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|Presenters are kindly asked to copy their ppt presentations into a computer prior to the beginning of their session. Presentation duration is up to max 10 min.
|Chairs: Kristinka Blažeka and Marina Mirković
|N. Hoić-Božić, M. Holenko Dlab, L. Načinović Prskalo (University of Rijeka, Rijeka, Croatia), J. Rugelj, I. Nančovska Šerbec (University of Ljubljana, Ljubljana, Slovenia)
Projekt GLAT - poticanje algoritamskog razmišljanja korištenjem didaktičkih igara
Projekt „Games for Learning Algorithmic Thinking“ (GLAT) sufinanciran je Erasmus+ programom Strateška partnerstva za područje općeg obrazovanja i traje do listopada 2019. godine. Koordinator projekta je Sveučilište u Rijeci – Odjel za informatiku, a projektni tim čine eksperti iz područja e-učenja i programiranja iz Hrvatske, Slovenije, Estonije, Makedonije i Bugarske. Glavni je cilj projekta poticanje uključivanja elemenata programiranja i algoritamskog razmišljanja u poučavanje različitih predmeta u nižim razredima osnovne škole na zabavan i atraktivan način. Naglasak je na korištenju obrazovnih strategija učenja uz pomoć igara koje će kod učenika potaknuti kreativnost, logičko razmišljanje i vještine rješavanja problema.
U radu se opisuje kontekst i razlozi za pokretanje GLAT projekta, planirani intelektualni rezultati, aktivnosti projekta te njegov očekivani učinak. Najvažnije aktivnosti uključuju stručno usavršavanje učitelja razredne nastave koji će se na radionicama upoznati s inovativnim metodama izvođenja nastave pomoću IKT, a naglasak će biti na korištenju didaktičkih igara. Planirani intelektualni rezultati uključuju silabus radionica i materijale za učenje te scenarije poučavanja koje će učitelji provoditi u nastavi sa svojim učenicima. Silabus s materijalima za učenje i najboljim primjerima scenarija bit će objavljen na hrvatskom i engleskom jeziku, pa će ga uz hrvatske nastavnike moći koristiti i nastavnici diljem Europe.
|K. Blažeka (Tehnička škola Čakovec, Čakovec, Croatia)
Razvoj učinkovitih predmetno specifičnih ishoda učenja kod poučavanja osnova programiranja
Ishodi učenja pišu se kao kratke formulacije namijenjene opisu znanja, vještina, kompetencija, stavova i ponašanja, odnosno navika za koje se očekuje da će uspješan učenik demonstrirati završetkom određenog iskustva učenja. Orijentirani trebaju biti na dugoročno značajno i trajno učenje. Tijekom svog školovanja za zanimanje Tehničar za računalstvo, učenici stječu kompetencije potrebne za obavljanja budućih poslova i radnih zadataka struke. Usvojena znanja iz niza predmeta kurikuluma trebaju pokazati kroz dostizanje konkretnih predmetno specifičnih ishoda (CLO – Course Learning Outcomes). Stoga je važno da predmetni nastavnici umiju napisati učinkovite i svrsishodne ishode učenja. Jasni i pomno razvijeni ishodi učenja imaju izravan pozitivan utjecaj na učenike i njihovo učinkovitije učenje, omogućuju zajednička očekivanja za učenike i nastavnike, a sami nastavnici jasnije odlučuju o obuhvatu sadržaja po predmetima. Pri pisanju učinkovitih ishoda učenja vrijedna su pomoć tri okvira učenja (Bloomova taksonomija, ICE model – Ideas, Connections and Extensions te SOLO – Structure of Observed Learning Outcomes taksonomija). U radu se iznose mogućnosti razvoja učinkovih ishoda učenja u području osnova programiranja koje je vrlo bitno za naknadni razvoj naprednijih specifičnih stručnih kompetencija. Naglasak je na prepoznavanju jasno postavljenih i upravljivih ishoda učenja, dovoljno sažetih, dosegljivih, ali i značajnih na duže vrijeme što u području računalnih znanosti predstavlja znatan izazov.
|T. Pavičić Zajec (I. osnovna škola Varaždin, Varaždin, Croatia), J. Bistrović (OŠ Braće Radić, Koprivnica, Koprivnica, Croatia)
Procjena zadovoljstva IKT obrazovnih alata učenika razredne nastave
Postojeće metode i načini poučavanja nisu dostatni za ostvarenje matematičkih ciljeva u nekom razumnom vremenu, stoga su se neke zemlje i institucije okrenule IKT-u i istražuju načine kako IKT može pomoći u dostizanju obrazovnih ciljeva matematike. Jedna od obrazovnih prednosti tableta je korištenje matematičkih aplikacija u učenju matematike. Cilj rada bio je ispitati zadovoljstvo učenika korištenim obrazovnim IKT alatima i to obzirom na njihovu zanimljivost, lakoću korištenja i zabavnost. Istraživanje je provedeno početkom školske godine 2015./2016. i trajalo je cijelo prvo polugodište na ukupno 60 sati matematike. U istraživanju je sudjelovalo ukupno 127 učenika trećih i četvrtih razreda I. OŠ Varaždin. U istraživanju je korišteno pet edukativnih alata pomoću kojih su učenici, primjenom taktilne tehnologije, rješavali kvizove znanja i igrali edukativne matematičke igre. U uvodnom (motivacijskom) dijelu sata učenici su koristili Kahoot, Plickers i Matematičku igru za dvoje, dok su u završnom dijelu sata samostalno rješavali zadatke koristeći alate Socrative i Nearpod. Rezultati istraživanja pokazali su da je učenicima najzanimljivije raditi s aplikacijom Kahoot, a najmanje zanimljivo s aplikacijom Nearpod. Također, učenicima je i najzabavnije raditi s aplikacijom/alatom Kahoot, a najmanje zabavno s aplikacijom/alatom MathDuel, dok im je najlakše koristiti Plickers, a najteže aplikaciju Nearpod.
|J. Horvat Vlahović, T. Ostojić (Gimnazija dr. Ivana Kranjčeva Đurđevac, Đurđevac, Croatia)
Utjecaj tehnologije na motivaciju nastavnika u srednjim školama (preliminarno istraživanje)
Istraživanje je napravljeno na području Koprivničko-križevačke županije kako bi se utvrdilo utjecaj tehnologije na motivaciju nastavnika za rad u nastavi. Istraživanje je napravljeno kao preliminarno / početno istraživanje koji bi se moglo koristiti u daljnjem istraživanju utjecaja tehnologije na motivaciju i opći rad u nastavi. Istraživanje je napravljeno na četiri srednje škole u županiji, dvije srednje strukovne i dvije gimnazije iz tri središta u županiji (Koprivnica, Križevci i Đurđevac). Istraživanje je napravljeno kvantitativno (anketiranjem) i kvalitativno (intervjuiranjem). Istraživanje je napravljeno u siječnju, 2018. godine.
|T. Ređep (I. OSNOVNA ŠKOLA VARAŽDIN, VARAŽDIN, Croatia), T. Leček (III. OSNOVNA ŠKOLA VARAŽDIN, VARAŽDIN, Croatia), D. Vrbanec (IV. OSNOVNA ŠKOLA VARAŽDIN, VARAŽDIN, Croatia)
Utjecaj korištenja micro:bit tehnologije na učenje programiranja u sklopu nastave informatike u osnovnoj školi
Učenje programiranja najčešće je učenicima teško i apstraktno, no upotrebom micro:bit računala učenicima bi se trebalo omogućiti da na jednostavan način shvate načela programiranja, te da ujedno postanu stvaraoci novih alata s kojima će moći unaprijediti učenje, riješiti problem ili samo se zabaviti. Cilj istraživanja ovog rada bio je ispitati postoji li utjecaj micro:bit tehnologije na učenje programiranja kod učenika šestih, sedmih i osmih razreda osnovne škole koji pohađaju izbornu nastavu informatike i prethodnih su godina učili programirati na klasičan način koristeći jezik QBASIC. Na uzorku od 164 učenika utvrđeno je da programirati voli njih 69,5% a više programirati uz upotrebu micro:bitova želi 76,2,% učenika. Da je zanimljivije programirati uz upotrebu micro:bitova potpuno se slaže 41,5% učenika, a da je jednostavnije smatra 45,1% učenika. Dobiveni rezultati pokazuju pozitivan utjecaj korištenja micro:bit tehnologije na učenje programiranja u sklopu nastave informatike u osnovnoj školi, no analizirajući odgovore po spolu može se zamijetiti puno veći interes za programiranjem kod dječaka, nego kod djevojčica.
|M. Mirković (TEHNIČKA ŠKOLA POŽEGA, POŽEGA, Croatia)
BYOD u obrazovanju
Činjenica da su pametni telefoni, tableti i prijenosna računala sastavni dijelovi života svakog čovjeka, a posebno mladih ljudi omogućuje aktivno prihvaćanje tih uređaja za obrazovanje. Škole i sveučilišta širom svijeta isprobavaju BYOD (Bring Your Own Device) kao dinamičnije okruženje za učenje, gdje učenici donose i koriste svoj izbor tehnološki pomoćnih uređaja u učionici s kojima mogu raditi i kod kuće. BYOD u obrazovanju nudi mnoge nove mogućnosti učenja i prednosti s povećanom angažiranošću učenika u učenju kao i poboljšanim uključivanjem u nastavne aktivnosti. Međutim, BYOD također zahtijeva nove pristupe učenju i poučavanju. Važno je razmotriti pedagogiju, spremnost nastavnika te politiku škole. Dopuštenje učenicima da ponesu sa sobom u učionicu svoje pametne telefone omogućuje također neophodan pomak u kulturi škole.
