoulos, S Mystakidis, D Tolis, C Stylios EDULEARN25 Proceedings, 8870-8876 , 2025 2025
Is immersion in 3D virtual games associated with mathematical ability improvement in game-based learning? A Christopoulos, S Mystakidis, J Kurczaba, MJ Laakso, C Stylios International Journal of Science and Mathematics Education 22 (7), 1479-1499 , 2024 2024 Citations: 27
Virtual reality immersive simulations for a forensic molecular biology course—a quantitative comparative study A Ewais, S Mystakidis, W Khalilia, S Diab, A Christopoulos, S Khasib, ... Applied Sciences 14 (17), 7513 , 2024 2024 Citations: 11
Work-in-Progress—Telecommunications History Escape Room Puzzle Game: Become a Phryctoria Archmaester C Foster, E Urdl, S Sharaf, C Steller, R Rößner, S Mystakidis, J Ingram, ... Immersive Learning Research-Academic, 90-95 , 2024 2024 Citations: 1
Virtual Museum Gamification for Discovery-Based Online Learning in the Metaverse S Mystakidis, P Theologi-Gouti, A Christopoulos, C Stylios Proceedings of the 16th International Conference on Computer Supported … , 2024 2024 Citations: 5
Designing simulations in the metaverse: a blueprint for experiential immersive learning experiences S Mystakidis, V Lympouridis Augmented and virtual reality in the metaverse, 65-79 , 2024 2024 Citations: 13
Immersive storytelling in social virtual reality for human-centered learning about sensitive historical events A Papadopoulou, S Mystakidis, A Tsinakos Information 15 (5), 244 , 2024 2024 Citations: 35
Gamification in online education: a visual bibliometric network analysis A Yazdi, A Karimi, S Mystakidis Information 15 (2), 81 , 2024 2024 Citations: 26
Augmented reality escape classroom game for deep and meaningful English language learning A Voreopoulou, S Mystakidis, A Tsinakos Computers 13 (1), 24 , 2024 2024 Citations: 48
Interactive storytelling for History Education in a Metaverse virtual workshop A Papadopoulou, S Mystakidis, A Tsinakos Συνέδρια της Ελληνικής Επιστημονικής Ένωσης Τεχνολογιών Πληροφορίας … , 2024 2024
Teacher perceptions on Augmented Reality Escape Classroom Games for English Language Learning A Voreopoulou, S Mystakidis, A Tsinakos Συνέδρια της Ελληνικής Επιστημονικής Ένωσης Τεχνολογιών Πληροφορίας … , 2024 2024
The impact of augmented reality learning experiences based on the motivational design model: A meta-analysis F Prasetya, A Fortuna, AD Samala, S Rawas, S Mystakidis, RE Wulansari, ... Social Sciences & Humanities Open 10, 100926 , 2024 2024 Citations: 80
Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature N Pellas, S Mystakidis, I Kazanidis Virtual Reality 25 (3), 835-861 , 2021 2021 Citations: 562
A systematic mapping review of augmented reality applications to support STEM learning in higher education S Mystakidis, A Christopoulos, N Pellas Education and Information Technologies 27 (2), 1883-1927 , 2022 2022 Citations: 413
Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review S Mystakidis, E Berki, JP Valtanen Applied Sciences 11 (5), 2412 , 2021 2021 Citations: 392
Gamification in Education A Christopoulos, S Mystakidis Encyclopedia 3 (4), 1223-1243 , 2023 2023 Citations: 391
Deep meaningful learning S Mystakidis Encyclopedia 1 (3), 988-997 , 2021 2021 Citations: 161
Ready teacher one: Virtual and augmented reality online professional development for K-12 school teachers S Mystakidis, M Fragkaki, G Filippousis Computers 10 (10), 134 , 2021 2021 Citations: 152
Escaping the cell: virtual reality escape rooms in biology education A Christopoulos, S Mystakidis, E Cachafeiro, MJ Laakso Behaviour & Information Technology 42 (9), 1434-1451 , 2023 2023 Citations: 128
Immersive learning S Mystakidis, V Lympouridis Encyclopedia 3 (2), 396-405 , 2023 2023 Citations: 127
Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education S Mystakidis, A Christopoulos Information 13 (3), 136 , 2022 2022 Citations: 124
ARLEAN: An Augmented Reality Learning Analytics Ethical Framework A Christopoulos, S Mystakidis, N Pellas, MJ Laakso Computers 10 (8), 92 , 2021 2021 Citations: 115
The Patras blended strategy model for deep and meaningful learning in quality life-long distance education S Mystakidis, E Berki, J Valtanen Electronic Journal of e-Learning 17 (2), 66-78 , 2019 2019 Citations: 108
Design, Development and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training S Mystakidis, J Besharat, G Papantzikos, A Christopoulos, C Stylios, ... Education Sciences 12 (4), 281 , 2022 2022 Citations: 106
A systematic review of research about game-based learning in virtual worlds N Pellas, S Mystakidis Journal of Universal Computer Science (J. UCS) , 2020 2020 Citations: 101
The impact of augmented reality learning experiences based on the motivational design model: A meta-analysis F Prasetya, A Fortuna, AD Samala, S Rawas, S Mystakidis, RE Wulansari, ... Social Sciences & Humanities Open 10, 100926 , 2024 2024 Citations: 80
Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement S Mystakidis Proceedings of the 11th International Conference on Information … , 2020 2020 Citations: 77
Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning S Mystakidis, E Cachafeiro, I Hatzilygeroudis 10th International Conference on Information, Intelligence, Systems and … , 2019 2019 Citations: 76
A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education N Pellas, S Mystakidis, A Christopoulos Multimodal Technologies and Interaction 5 (6), 28 , 2021 2021 Citations: 71
Higher education faculty perceptions and needs on neuroeducation in teaching and learning M Fragkaki, S Mystakidis, K Dimitropoulos Education Sciences 12 (10), 707 , 2022 2022 Citations: 67
The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling S Mystakidis, E Berki International Journal of Web-Based Learning and Teaching Technologies … , 2018 2018 Citations: 54