Emily Theophilou

dblp:248/4941 · DBLP profile ↗
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12ranked-venue papers
3as first author
10since 2021 · last 2026
0000-0001-8290-9944ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 11 · 3 first-author · 9 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 2 first-author · 8 since 2021
YearPublicationVenuePosition
2026 Genie Training the Wisher: Six-Dimension Task-Agnostic AI Coaching for Learning Transferable LLM Prompting Skills
Andrea Martinenghi, Sabrina Guidotti, Gregor Donabauer, Cansu Koyuturk, Ariel Ortiz-Beltrán, Emily Theophilou, Riccardo Chimisso, Markus Bink, Franca Garzotto, Davide Taibi 0002, Martin Ruskov, Udo Kruschwitz, Davinia Hernández Leo, Dimitri Ognibene
AIED6
2025 Artificial Fantasy: The Effect of Generative AI on Cognitive Empathy in Creative Problem Solving
Alina A. Karl, Emily Theophilou, Davinia Hernández Leo
AIED (3)2
2025 Understanding Learner-LLM Chatbot Interactions and the Impact of Prompting Guidelines
Cansu Koyuturk, Emily Theophilou, Sabrina Patania, Gregor Donabauer, Andrea Martinenghi, Chiara Antico, Alessia Telari, Alessia Testa, Sathya Bursic, Franca Garzotto, Davinia Hernández Leo, Udo Kruschwitz, Davide Taibi 0002, Simona Amenta, Martin Ruskov, Dimitri Ognibene
AIED (2)2
2025 Supporting Learning Design for Sustainable Development Using Large Language Models
Patrick Ocheja, Shatha N. Alkhasawneh, Emily Theophilou, Hiroaki Ogata, Davinia Hernández Leo
EC-TEL (2)3
2025 Groombuster: A Narrative Mini Game to Educate Teenagers About Online Grooming
abstract
Social media use among teenagers has surged in recent years, heightening their exposure to risks such as online grooming—a process where adults build online relationships with minors for abusive purposes. To address this threat, it is essential to explore innovative, technological approaches for educating adolescents. Therefore, this study sees the development of a narrative-based mini game to help educate adolescents about online grooming. A pilot study with 25 adolescents and young adults evaluated the mini-game's effectiveness in assessing their understanding of grooming and detection skills through a questionnaire and their in-game behavior. The results demonstrate that the mini-game significantly improved participants' knowledge of grooming and their ability to detect grooming behaviors, as evidenced by enhanced performance throughout the game.
Paula Mateo-Gorina, Emily Theophilou, J. Roberto Sánchez Reina, Davinia Hernández Leo
ICALT2
2025 Analyzing factors influencing student engagement in an educative social media platform
abstract
In the context of Social Media literacy, the success of educational interventions relies on designing motivational learning environments that seek students’ engagement. Despite existing achievements in social media education to include more appealing resources (e.g. gamification, authentic learning, interactive simulations), limited research has explored the factors that influence students’ engagement. This study aims to investigate the factors that influence engagement in an educational social media platform. Specifically, the factors that shape interest and enjoyment in Instareal, an educational tool that combines narrative scripts and collaborative learning flow patterns to educate teenagers about social media risks and challenges. To answer our research questions, we analyze the log data generated by high school students (N = 100) who tested a Social Media Literacy training with the support of Instareal. A factor analysis and a backward stepwise regression is performed over a dataset containing students’ traces of online activities and social interactions. The results show that factors such as the social participation of the students (comments, likes), curiosity (opening profiles, following others), and the quality of their answers influence interest and enjoyment within the platform. The results of this study offer new insights into measuring and enhancing student engagement when using educational social media environments.