Postoji više oblika modela BYOD-a stoga ih je potrebno pažljivo analizirati u kontekstu obrazovanja kako bi se osiguralo implementaciju uspješnog modela koji odgovara školskim pedagoškim ciljevima.
U radu je analizirana anketa provedena u siječnju 2018. godine među učenicima Tehničke škole u Požegi, vezana za primjenu mobilnih uređaja u nastavi i učenju. Prikazano je kako učenici srednje škole trenutno koriste mobilne uređaje za rad u školi i druge aktivnosti povezane sa školom, te načini primjene koje očekuju za školski rad u budućnosti.
|I. Naranđa (OŠ Vladimira Nazora Pribislavec, Čakovec, Croatia)
Učenje u ozračju međunarodne suradnje i igre
Rad opisuje primjer iz prakse u kojem se uvođenjem eTwinninga kao izvannastavne aktivnosti za četvrti razred osnovne škole stvorilo ozračje za učenje u kojem su učenici bili izuzetno motivirani, zainteresirani za sadržaje i s puno entuzijazma izvršavali projektne zadatke. eTwinning projekt Zero-One proveden je tijekom školske godine 2016./2017. u Osnovnoj školi Vladimira Nazora Pribislavec, a u njemu su uz navedenu školu sudjelovale dvije škole iz Grčke i dvije škole iz Turske. Svih pet partnera dobilo je Europsku oznaku kvalitete koju dodijeljuje Središnja služba za podršku eTwinningu iz Brisela. Početkom studenoga 2017. Agencija za mobilnost i programe EU iz Zagreba predstavila je projekt Zero-One u rubrici Projekt mjeseca na mrežnim stranicama za hrvatske korisnike eTwinninga. Radom na projektu Zero-One učenici su na zabavan način upoznali jedan od osnovnih pojmova u informatici, binarnu znamenku. Surađujući s partnerima u interdisciplinarnim aktivnostima i učeći kroz igru, učenici su razvijali ključne kompetencije te stjecali znanja, iskustva, vještine i stavove prema pet ključnih područja iz Europskog okvira za digitalne kompetencije za građane. Najznačajniji rezultati projekta su kratki filmovi o projektnim aktivnostima, rezultati inicijalnog upitnika i evaluacije projekta, edukativni materijali, učenički radovi kao što su logo, infografike, aure, online igre i zajednička priča o planetu iz mašte.
|J. Mihaljević (Skola za medicinske sestre Vrapce, Zagreb, Croatia)
Korištenje programima otvorenoga koda u nastavi informatike
Ovaj rad proučit će dostupne programe otvorenoga koda (engl. Open source) koji se mogu koristiti u nastavi informatike te za druge potrebe nastavnika u školi. Postoje različiti programi otvorenoga koda koji se mogu koristiti za različite nastavne svrhe: H5P koristi se za izradu obrazovnih igara, od kojih će neke biti prikazane na stranici Informatičke igre (www.infromatickeigre.com), VirtualBox za emulaciju drugih operacijskih sustava, GIMP za obradu digitalnih slika, Inkscape za izradu vektorske grafike, Brackets za kodiranje mrežnih stranica, sustav Moodle za izradu obrazovnih tečajeva te program iTALC za nadzor nad radom učenika na drugim računalima. Nekima od tih programa mogu se koristiti nastavci za izradu nastavnih materijala te za poboljšano vođenje nastave, što dovodi do uspješnijega poučavanja učenika. Prikazat će se primjena nekih od tih programa na satu informatike u Školi za medicinske sestre Vrapče te će se s pomoću ankete prikazati zadovoljstvo nastavnika i učenika vezano za rad u određenim programima. Na temelju rezultata donijet će se zaključak vezan za primjenu određenih programa otvorenoga koda u školi.
|I. Peraić (Srednja škola Biograd na Moru, Biograd na Moru, Croatia), A. Grubišić (PMF, Split, Croatia)
Nadzorna ploča analitike učenja: upotreba podataka i analitike za podršku procesu učenja i poučavanja
U ovom radu prikazan je jedan od načina izvještavanja učenika, učitelja i obrazovnih institucija o procesu učenja i poučavanja korištenjem nadzorne ploče analitike učenja. Korištenje informacijske i komunikacijske tehnologije u obrazovanju rezultira stvaranjem velikih količina obrazovnih podataka i na taj način omogućava razvijanje polja analitike učenja. Jako je bitno odgovoriti na pitanja što prikupiti, zašto, kako, te na kraju, tko su sudionici analitike učenja. Navedeni su zahtjevi kojih bismo se trebali držati pri izradi nadzornih ploča, a osim toga, pokazani su primjeri korištenja nadzorne ploče u svijetu. Istraživanja pokazuju kako nadzorna ploča analitike učenja pozitivno utječe na učenike kao korisnike sustava. Pri izradi nadzorne ploče moramo biti oprezni po pitanju zaštite podataka koji pripadaju učeniku, što pokreće raspravu o etičkim načelima.
|T. Ostojić (Gimnazija dr. Ivana Kranjčeva Đurđevac, Đurđevac, Croatia)
Applicability of Knowledge: Motivational Factor for Beginning Learners of Programming
Knowledge of programming, basic algorithmic structures and planning using algorithms is the literacy of the 21st century. Learning such knowledge is not easy and requires complex thinking and the dedication of time and effort. To attract students to the study of programming, we should not turn to the traditional method of imparting knowledge but rather teach such knowledge in parallel with other topics to build subject-related programming knowledge and to motivate students to apply such knowledge to other topics. Writing, reading and mathematics are taught at the initial stages of schooling (up to a certain point), but programming has generally only been applicable when students have acquired a certain level of knowledge. So, early departure from opportunities to teach programming creates problems in this respect and later results in a potentially small pool of programmers. The present research deals with how to increase students’ initial motivation to learn programming through the use of robotics, automation, electronics programming and block programming (without encoding). This research is based on two hypotheses: Students are motivated to learn knowledge with relevant applications (H1). And, showing the applicability of programming increases the short-term motivation of students to learn programming (H2). The examination of students’ motivation was done through selfassessment using a Likert scale before and after students received an in-class demonstration of the applications of programming.
|D. Radolović (Talijanska srednja škola - Scuola Media Superiore Italiana Dante Alighieri Pula Pola, Pula Pola, Croatia)
Information Literacy as a Conceptual Outline
Understanding libraries and their past and present role has shed light on the relationship between modern education and the existing ICT paradigm. The role of technology in education, especially in the production of knowledge and the influence of internet, conditions the transformation of libraries in this new digital context and virtual reality. This new reality requires a new kind of literacy. Information literacy is a crucial factor in modern communication. It implies a whole range of modern education directed towards research work. Thus the interest for the role of libraries has never really ceased. The role of information technology in education has not been sufficiently analyzed, despite the fact that the program of information literacy is a conceptual basis of the librarian’s activity in a school. The aim of this paper and research is to analyze the connection of information literacy and the education phenomenon as well as the changes in educational outcomes in order to establish the main issues information literacy is faced with in the context of education through research work.
|M. Filipović (Elektrotehnička škola, Zagreb, Croatia)
Moving Teaching from Blackboard to the Learning Management System – Helping Absent Students Learn from Home
With the emergence of the various Learning Management Systems, online and distance teaching and learning has steadily grown in popularity among teachers and students. Moving teaching and course content away from blackboard to the LMS can help teachers create a more dynamic learning environment and can also help students focus their learning and master learning objectives although they are unable to attend their classes.
|B. Grba (Obrtnička i tehnička škola Ogulin, Ogulin, Croatia), A. Meštrović (Department of Informatics, University of Rijeka, Rijeka, Croatia)
Tracking the Evolution of Scientific Collaboration Networks
In this paper we perform a network based analysis of scientific collaboration networks. The analysis of the collaboration networks provides an insight into the quality of the relations among participants in the collaboration network. It may identify leaders and crucial participants in the network, domains of interest, closely related communities and future links. This is all of great importance for studying knowledge sharing among participants. We propose a set of network measures and algorithms chosen from the standard complex networks methodology, which are suitable for the research of scientific collaboration networks. The focus of this study has been placed on the scientific communities and linking. Communities can provide information about how collaboration is evolving over time. More precisely, the analysis of collaboration communities tells us about how well the participants are connected and how well they communicate. Next, the paper describes a case study in which the proposed method is applied to the collaboration networks that have emerged from STSMs on the KEYSTONE COST Action.
|P. Medić (Filozofski fakultet, studentica, Zagreb, Croatia)
Ekonomski modeli objavljivanja znanstvenih časopisa u svijetu te njihova važnost za cjelokupnu akademsku zajednicu u svijetu s osvrtom na RH
Ovaj rad baviti će se znanstvenim časopisima, njihovom stanju u RH i u svijetu, nekim specifičnostima te njihovoj važnosti za cjelokupnu akademsku zajednicu, a zatim će se preći konkretno na ekonomske modele objavljivanja znanstvenih časopisa u svijetu pošto je reprodukcija znanstvenih časopisa u RH relativno mala za proučavanje. Prvo će biti obrađen sam postupak objavljivanja znanstvenih časopisa te razlika između komercijalnih i nekomercijalnih izdavača. Razmotriti će se i ekonomski modeli izdavanja tiskanih časopisa te pet osnovnih aktivnosti pri objavljivanju tiskanih znanstvenih časopisa. Proučiti će se i kako povećanje broja objavljenih članaka u časopisu utječe na trošak izdavanja, a time i na cijenu pretplate te kako porast pretplata utječe na poslovanje knjižnica. U radu će biti proučeno i elektroničko nakladništvo te njegov utjecaj na samo nakladništvo i promjene koje je ono donijelo. Te kako je razvoj informacijske i komunikacijske tehnologije utjecao na znanstvene časopise. Analizirati će se i povećanje znanstvene produkcije, njen utjecaj na porast broja članaka i cijenu te dva moguća modela uređivanja jeftinijeg časopisa u elektroničkom obliku. U radu će biti spomenuto i planiranje troškova pri objavljivanju znanstvenih časopisa.
|M. Čičin-Šain (Udruga Društvo kibernetičara, Rijeka, Croatia), S. Babić (Veleučilište u Rijeci, Rijeka, Croatia)
Zaista prvi koraci u programiranju - radionica unutar aktivnosti All Digital Week
– U radu se opisuje radionica u kojoj je učiteljicama iz tri riječke osnovne škole objašnjeno kako mogu svoje učenike uvesti u svijet programiranja. Obrađeni su pojmovi program, naredba, varijabla, konstanta, adresa i kompatibilnost.
|I. Ražov, M. Pavičić (Primary School Vladimir Nazor Škabrnja, Croatia)
Sretna škola plave ekonomije
|Chairs: Božidar Kovačić and Snježana Babić
|B. Fulanović, I. Begović (Algebra, Zagreb, Croatia)
Platforma za online učenje WeCliqued
Wecliqued je web platforma za online učenje razvijena od strane digitalne agencije Drap. Ideja za njen razvoj nastala je zbog najčešćeg problema koji se javlja pri edukaciji na online tečajevima, a to je nedovršavanje započetih online tečajeva. Wecliqued okuplja ljude koji pohađaju isti tečaj na nekoj lokaciji. Omogućava ljudima da objavljuju tečajeve, organiziraju ih te okupljaju zainteresirane kako bi ih zajedno pohađali te ih tako uspješno završili. Osjećaj zajedničkog učenja se pokazao kao daleko uspješniji te je Wecliqued optimalno rješenje koje potiče ljude na predanije i kvalitetnije polaganje online tečajeva.
|H. Božiković (Sveučilišni odjel za stručne studije, Sveučilište u Splitu, Split, Croatia)
Organizacija nastave iz kolegija Oblikovanje web stranica uz povezivanje s mikro tvrtkama
|D. Kovačević, D. Mesić, M. Mutavdžija (Sveučilište Sjever, Koprivnica, Croatia)
Korištenje elektroničkih izvora podataka u izradi studentskih radova
Za hrvatski sustav visokoškolskog obrazovanja digitalizacija znanstvenih publikacija od iznimnog je značaja. Kvalitetan studentski rad uključuje objavljene relevantne rezultate istraživanja na globalnoj znanstvenoj razini. Ministarstvo znanosti i obrazovanja Republike Hrvatske i Nacionalna i sveučilišna knjižnica u Zagrebu omogućuju studentima pristup takvim bazama podataka. Provedenim se istraživanjem analiziralo koliko studenti Sveučilišta Sjever koriste elektroničke izvore podataka u pisanju radova. Rezultati istraživanja su pokazali da studenti ne koriste baze podataka Nacionalne i sveučilišne knjižnice. Oni preferiraju hrvatske znanstvene portale koji objavljuju domaće radove, najviše portal Hrcak.hr. Ne postoje značajnija odstupanja na razini preddiplomskih i diplomskih studija Sveučilišta Sjever u Sveučilišnom centru Koprivnica.
|D. Bele (Algebra, Grad, Croatia), B. Fulanović (Algebra, Zagreb, Croatia)
Bluetooth kao poveznica Android i Arduino platformi
Uređaji upravljani Android operativnim sustavom, inherentno prema prirodi svoje pristupačnosti i otvorenosti, omogućuju lako povezivanje s drugim platformama. Stoga se ovaj rad bavi mogućnošću povezivanja s Arduino platformom, popularnom u jednakoj mjeri kod učenika i profesora, hobista, ali i profesionalaca, radi lakoće razvoja interaktivne upravljačke elektronike. Povezivanje platformi je ostvareno Bluetooth tehnologijom, međutim ono predstavlja samo jedan od mogućnosti stvaranja moćne sinergije ovih dviju platformi otvorenog kôda.
|D. Delija, M. Zagar, G. Sirovatka (TVZ, Zagreb, Croatia)
Analiza pripreme Google Rapid Response (GRR) sustava za potrebe nastave digitalne forenzike i kibernetičke sigurnosti.
Tijekom razvoja novog specijalističkog diplomskog stručnog studijskog programa "Informacijska sigurnosti i digitalna forenzika" postavio se niz izazova na koje je trebalo odgovoriti. Ključni izazovi koje je trebalo riješiti bili su: definiranje nastavnog plana i programa, te definiranje i izgradnja računalne infrastrukture za izvođenje laboratorijskih vježbi. Za praktične potrebe nastave kibernetičke sigurnosti i specifično digitalne forenzike, bilo je potrebno odabrati alate za izvođenje složenih vježbi forenzike živih sustava u skladu s pretpostavkama stručnog studija. Analiza moguće primjene jednog od pogodnih alata, Google Rapid Response, (GRR) opisana je u ovom radu, s prednostima i nedostacima uočenim tijekom priprema i testiranja. Google Rapid Response (GRR) složeni alat otvorenog koda koji teoretski im sva potrebna svojstva za kvalitetnu primjenu u nastavi: mogućnost virtualizacije, lako proširenje sustava, otvoreni kod, dostupnu dokumentaciju i programski kod, podržan veliki broj operacijskih sustava, ali i tipične nedostatke zbog neformalne podrške održavanju i razvoju programskog koda.
|K. Kukec (HŽ Infrastruktura d.o.o., Zagreb, Croatia), K. Kavran (Veleučilište Velika Gorica, Velika Gorica, Croatia)
Guidelines for Development of Application for Procedure Implementation of Public Procurement
This paper includes analysis of public procurement law and individual procedures of procurement from that Law. The analysis is a fundamental preparation for developing the application that will enable enforcement of the public procurement law. Based on conducted analysis a set of user entities has been defined, its attributes and relationships between entities which all together defines relational database model. After defining relational database model, a functional application has been made that works according to the defined process flow. Process flow has been defined in analysis of procurement procedures.
|D. Periša (Sport - Informacijske tehnologije d.o.o., Zagreb, Croatia), K. Kavran (Veleučilište Velika Gorica, Velika Gorica, Croatia)
Comparative Analysis of QR Code Generators
The goal of this paper is to describe ASP.NET application for comparative analysis of QR code generators. The application includes the implementation of existing solutions of QR code generator provided by the third parties over which the research was conducted and the results will show us which solution is best in terms of consumption of computing resources and speed of execution.
This paper explains the technology and development tools that are necessary for the development of the application and the way of implementation of existing solutions QR code generator provided by third parties.
|T. Alajbeg, D. Martinić, M. Sokele (Tehničko veleučilište u Zagrebu, Zagreb, Croatia)
Evaluation of the Impact of Changing the Number of Test Tasks on Successful Completion for Automated LMS
Based on the directions for time criteria optimization obtained by previous research related to LMS automated assessment, the task corpus was increased to ensure better class material coverage. In actual academic year on Personal Computer Applications (PCA) course in professional study of electrical engineering at Zagreb University of Applied Sciences, results from midterm exams with new parameters, were obtained. Statistical data analysis was carried out with the focus on the following explanatory parameters: number of students solving test, number of successful attempts, characteristic duration of test and overall test duration. Results of abovementioned analysis, presented in the paper, give the possibility for quantitative estimation how the changed parameters affect the test dynamic solving and the success of passing the exam.
|S. Sinožić, T. Orehovački (Juraj Dobrila University of Pula, Pula, Croatia)
Using Analytic Hierarchy Process to Select the Most Appropriate Tool for Learning Programming
Introductory programming courses around the globe are sharing the common issue of high dropout rates that are mainly caused by the lack of prior knowledge and experience in developing algorithms for the purpose of solving problems as well as the perception of programming concepts as something that is too abstract and therefore very difficult. Literature offers a number of tools that are encouraging students to adopt good programming habits but testing them in order to select the most appropriate one is resource-consuming procedure for both teachers and students. With an aim to address the aforementioned issue, a taxonomy of tools designed for learning programming is proposed in this paper. As a follow up, an analytic hierarchy process (AHP) has been employed in order to facilitate multi-criteria decision-making related to choosing the tool that is most suitable for acquiring programming skills.
|M. Žagar, D. Delija, G. Sirovatka (Tehničko veleučilište u Zagrebu, Zagreb, Croatia)
Setting Up Digital Forensics Laboratory: Experience of Zagreb University of Applied Sciences
During the development of a new specialist graduate professional study program at Zagreb University of Applied Science "Information Security and Digital Forensics", a number of challenges was addressed. The key challenges were: a) Defining the curriculum and b) Defining and building computer infrastructure for conducting laboratory exercises. We will address second: defining the necessary equipment for conducting laboratory exercises. New possibilities are given by new technologies, and it would be possible to expand the working environment which, apart from laboratory exercises, will enable independent student work. We will describe and define setting of the environment that can also be used for independent research in the field of information security and digital forensics for expert and scientific community. We will use TVZ private cloud as a place to build digital forensic laboratory, maintained by digital forensic management process tool, where different virtual machines with different digital forensic software will be accessible for students and independent researches.
|M. Šoić (Ministarstvo regionalnog razvoja i fondova Europske unije, Zagreb, Croatia), K. Kavran (Veleučilište Velika Gorica, Velika Gorica, Croatia)
How to Upgrade an Existing Information System
When designing the development of complex and related information systems, the use of different technologies for different functional parts of the system can be the optimal solution.
Since the late 1990s, we have witnessed the unstoppable growth of web applications. They provide easy installation and upgrades, use of network resources and the Internet, and the ability to work on any operating system and browser. On the other hand, they are more expensive to develop, have worse user experience than desktop applications and are dependent on availability and network quality. Meanwhile, traditional desktop applications overwhelmed most of the major issues. When we add to this the ability to develop classic service applications, RESTful web services and modern web applications that utilize the processor power of a client, we get a palette with which it is possible to develop a flexible and modular information system that utilizes the optimal technology platform for each user request.