Rene Alejandro Lobo Quintero, Davinia Hernández Leo, Davide Taibi 0002, Emily Theophilou, J. Roberto Sánchez Reina
Behav. Inf. Technol.4
2024 The effect of a group awareness tool in synchronous online discussions: studying participation, quality and balance
abstract
Computer-supported collaborative learning (CSCL) seeks to improve students’ learning with the support of technology. Although CSCL facilitates an enriching environment for cooperation, CSCL activities might be affected by asymmetrical participation. Group awareness tools have proven to enhance learners’ interactions, balancing the levels of participation and increasing the learning outcomes. This study investigates the effect of a group awareness tool (GAT) on participation within synchronous CSCL activities in the context of extracurricular activities. We designed a quasi-experimental within-subject study (GAT exposure and control condition) and tested an ad hoc GAT in a web-based CSCL platform with high school students (N = 140). The measured variables included the effect of the GAT on students’ participation and the quality of discussion. A complementary analysis evaluated students’ perceptions of the tool. Results revealed that the implementation of a GAT encourages students to take part in CSCL discussions without explicitly hindering its quality. Even so, the balance of participation was not significantly affected. Students further reported that they found the GAT useful to regulate collaboration. The results from the study provide further knowledge of the functioning of group awareness tools in secondary education and share an insight into how students perceive them.
Emily Theophilou, J. Roberto Sánchez Reina, Davinia Hernández Leo, Valguima Odakura, Ishari Amarasinghe, Rene Alejandro Lobo Quintero
Behav. Inf. Technol.1
2023 AI and Narrative Scripts to Educate Adolescents About Social Media Algorithms: Insights About AI Overdependence, Trust and Awareness
Emily Theophilou, Francesco Lomonaco, Gregor Donabauer, Dimitri Ognibene, J. Roberto Sánchez Reina, Davinia Hernández Leo
EC-TEL1
2023 Developing Effective Educational Chatbots with ChatGPT prompts: Insights from Preliminary Tests in a Case Study on Social Media Literacy
abstract
Educational chatbots come with a promise of interactive and personalized learning experiences, yet their development has been limited by the restricted free interaction capabilities of available platforms and the difficulty of encoding knowledge in a suitable format. Recent advances in language learning models with zero-shot learning capabilities, such as ChatGPT, suggest a new possibility for developing educational chatbots using a prompt-based approach. We present a case study with a simple system that enables mixed-turn interactions and discuss the insights and preliminary guidelines obtained from initial tests. We examine ChatGPT's ability to pursue natural educational conversations, adapt the educational activity to users' characteristics, such as culture, age, and level of education, and its ability to use diverse educational strategies and conversational styles. Although the results are encouraging, challenges are posed by the highly structured form of responses by ChatGPT, as well as their variability, which can lead to an unexpected switch of the chatbot's role from a teacher to a therapist. We provide some initial guidelines to address these issues and to facilitate the development of effective educational chatbots.
Cansu Koyuturk, Mona Yavari, Emily Theophilou, Sathya Bursic, Gregor Donabauer, Alessia Telari, Alessia Testa, Raffaele Boiano, Alessandro Gabbiadini, Davinia Hernández Leo, Martin Ruskov, Dimitri Ognibene
ICCE3
2021 Narrative Scripts Embedded in Social Media Towards Empowering Digital and Self-protection Skills
Davinia Hernández Leo, Emily Theophilou, Rene Alejandro Lobo Quintero, J. Roberto Sánchez Reina, Dimitri Ognibene
EC-TEL2
2020 The challenge of gathering self-reported moods: Cases using a classroom orchestration tool
abstract
Self-reports of affective states are increasingly being collected in educational settings. However, individual definitions and usage of emotion and mood terms are often subjective despite objective definitions becoming more widely accepted. We explore whether the variation among individual learners in how mood terms are defined presents an obstacle to using self-reported mood data for group comparison studies. Following a design-based research methodology, we ran two case studies to explore the use of ClassMood App in a multimodal learning study and the validity of the self-reported mood data it collected. During the first case, 24 primary school students experienced difficulty understanding the words used to describe the moods in ClassMood App. In the second case, involving 77 university students, we explored whether the misunderstanding of mood words persisted with older students. Participants were asked to rate their familiarity with and match definitions to a set of 8 mood words. We found that levels of familiarity with the mood words varied greatly and 17.9% of all definition matching attempts were incorrect. The results suggest that the variation in subjective definitions of mood terms is likely to affect the validity of the data collected by the ClassMood App for group comparison studies.
Marc Beardsley, Milica Vujovic, Emily Theophilou, Davinia Hernández Leo, Marta Portero-Tresserra
ICALT3
2019 Soéle: A Tool for Teachers to Evaluate Social Awareness in Their Learning Designs
Emily Theophilou, Anna Guxens, Dimitar Karageorgiev, Marc Beardsley, Patricia Santos 0001, Davinia Hernández Leo
EC-TEL1