This paper describes some of the technologies for the development of modern applications and how they are used to upgrade the existing information system.
|Chairs: Zdenko Prohaska and Ivan Uroda
|M. Pejić Bach (Faculty for Economics & Business, University of Zagreb, Zagreb, Croatia), I. Miloloža (Faculty for Dental Medicine & Health, University of Osijek, Osijek, Croatia), J. Zoroja (Faculty for Economics & Business, University of Zagreb, Zagreb, Croatia)
Internet Use for Online Learning among Youth: Differences across European Countries and Educational Levels
Abundant availability of online courses and materials has greatly expanded the opportunities for gaining new knowledge and skills, especially among younger population. Most of these courses and materials are freeware or could be purchased for a cost substantially lower than compared to those offered by HEIs or publishing companies. Although these new opportunities are available to everyone, researches indicate that their usage is not evenly spread across European countries and educational levels. Goal of the research is to investigate if the usage of online learning materials and courses over Internet is homogenous in Europe among youth (age 16-29) of low, medium, and high level education. Research has been conducted on the data from Eurostat Database on the following aspects of Internet use (i) Looking for information about education, training or course offers; (ii) Doing an online course (of any subject); (iii) Usage of online learning material; (iv) Communicating with instructors or students using educational websites/portals; (v) Usage of any aspect of online learning. Cluster analysis has been conducted in order to create a group of countries according to different level of internet usage for online learning. Relationship of GDP per capita has been compared across identified clusters.
|M. Pejić Bach (Faculty of Economics & Business, University of Zagreb, Zagreb, Croatia), I. Miloloža (Faculty for Dental Medicine & Health, University of Osijek, Zagreb, Croatia), J. Zoroja (Faculty of Economics & Business, University of Zagreb, Zagreb, Croatia)
Teaching Health Care Management with Simulation Games
Usage of simulation games in education is constantly growing, due to their significant benefits, such as interactivity in a risk free environment. Simulation games are a pedagogical tool which allows development and knowledge simultaneously with the development of experience, in controlled environment. Areas of education in which simulation games are used are broad and they range from engineering to business and management. Simulation games are also used in health care management, with range of interesting applications. System dynamics is a simulation method that is often used for the development of simulation games, since it allows an observance of long-term dynamic phenomena. The goal of the paper is to provide an overview of simulation games usage in education, with the focus to health care management. A simulation game, developed with the usage of system dynamics is presented, with the focus to epidemic investigation and management. Graphic user interface of the game, as well as several simulation runs are presented.
|A. Karabegovic, E. Buza, S. Omanovic, A. Kahrovic (Faculty of Electrical Engineering , Sarajevo, Bosnia and Herzegovina)
Adoption of BPM Systems for Process Design in a Higher Education Institution
The objective of the paper is to present a case study about innovations of business processes related to bachelors’ and masters’ theses on the Faculty of Electrical Engineering of University Sarajevo by applying concepts of business process management (BPM) on those business processes. Theoretical context of the paper is created by presenting BPM concepts. Then, these concepts where applied on the case study of business processes of Faculty. Those processes are led through first phase of BPM lifecycle. In the phase of process design, current processes are analyzed, problems are recognized, and the new processes are proposed. Innovations of Faculty’s information system are proposed and described.
|M. Seničić (Visoka škola za informacijske tehnologije, Zagreb, Croatia), M. Matijević (I. tehnička škola Tesla, Zagreb, Croatia), M. Nikitović (Visoka škola za informacijske tehnologije, Zagreb, Croatia)
Teaching the Methods of Object Detection by Robot Vision
This paper presents two methods of object recognition by a robot vision which are being used to educate the students. This includes the basic manipulation of objects using the robotic arm. It describes the procedures needed for setting up the appropriate environment for object recognition and for each method gives the basic examples of practical usage of robot vision.
The part of robot vision is accomplished by using a USB camera and software named the Image Inspector for the image analysis, and the ViewFlex is used to interconnect the output data from the Image Inspector and robotic arm. The robotic arm used in the described methods is SCORBOT ER-4U, which is a didactic manipulator. The first presented method uses the blob analysis where the size of the blob conditions an object detection and the second uses the pattern matching.
The students must be aware of a core problem, which is the relationship between the real three-dimensional space and taken image of an object in the reduced robot working area. The right approach and wide teaching of methods for the robot vision will surely increase a chance for rapid improvement of the existing technology.
|V. Krstić (College for Information Technologies, Zagreb, Croatia), I. Mekterović (Faculty of Electrical Engineering and Computing, Zagreb, Croatia)
Using Unity to Study Properties of a Two-Dimensional Ideal Gas
Unity is a cross-platform game engine developed by Unity Technologies primarily used to develop 2D and 3D video games. Unity features a powerful physics engine and a GUI-based integrated development environment with support for scripting using C#. This way, game developers can easily create objects either by point-and-click operations or programmatically and assign physical properties (such as mass, initial position and velocity, and friction coefficient) to these objects, while the built-in physics engine takes care of the time evolution of the system. We believe that these features make Unity also suitable for various educational simulations and exercises. In this paper, we will use Unity and its physics engine to study properties of a two-dimensional ideal gas. In the Unity simulation, gas particles will be represented as discs with some physical properties and placed within a container. Unity’s physics engine will be used to evolve the system in time, and the state of the system will be observed. Finally, we will provide an analysis of various scenarios and comparisons of observed system properties to the theoretical framework.
|Z. Prohaska (Education and Teacher Training Agency, Rijeka, Croatia), Z. Prohaska, I. Uroda (University of Rijeka, Faculty of Economics, Rijeka, Croatia)
Results of the National Photography Competition in Croatian Primary Schools, High Schools and Schools of Applied Arts in 2017
From 27 to 28 April 2017, organized by the Croatian Education and Teacher Training Agency, the Ministry of Science and Education and the First Croatian Gymnasium in Sušak (Rijeka), the 19th National Competition - LIK, an exhibition of primary schools, high schools and schools of applied arts in the field of visual arts and design, this time focused on photography, was held in Rijeka.
In this article the results of this competition, based on photography and computers, in Croatian schools on the three levels mentioned above, will be analyzed and evaluated from the artistic and statistical point of view.
|A. Papić, S. Sušilović (Filozofski fakultet Osijek, Osijek, Croatia)
Students' Preferences Regarding the Transfer of Information and Knowledge through Infographics Tools
Infographics is visual presentation of data, information and knowledge. Infographics is used to simplify complex information and knowledge which can knowledge transfer make much quicker. Nowadays infographics is mostly present in media such as newspapers, marketing of different products but also in education in a little bit smaller extent. This paper gives special emphasize to applications of infographics within educational process in higher education. For that reason, students’ preferences toward infographics are explored and the results are presented in the paper.
|D. Purkovic (Sveučilište u Rijeci, Rijeka, Croatia)
Identification of Optimal Features of the Knowledge Base in Project-Based Learning Engineering Education - Qualitative Analysis of Applications
Project-based learning (PjBL) is an important segment of today’s technology and engineering education. It is essential for the development of students' adaptation and anticipatory competencies, i.e. the acquisition of procedural knowledge, the development of tacit knowledge and metacognitive skills. Accordingly, the relevant knowledge base could be of an invaluable help to students in performing problem-solving tasks, which are one of the key elements of project-based learning. For this very reason, the aim of the research was to identify the basic elements and characteristics that the knowledge base in project-based teaching should exhibit, and that are important from the point of view of their cognitive effect. The paper therefore gives an overview of the qualitative analysis of the achievements in project-based engineering practicum, which is offered to students enrolled on the undergraduate study of Polytechnics, University of Rijeka. The observation analysis indicates the main features of the knowledge base that are important from the cognitive impacts in the project-based engineering education. In summary, main features and characteristics are as follows: simplified visualization, fundamental and / or simulated abstraction, segmented problem situations and tasks, user friendliness, the possibility of basic interactivity and collaboration, and clear students’ expectations. Despite the role that knowledge base and knowledge management system can occupy in a project-based engineering education, their importance and use should not obstruct the main PjBL activities.
|E. Guberović, F. Turčinović, Z. Relja, I. Bosnić (University of Zagreb, Faculty of Electrical Engineering and Computing, Zagreb, Croatia)
In Search of a Syllabus: Comparing Computer Science Courses
There is an increasing need for an international computer science syllabi repository, using which students and teaching staff could explore and compare courses on various higher education institutions. Such a system would be vastly beneficial for exchange students as it could provide them a metric when choosing their destination. Driven by that need, a web application named CSyllabus was developed. After acquiring initial course data, currently from 7 universities, minimal attributes found throughout the dataset were defined. Course comparison algorithm was implemented using Latent Semantic Indexing from Gensim library based on comparing aforementioned attributes. To provide institutions the means to manage their syllabi data, keeping it precise and up-to-date, REST API was built with a supporting administration panel. Following the release, a poll was taken among users to evaluate the influence and usefulness of the CSyllabus web application.
|B. Blašković, F. Škopljanac-Mačina (Sveučilište u Zagrebu, Fakultet elektrotehnike i računarstva, Zagreb, Croatia), I. Zakarija (Sveučilište u Dubrovniku, Dubrovnik, Croatia)
Discovering e-Learning Process Models from Counterexamples
In our paper we are examining the application of process mining techniques in the development of adaptive e-learning systems such as Intelligent Tutoring Systems. Process mining techniques can discover business process models from event log data. Here, we will use process mining to discover and add new useful tutoring sessions (learning paths) to our adaptive e-learning system. E-learning knowledge base is an ontology (union of taxonomies) of a chosen domain. Using data in the ontology we build a directed acyclic graph with nodes (states) and labeled transitions (questions), or more formally, as a deterministic finite automaton (DFA). Each tutoring session is a run of the DFA, or in process mining terminology: one learning process model. We will apply well-known Angluin's L* algorithm on the data from e-learning system log files to discover new useful tutoring sessions which can be added to the e-learning system DFA. We will present use case examples based on our e-learning system used on our course Fundamentals of Electrical Engineering.
|M. Duić (Department of Information Sciences, Zadar, Croatia)
How Faculty from Rijeka and Split Use Web-Based Scientific Literature: Analysis Based on Four Variables
For their teaching and research activities, faculty need to have access to many scientific papers, books and other types of content. Along print sources found in libraries and bookshops, there are also various digital, web sources of scientific literature which are available to faculty. Some of these web sources are available through subscription by various scientific institutions and some of the sources are available for free to anyone who is interested. The research goal of this paper is to explore the faculty' use of various web sources of scientific literature, as well as faculty' practices and attitudes related to this topic. The research results will be analyzed with regard to the following aspects: age and gender of respondents; field of science in which they are working; their practices of exchanging scientific literature. To acquire these insights, the questionnaire will be sent to employees with teaching responsibilities at the faculties of philosophy, as well as at the faculties of science in two big Croatian cities: Split and Rijeka.
|F. Urem (Veleučilište u Šibeniku, Šibenik, Croatia), E. Ban (Agencija za odgoj i obrazovanje, Rijeka, Croatia), D. Jureković (Oracle Hrvatska d.o.o., Zagreb, Croatia)
Enhancing Digital Competences of Croatian Teachers of Informatics - Oracle Academy Use Case
In the field of European and Croatian education, it is especially emphasized the objective of digital competences development for all citizens. In achieving this goal, the key stakeholders are teachers of informatics and theirs teaching competences. Rapid development of information technologies poses great challenges to teachers in the field of their vocational training and appropriate curricula. This paper describes the experience of training them within the Oracle Academy program. Certain quality indicators of the conducted trainings have been collected with self-assessment of teachers in the field of programming and database competences.
|L. Abazi-Bexheti, A. Kadriu, M. Apostolova (South East European University, Tetovo, Macedonia)
Self Learning Trends in the Field of Introductory Programming
The changing nature of trends and technologies in computer science field is one of the things that make this field even more challenging. New developments may appear and attract learners, while older topics may have slighter importance from learners. Studying how trends evolve in Computer Science can be interesting from many perspectives. Furthermore, it can be used to craft learning paths. There are many ongoing studies that investigate the trends based on the research papers and publications in the field. In this paper, the trends are explored from the learners’ perspective. Furthermore, since most of the learners today gain a good part of their skills and knowledge form the self learning online tutorials, in this paper the trends are analyzed based on the self learning tutorials and their statistics.
|A. McGowan, P. Hanna, D. Greer, J. Busch (School of Electronics, Electrical Engineering and Computer Science, Queen's University, Belfast, United Kingdom)
Video Makes the Coding Star?
This research study was devised to investigate and assess the impact on learning of providing lecture records in a first year programming module of a university computing degree. The proliferation in the use of video lecture capture (LC) in universities worldwide presents an opportunity to analyse video watching patterns in an attempt to quantify and qualify how students engage and learn with the LC videos. The study initially seeks to investigate viewing behaviours and relate any identifiable patterns to better understand lecture capture video engagement performance, thereby enabling potential recommendations for future use of LC. The study then considered behavioural trends of the students towards watching LC videos, such as when, frequency, duration, first time versus repeat views, viewing devices used and an in depth study of video viewing behaviours including dropout and replay. It then relates these factors to academic impact, especially focusing on academic attainment. The study finds that there are significant and measurable factors identifiable from LC video analytics that can be used to predict student academic performance early enough during a course to provide early warning indicators of struggling students.
|Chairs: Jaak Henno and Hannu Jaakkola
|T. Klinger, C. Madritsch (CUAS, Villach, Austria)
Parallel Computing for Education Using Single-Board Computers
This paper describes the design, implementation, and practical use in Engineering Education of a Computing Cluster using IoT Technologies. First, the development goal and its expected application is explained. Current lectures in Computer Science, Computer Engineering and Image Processing will benefit of the massive parallel computing cluster. Next, the design and implementation - carried out by a group of students - are described in detail. Finally, the practical use of the cluster including a test application is shown. Here, current super-computing methods like Message Passing Interface (MPI) and Open Multi Processing (OpenMP) are used to show the ability and functionality of the cluster.
|W. Werth, C. Ungermanns (CUAS, Villach, Austria)
High Education Concept in Applied Systems Design
Increasing complexity of industrial development and production require a well-designed didactic approach in challenging study fields in engineering. Such concepts can be reasonably applied to study programs in Master education due to the necessary prior knowledge in technical disciplines. Conventional teaching of the subject matter is normally related to one teacher and his field of study that often leads to a restricted view on the topic. Therefore, an essential element of our concept is the connection of different aspects of a problem and a close coordination between the involved professors.
In this paper, we will report about a combined course in physics, control engineering, programming and practical implementation (lab) to show and teach the students a systematical procedure solving complex tasks. This is a typical demand of the industry, consisting of theory, modelling, simulation, implementation, measurement, data evaluation and verification. Based on a concrete example, the lecture concept is presented and discussed.
|H. Jaakkola (Tampere University of Technology, Pori, Finland), B. Thalheim (Christian Albrechts University at Kiel, Kiel, Germany), J. Henno (Tallinn University of Technology, Tallinn, Estonia), J. Mäkelä (University of Lapland, Rovaniemi, Finland), H. Keto (Tampere University of Technology, Pori, Finland)
Role of the User in Information Systems Development
We have focused our paper on the aspects important in adapting an Information System (IS) to the user's cultural background. We are interested both in the factors related to IS development and in the use of IS. Increasingly, ISs are being developed and used in a global context. We have perceived differences in expectations of functionalities, architecture, structural properties, information search practices, web-based system properties, and user interfaces. One conclusion would be that a high quality IS reflects user behavior in its use context. In that case, the system has to model its user one way or another. Until now, the topic has been handled without meaningful effort to model user behavior. Current publications cover a wide variety of rules on how to take into account cultural differences in the IS context. In this paper, our aim is to study the current state-of-the-art of user modeling - modeling the human being as an IS user. We start with general aspects related to the role of the user in IS development and alternatives to adaptable systems. The findings are applicable in the educational context as well. More and more, the use of computers and ISs is becoming an essential part of studies: the use of MOOCs (Massively Open Online Courses) as a part or replacement for traditional face-to-face classes; flipped learning methodology emphasizing the significance of self-learning; and blended learning, including quite often computerized study content. Our focus is on the global context, in which students represent different cultures and the IS is globally available.
|P. Pürcher (University of Graz, Graz, Austria), M. Höfler (Danube University Krems, Krems, Austria)
Technology Meets Psychology: Psychological Background in Virtual Realities
In recent years, virtual realities (VR) have become an important resource for various applications such as entertainment, architecture, therapy and learning. Previous research already investigated the effects of psychological processes such as immersion, flow and involvement in context of VR. However, there are also more basic psychological processes such as perception and attention which both play a crucial role when creating and using VRs. Due to perceptual processes we perceive input from our environment and create a subjective reality in our mind that often does not correspond to the objective reality. Due to attentional processes, we are able to filter relevant information that is processed via our senses from all perceivable information. In the current study we interviewed technicians about their degree of awareness and knowledge with regard to such attentional and perceptual processes in general and within VRs. The findings showed that there is some lack of knowledge with regard to this processes, suggesting that there is need for a broader discussion of the topic. This work aims to be the first step towards this direction.
|M. Pavlovski, I. Dunđer (Filozofski fakultet Sveučilišta u Zagrebu, Zagreb, Croatia)
Is Big Brother Watching You? A Computational Analysis of Frequencies of Dystopian Terminology in George Orwell’s 1984
George Orwell's 1984 is considered by many to be a classical work of modern English literature with tremendous influence. It has been translated into many languages and is still one of the most read works to the present day. The word “Orwellian” is used in present-day English language to describe a totalitarian utopia, i.e. dystopia. The terms and literary concepts in the novel have been the subject of a vast critical acclaim, whereas the novel’s terminology used by Orwell is still being massively utilised in media, political science, education, popular culture etc. Linguists claim that terms such as “Big Brother”, “thought crime”, “Room 101” and others are in common use since the publication of the novel in 1949. The aim of this paper is to demonstrate, through the use of a computational analysis of frequencies of dystopian terminology in the text of George Orwell's 1984, that it is possible to measure how the Orwellian concept is created, constructed and structured in the novel. Such a computational approach might provide deeper, objective, unbiased and consistent insights into the phenomenon of dystopia in fictional literature.
|I. Dunđer, M. Pavlovski (Filozofski fakultet Sveučilišta u Zagrebu, Zagreb, Croatia)
Computational Concordance Analysis of Fictional Literary Work
Fictional literary work, in the case of the dystopian genre, could be exemplified in the context of totalitarian utopia of George Orwell's novel 1984. The terms and concepts of the novel have been subject of a vast and storied critical reception, especially regarding the terminology concerning what makes this particular fictional literary work an ideal example of dystopian literature. Many of the terms used in 1984 have been in common use in the English language since the date of the novel's publication. The main hypothesis in this paper is that terms related to the “Orwellian” concept, such as “Big Brother” or “Room 101”, are applied in an affirmative and positive way, and that a computer is not suitable for distinguishing the totalitarian implications of those terms, as computers are inherently not able to put them in the context that is in fact a dystopian work of fiction and that the novel’s characters employ these terms as a mean of, in the novel's expression, “thought control”. The aim of this paper is to examine, through the application of computational analysis of concordances, the possibilities to measure the true, totalitarian nature of the concepts and catchphrases used affirmatively by the characters in the text of a fictional literary work on the example of Orwell’s 1984.
|I. Hebrang Grgić (Filozofski fakultet Sveučilišta u Zagrebu, Zagreb, Croatia), F. Grgić (student, Fakultet elektrotehnike i računarstva Sveučilišta u Zagrebu, Zagreb, Croatia), I. Despot (poslijediplomski student, Odjel za informacijske znanosti, Sveučilište u Zadru, Zadar, Croatia)
Implementing New Technologies in Publishing: Enhanced Printed Books
|N. Kadoić, D. Oreški (Faculty of Organization and Informatics, Varaždin, Croatia)
Analysis of Student Behavior and Success Based on Logs in Moodle
Today, it is almost impossible to implement teaching processes without using information and communication technologies (ICT), especially in higher education. Education institutions often use learning management systems (LMS), such as Moodle, Edmodo, Canvas, Schoology, Blackboard Learn, and others. When accessing these systems with their personal account, each student’s activity is recorded in a log file. Besides analyzing the raw data from log files directly, there is an option to use Moodle plugins that provide learning analytics and enable the faster analysis of students’ behavior on LMS. In this paper, some of these plugins are presented. However, this paper is focused on analyzing the log files of a course implemented on the LMS Moodle at the Faculty of Organization and Informatics at the University of Zagreb. The results of the students’ behavior, based on logs in Moodle, will be interpreted in terms of student success.
|T. Hryhorova , O. Moskalenko (Kremenchuk Mykhaylo Ostrohradskyi National University, Kremenchuk, Ukraine)
Enhanced Access to Training Information in e-Learning Systems
Various forms of training that use e-learning systems such as closed and opened educational portals were examined. Existing e-learning systems do not have the ability to find information quickly in all the training courses that have been downloaded, which limits access to the information provided. Several commonly used searching engines were researched to access the possibility of using them for efficient access to all materials presented in the elearning system. For testing them, e-learning system EFront was chosen. The EFront system is based on the database with clustered indices. Use of an additional programming module connected to EFront system is proposed. This module would allow a full-text search of the information needed. During the research, several modules of full-text searching were considered. The Sphinx technology was selected as the most efficient one. Thus, the proposed solutions made it possible to expand the students' ability to access the necessary educational information.
|G. Miščević, A. Perić Hadžić, E. Tijan (Sveučilište u Rijeci, Pomorski fakultet, Rijeka, Croatia)
Applications and Software for Teaching Logistics and Logistics Management
Overall development of technology in recent years has had a great impact on the business itself, including logistics and logistics management as examples of business sectors which extensively use information and communications technologies (ICT). Teaching methods have been changing during this period to keep track with the demand of business sector for seeking and employing more skilled workforce. This paper will sum up some of the software and applications used in teaching and learning logistics, but will also give a brief comparison of students' desires and current state of the methodology used at University of Rijeka, Faculty of Maritime Studies. E-learning is commonly used in higher level education, combining traditional methods with modern methods. On the other hand, game-based learning and m-learning are newer approaches, and have a large potential in teaching logistics and logistics management.
|V. Đurek (City of Zabok, Zabok, Croatia), N. Kadoić, N. Begičević-Ređep (Faculty of Organization and Informatics, Varaždin, Croatia)
Assessing the Digital Maturity Level of Higher Education Institutions
The main aim of our research is to develop Digital Maturity Framework for Higher Education Institutions (DMFHEI) that can be adopted and implemented in the Republic of Croatia; to identify main areas and elements of the Framework and to do their prioritization. Developing the framework requires the application of a complex methodology, which includes a set of methods, techniques and instruments, such as qualitative analysis and the comparison of similar frameworks that describe digitally mature organisations and strategic documents at the national and international level, the Q-sorting method, focus groups, multi-criteria decision making methods, etc. The developed DMFHEI has areas and elements that are not mutually exclusive or disjointed. In the phase of Framework development, well known multi-criteria decision making method the Analytic Hierarchy Process/Analytic Network Process (AHP/ANP) was implemented to prioritize main areas and elements identified in the Framework. The results of prioritization are shown in this paper as well as influence of this areas and elements priorities on the general digital maturity level of the institution based on the assessment of digital maturity which is determined by the developed and validated Instrument for Measurement of DMHEI and its application to HEI in the Republic of Croatia.
|E. Kaila, M. Laakso, E. Kurvinen (University of Turku, Turku, Finland)
Teaching Future Teachers to Code – Programming and Computational Thinking for Teacher Students
Programming is one of the key assets in the modern society. In addition to teaching programming to future programmers, it has become more and more important to teach it alongside computational thinking to all students. We designed and implemented a programming course aimed for teacher students at our university. The goal of the course was to teach programming, computational thinking and the methods and tools used in programming education. The course was divided into two parts: first, the students were taught basic programming skills by utilizing tutorial-based learning with automatically assessed electronic exercises and play-based programming tasks. In the second part, the students utilized the acquired skills by teaching programming integrated into mathematics to children at elementary school level. The students worked really hard throughout the course, completing more than 90 % of all tasks in average. Moreover, the feedback from the tutorial sessions and the practice lessons at schools was mainly positive.
|E. Kaila, M. Laakso, T. Rajala, A. Mäkeläinen, E. Lokkila (University of Turku, Turku, Finland)
Technology-Enhanced Programming Courses for Upper Secondary School Students
Nowadays, it is typical to integrate programming into curriculum in high school level. However, there are rarely existing models or materials offered to teachers for teaching the courses. With this in mind, we have designed and developed two high-school level programming courses which utilize educational technology in all areas extensively. The first course is about introductory programming concepts in Python, and the second course about object-oriented programming in Java. The courses emphasize gamification and active learning via tutorial-based educational model. In this model, each lecture is accompanied with a tutorial which combines learning materials with automatically assessed programming exercises. The teachers are provided with ready-to-use materials for all other areas of the course as well, including e.g. lecture slides, weekly exercises, course projects with model answers, and electronic exam. All materials are customizable to suit different students and learning styles. In this paper, we describe the design and implementation of the courses, and provide results and experiences from three instances where the courses were utilized in high schools. Based on the results, it seems that the courses are both effective and motivating to students, and have received excellent feedback from the teachers utilizing them.
|E. Kaila, M. Laakso, T. Rajala, E. Kurvinen (University of Turku, Turku, Finland)
A Model for Gamifying Programming Education: University-Level Programming Course Quantified
Utilizing gamification in course holistically requires that all areas of the course can be quantified, and the progress made transparent to students as well. However, keeping track of all students’ scores, submissions and other tasks can be too big of a workload to be practical, especially in the larger courses. We have successfully adapted a collaborative education tool to university-level programming courses. The tool is used to record student performance in all areas of the course, including for example attendances, demonstration and tutorial scores, course projects, weekly surveys and additional exercises. In addition to providing comprehensive statistics to teachers, all progress is also visible to students in real time. In this paper, we describe the re-design of the course, with gamification and transparency to students in focus. Moreover, we analyze students’ scores in different areas of the course, and find out if there are correlations to be found between different areas. As a result, a model of gamifying a university-level programming course successfully is presented.
|M. Laakso, E. Kurvinen, P. Enges-Pyykönen, E. Kaila (University of Turku, Turku, Finland)
Designing and Creating a Framework for Learning Analytics in Finland
Digitalization and technology in schools continues to be a hot topic. In this paper we share our experiences and findings on how to build and distribute an educational system that can be used as a framework for learning analytics. We discuss the key features and ideology behind the system but also how to train teachers successfully to use the system. We present three different training models and share our experiences and teachers’ feedback on them. The number of user has increased rapidly after implementing the different training models and feedback from teachers is very positive.
|J. Henno (Tallinn University of Technology, Tallinn, Estonia), H. Jaakkola (Tallinn University of Technology, Pori, Finland), J. Mäkelä ( University of Lapland, Rovaniemi, Finland)
Adjusting University Education with Workspace Training and Self-Education
Abstract – Close to 100% employment of students and easy access to abundance of information on Internet has essentially changed student's learning practices and their earlier knowledge background, especially on rapidly progressing field of Software Engineering. On workplace they have to use technologies, which are used in practice of their employing enterprise, but often do not understand the scientific and/or technological principles on which these technologies are based. They seek explanations on Internet, but information on Internet is often low quality, one-sided and presented with business targets on mind - to get more users to technologies developed and sold by a business enterprise. Thus university has to explain basic principles of technologies what students already know and have used and correct some popular beliefs, which are supported by software vendors and based their business interests. Non-formal sources of knowledge – workplace training and Internet – do not reduce teacher's task, but force teachers constantly study all new which appears in this field, thus increase teachers workload. Students increasing use of non-formal sources of knowledge imply need for flipping the process – instead of teaching students are set to learn from provided detailed tutorials. Use of Internet and work has made self-study, seeking information from Internet sources very customary for current students, thus such flipping worked very well in a game programming course provided by the first author.
|M. Apostolova Trpkovska, M. Hamiti (South East European University, Tetovo, Macedonia), A. Susuri (University of Prizren "Ukshin Hoti", Prizren, Kosovo)
Ethical Background of Using Modern Internet Technologies as a Medium for Communication in the Educational System in Macedonia
It is very easy to dismiss social media as an obsession of the young generation, but, by doing so it minimizes one of the fastest growing trends in technology. The tools offered by social media have become a way through which schools or businesses quickly and efficiently share information. Due to the almost universal approach of social media to all demographic groups, they most often touch people with whom traditional forms of communication fail. Starting with the BB generation in which the verbal communication was in the first place, through the X generation that always inserts new ways of communication, but based on the BB values, up to the Y and Z generation that lives with the development of technology and modern ways of communication. This paper will analyze how different generations in the school environment coexist through the communication offered by social media and modern technologies which is a complex issue that can provide an answer in many areas of interpersonal relationships in the observed region. The results of this case study pointed on many positive and negative aspects of application of the Social Media in Educational system in Macedonia, taking care of its ethical background.
|A. Akšamović, E. Huseinović (University of Sarajevo, Faculty of Electrical Engeenering, Sarajevo, Bosnia and Herzegovina)
Electronic Waste Disposal in District Sarajevo
This paper analyses the disposal problem of electronic waste in District Sarajevo (DS), Bosnia and Herzegovina (B&H). It provides a brief overview of electronics development including analysis of the quantity of electronics presented in the present market. This analysis is specially focused on explaining how far the electronic development has come and how far is it supposed to go, in the future. It is a fact that electronic devices are overflowing the everyday life of an average citizen and because of the speed of their production and development their numbers are reaching critical figures. Materials found in electronic waste can be divided into two categories: material suited for recycling and material harmful for its surroundings. This paper explains several methods of electronic waste recycling. The recycling itself is explained from various points of view: legislatives, technological procedures, economical parameters, ecological goals and the most important one, the conscientiousness of the community involving the problem of recycling and preserving our natural habitat. This paper presents the analysis of the state of the disposal system concerning electronic waste in the DS, B&H. This district has around 400.000 citizens and it represents a good candidate for this type of analysis. Research shows that amount of electronic waste is concerning, and numbers describing the amount keep increasing. The legislatives concerning this problem, together with the technology used, are not sufficient to resolve this constantly evolving problem. The biggest problem is that the community awareness of this issue is nearly nonexistent.
|M. Ražnjević Zdrilić, V. Kalajžić (University of Zadar, Zadar, Croatia)
Apprehension of Media Literacy by the Student Population
By the development of information and communication technology, media have experienced expansion, especially in the types of media content and their multiplication and distribution, as well as in the ways of access to the media content itself. Due to this fact, the influence of media on all age groups, especially children and young people, is becoming more and more important, and research more intense. Therefore, special attention has to be paid to the understanding of media content and its critical evaluation by the recievers. Based on the conducted survey, the difference between attitudes and opinions on media literacy between the undergraduate students as potential students of Journalism and public relations and graduate students of Journalism and public relations, who will by their professional work actively participate in creating media content with the exception of consuming media content, has been analyzed. Within this research special attention has been paid to the understanding of media literacy, the way of media usage, as well as to the possibilities of access to media and media content. The method of the descriptive statistics was used in the presentation and interpretation of the obtained results.
|M. Konecki (Faculty of Organization and Informatics, Varaždin, Croatia), C. LaPierre (Benetech, Palo Alto, California, United States), K. Jervis (Penn State, State College, Pennsylvania, United States)
Accessible Data Visualization in Higher Education
Many aspects and courses that are part of the higher education system can be quite challenging for many students. Courses such as programming have been reported to be difficult by many students worldwide. In the modern age many courses that encompass new directions in science and professional work such as big data or data mining have emerged. These courses present new challenges for all students and are particularly challenging for students with disabilities, especially for visually impaired students. In this paper, the challenges of visually impaired students regarding higher education and interpretation of data are presented and means and technologies for aiding visually impaired students in data interpretation are discussed and elaborated. The research results about the effectiveness of using some of these technologies are also presented along with conclusions and comments about the possible future research directions in this area.
|Chairs: Marjan Krašna and Robert Repnik
|R. Vrana (Filozofski fakultet Sveučilišta u Zagrebu, Zagreb, Croatia)
Acceptance of Mobile Technologies and m-Learning in Higher Education Learning: an Explorative Study at the Faculty of Humanities and Social Science at the University of Zagreb
With over 6 billion people with access to a connected mobile device and two persons who access the internet from a mobile device and a person who accesses the internet (UNESCO), m-learning has established a solid basis for its implementation worldwide. It already has an important role in higher education learning as it introduces new methods of teaching and learning and use of digital information resources. The key point in the concept of implementation of m-learning in education is motivation of students for use of mobile technologies. Students are population of users who are highly exposed to mobile technologies and it is expected that their views and actual use of mobile technologies in their education will determine further developments of m-learning. According to one of the several key theories of acceptance of mobile technologies, the unified theory of acceptance and use of technology (UTAUT), there are four important concepts of this theory that determine the success of acceptance of mobile technologies: performance expectancy, effort expectancy, social influence, and facilitating conditions. These concepts could be further expanded by additional gender, social, contextual and other factors which influence the acceptance of mobile technologies. The result of implementation of UTAUT and similar theories would be better understanding of acceptance and use of mobile technology by students for further advancement of m-learning. The aim of this paper is to present results from the research of students at the Faculty of Humanities and social sciences about acceptance of mobile technologies and m-learning.
|M. Glavaš, M. Brkić Bakarić, M. Matetić (Department of informatics, University of Rijeka, Rijeka, Croatia)
Applying Advanced Linear Models in the Task of Predicting Student Success
The paper presents a comparative analysis of different linear models based on Moodle data from the LMS system related to the course Programming 2 at the Department of informatics, University of Rijeka. The task is to predict student final course success on the base of student activity presented by the initial set of predictors. We are dealing with several methods aiming at reducing the predictor set in order to extract the most representative predictors thus increasing prediction accuracy. The interpretation of the obtained predictive models is given.
|M. Puhek (DOBA Business School, Maribor, Slovenia), L. Bregar (Faculty of Economics, University of Ljubljana / DOBA Business School, Ljubljana, Slovenia)
Why is e-Learning in Slovenia Left Behind?
The beginnings of introduction of development of information and communications technology (ICT) in education in Slovenia were promising, where in late nineties, majority of educational institutions were equipped with new technology. In 2017 the first comprehensive survey on the situation of digitalisation and e-learning in higher education in Slovenia was carried out. It was designed as a web survey that included all higher education institutions in Slovenia and was comparable with international European University Association survey on e-learning in Europe. Relatively high response rate (45%) and representativeness of the sample distinguish survey results.
The comparison with the European data shows from the point of view of the availability of ICT a satisfactory picture, while Slovenia remains behind in terms of using ICT as a means for improving quality and innovating higher education. Majority of HE institutions do not use ICT for other than administration and communication purposes.
The paper will focus on identification of key barriers which hamper thorough development of e-learning in higher education in Slovenia. Survey results on respondents’ (mainly academic leaders) perception on e-learning will be elucidated; external players of implementing e-learning will also be examined for Slovenia.
|D. Kermek, M. Novak, M. Kaniški (University of Zagreb, Faculty of Organization and Informatics, Varaždin, Croatia)
Two Years of Gamification of the Course - Lessons Learned
Gamification has been applied in different levels of education (elementary, high school, university) for roughly last 5 years. Many researches deal with how to improve education process by usage of game mechanics and other game based elements in their teaching activities. One of the important part of research in the area of education is what part of the course is involved in the research. If it covers some smaller part of the course, for example, one topic that correspondents to a chapter from common course literature and the gamification is limited to few weeks then we could not get the full picture of its real good and bad sides. Some students got excited when teacher use new methods and lost interest after few weeks. However, the course lasts much longer then few weeks and it is much harder to apply gamification for the full course content and to keep students’ interest during the whole education process like semester with 15 weeks.
The paper presents our experience with gamified course in two consecutive academic years. We gamified whole course content and learning activities. First year we had half students in gamified version of the course as an experimental group and the other half of students as a control group. The experimental group based on their groupings had all gamified experiences that standard Moodle distribution and chosen plugins provide. The control group was not formally and fully included in all aspects of gamified version of the course but the teachers manually record all their earnings (badges, experience points etc.) even the students were not aware of it. We made some comparisons based on those groups and their achievements, usage of the Moodle etc.
We analysed the students’ survey they fill at the end of the course, also our remarks we made during the course. Those were inputs to smaller adjustments for next year (for example we provided more information about the best award). In the second year, the whole course student population was using gamified version of the course. Again, we analysed the students’ survey they fill at the end of the course. We compared those two years in many elements. Some of results were expected but some were not. Finally, we compare our experience with other researches in the area of gamification.
|J. Mezak, P. Pejić Papak (Učiteljski fakultet, RIJEKA, Croatia)
Learning Scenarios and Encouraging Algorithmic Thinking
Although contemporary education places learners at the centre of the teaching process, in most of our schools, students are mostly educated by traditional teaching methods. Students should be active participants in the educational process that will, through research in collaboration with the teacher and other students, acquire new knowledge and develop various competencies, especially in the STEM field.
The traditional role of the teacher, as the main source and knowledge transferor, is changing, so preparation for teaching should be adapted to such changes. Learning scenarios can contribute to the development of innovative ideas for the implementation of educational activities, including contemporary teaching methods using digital tools and digital contents.
The Erasmus+ project "Games for learning algorithmic thinking" begins with the education of primary school junior grade teachers who will develop such teaching scenarios and apply it with their students.
The paper presents how appropriate learning scenarios can stimulate the algorithmic thinking of young students in everyday situations.
|D. Tuparova (South-West University "Neofit Rilski", Blagoevgrad, Bulgaria), G. Tuparov (New Bulgarian University, Sofia, Bulgaria), V. Veleva, E. Nikolova (South-West University "Neofit Rilski"", Blagoevgrad, Bulgaria)
Educational Computer Games and Gamification in Informatics and Information Technology Education – Teachers’ Points of View
One of the latest trends in education is the computer game based approach. There are different factors that hinder teachers’ use of games in educational process. The Informatics and Information technology (IT) teachers’ attitude towards use of educational computer games is in the focus of our study. To achieve our goal, we developed a questionnaire with 24 questions spread in 111 variables. We obtained 100 responds from Bulgarian teachers in Informatics and IT.
Main research questions are: What type of educational computer games (ECG) are preferred by the teachers regarding to their price? Which pedagogical purposes of ECG do teachers prefer? Which are the most used types of ECG regarding to game plot? What type of end user devices are used in playing ECG in classes? Which are the information sources for teachers about educational computer games? What is the efficiency of the use of educational computer games in different pedagogical activities? Is there a statistical significant difference regarding barriers for use of ECG for teachers that use and for teachers who don’t use ECG?
The answers of these questions give us a direction for improvement of methodology for educational computer games development and implementation of ECG in classrooms.
|G. Tuparov (New Bulgarian University, Sofia, Bulgaria), D. Tuparova (South-West University "Neofit Rilski", Blagoevgrad, Bulgaria)
Approaches for Integration of Educational Computer Games in e-Learning Environments
The interests of educators in the Game based education and gamification in educational process has grown rapidly in the last few years. The most important questions are: What kind of game development tools to use and how to use and deliver appropriate educational games in e-learning environments.
In this paper we propose a framework for analyzing possibilities for game and gamification integration in e-learning environments. As a base for this framework we make an analysis of features of popular free open source e-learning environments like Moodle, ATutor, ILIAS etc. Also we present an example for integration of an educational computer game in e-learning environment Moodle.
|A. Bralić (University of Zagreb, Faculty of Organization and Informatics, Varaždin, Croatia)
Approaches to Learning in a Blended Learning Environment: Preliminary Results
The effectiveness and success of blended learning is an intriguing topic to researchers; the use of technology has transformed the traditional ways of teaching in higher education and has played an important role in achieving a scalable, inclusive, and cost-effective education. In the same time, approaches to learning and the perception of teaching-learning environment have been an interest of authors looking to understand the ways that students go around learning and achieve their study goals. Influenced by multiple factors, students adopt deep, surface, or strategic approach to learning. This research is focused on bringing the two research areas together using an original research instrument, developed to understand the students’ approaches to learning in a blended learning environment. The survey has been conducted on a sample of students in two Croatian universities. Relationships between gender, student status, year and area of study, use of MOOCs and/or educational videos, experience with e-learning, learner control, specific use of learning management system, perceptions of teaching-learning environment and the approaches to learning have been explored. This paper covers the instrument’s validity and reliability assessment and the preliminary results of the research, along with recommendations for conducting further research in this field.
|K. Aleksić Maslać, M. Rašić, P. Vranešić (Zagreb School of Economics and Management, Zagreb, Croatia)
Influence of Gamification on Student Motivation in the Educational Process in Courses of Different Fields
The rapid development of Information and Communication Technologies (ICT) offers great possibilities of improvement of the educational process in higher education. It is very important to motivate students to actively participate in classes, regardless of a classical classroom education or e-learning style of teaching. Gamification is one of the methods that motivates students to actively participate in class, learn through entertainment by playing with their colleagues and emphasize on the positive competition and also, to make learning fun. In this paper, some of the methods used by Zagreb School of Economics and Management (ZSEM) will be described and analyzed through student engagement and motivation in different courses – courses that are related to technologies and courses that are related to legal discipline. The research shows that students are very pleased with the introduction of gamification as part of the educational process - no matter which course it is, they feel that gamification has helped them to get motivated to study and they have expressed their wish to have it as part of any course they are attending.
|I. Balaban (University of Zagreb, Faculty of organization and informatics, Varaždin, Croatia), K. Stančin (University of Rijeka, Department of informatics, Rijeka, Croatia), A. Sobodić (University of Zagreb, Faculty of organization and informatics, Varaždin, Croatia)
Analysis of Correlations between Indicators Influencing Successful Deployment of ePortfolios
This paper brings selected results of a research focused on measuring the success of an ePortfolio system deployment at the individual level. It further explores the structural model based on the DeLone & McLean's IS success model by investigating relationships between Use, User satisfaction and Net benefits as the main constructs of the model. The analysis involved 186 students from 10 different institutions worldwide. Descriptive statistics is used to identify and explain correlations between main constructs as well as to explain correlations among indicators that are direct benefits of using ePortfolios. Results also reveal key benefits of successful ePortfolio deployment.
|M. Novak, D. Kermek (University of Zagreb - Faculty of Organization and Informatics, Varaždin, Croatia), M. Joy (University of Warwick - Department of Computer Science, Coventry, United Kingdom)
Calibration of Source-Code Similarity Detection Tools for Objective Comparisons
Today there are many source-code similarity detection tools. These tools are used for many purposes and one of them is plagiarism detection, in which context this paper is written. Every time a new tool is developed authors want to show that it is better than existing ones and so they perform comparisons. Often these comparisons tend to be unfair towards the existing tools. There can be multiple reasons for that. One such reason is that existing tools are not calibrated. Almost all tools have configuration parameters but often they are not calibrated before the comparison. The paper presents a way of calibrating the tools to keep the comparison more objective.
|P. Raziūnaitė, A. Miliūnaitė, R. Maskeliūnas, R. Damaševičius, T. Sidekerskienė, B. Narkevičienė ( Kaunas University of Technology, Kaunas, Lithuania)
Designing an Educational Music Game for Digital Game Based Learning: a Lithuanian Case Study
We describe the development and evaluation of the educational musical computer game for pre-school children that offers a first experience with music education. The game is used as a case study to demonstrate, evaluate and discuss the principles of game design for digital game based learning. We describe the game’s scenario along with the explanation of the logics and mechanics of this game, and present its evaluation from the educational point of view. The game fills the niche of Lithuanian educational musical games, while the study results show that preschool children show great interest in exploration and creation of musical sounds thus ensuring the enrichment of educational game-based process with elements of creativity and emotional learning.
|A. Bernik (University North, University Center Varazdin, Varaždin, Croatia), G. Bubaš, D. Radošević (Faculty of Organization and Informatics, Varaždin, Croatia)
Measurement of the Effects of e-Learning Courses Gamification on Motivation and Satisfaction of Students
In the first part of our study an analysis is presented of the results of literature search and existing self-assessment scales that were developed for measuring motivation and satisfaction of students. In the second phase of our study a battery of self-assessment measures was created for collecting data for a broad and overarching set of related constructs/variables (in comparison to those that are reported in literature) by (a) adaptation and improvement of existing measures and (b) creation of novel measures for constructs that were found important in theoretical and applied papers on gamification. The initial empirical evaluation was performed of this new questionnaire (battery of self-assessment scales) using a large convenience sample of students (N=201) who attended a hybrid course on computer programming. The respondents were divided into an experimental group which used gamified e-learning course material, and a control group which used a non-gamified version of an online course with equal theoretical content. For every self-assessment scale Cronbach alpha coefficients were calculated and the scales were slightly corrected to improve internal consistency. Results are reported regarding the effects of gamification on the variables measured by scales that were adapted or newly created for this research. Finally, factor analysis was performed by using totals scores from all the scales that measured the constructs related to the effects of gamification on motivation and satisfaction.
|M. Krašna (University of Maribor, Maribor, Slovenia), D. Korže (Faculty of Electrical Engineering and Computer Science, Maribor, Slovenia), B. Kaučič (Initut, Institut informacijskih tehnologij, d.o.o. , Maribor, Slovenia)
Searching for the Reasons Why ICT is Not Adequately Used in Schools
Recent period the educational institutions have been subject to the ICT evolution, several governmental institutions invested resources while expecting favourable outcomes after certain time. Unfortunately, one can observe that actual situation differs from expected. For example, although schools are equipped with ICT hardware and educational materials are available for almost all study subjects, the progress “before-after” ICT changes and integration of holistic treatment of individuals through their competency should be better.
An ongoing nation-wide research project, presented in the paper, have the aim to identify the reasons for this among students of educational study programs, and introduce the handbook of ICT application for teachers to improve the situation. From several reasons for aforementioned situation, the paper will focus and treat the following reasons from student perspective through empirical tests and discussion: (1) overconfidence and too high self-assessment, (2) opportunistic driven decisions and persistence of usual educational cycles, and (3) lack of examples of good (and bad) and proven practice.
|R. Repnik (Faculty of Natural Sciences and Mathematics, University of Maribor, Koroska c. 160, 2000, Maribor, Slovenia)
Using Physics Simulation Environment for Better Students’ Performance
In the past we were witnessed the drop of interest for studying physics. Many reasons for that were identified and improved but some are still present. To understand physics students need huge mathematical knowledge that is beyond their abilities in primary and secondary schools. Physics experiments are real physics but the measurements generally differ from the physics equations in primary and secondary education. Many things have to be over-simplified from the real world experiment for students to solve the problem analytically by using math equations. In the past years, we used simulations for examining physics phenomena that were able to hide complex mathematics and show the same behaviour like physics experiments. However, with the drop of support of Java applets all those applets become obsolete. We are now facing dilemma, do we need to recreate simulations or use simulation environment and use the process of creation of simulations as learning tool. With the case study method, we have tested one example of free physics simulation environment Algodoo to see which group of students is the best for such approach. This didactical approach is not suitable for all students but it has important benefits for the others.
|A. Špernjak (Faculty of Natural Sciences and Mathematics, Maribor, Slovenia), A. Šorgo (Faculty of Computer Science and Electrical Engineering, Maribor, Slovenia)
Outlines for Science Digital Competence of Elementary School Students
Many of the digital competences of students can be transferred from their homes and out-of-school environments, but it is unrealistic to expect that students will become proficient in the use of equipment such as whiteboards or data-loggers outside school. An emergent research topic is thus “Are science teachers succeeding in transferring to their students the digital competences specific to the study of science?” In the initial research phase, our intention was to prepare a Digital Competence Framework for Science Learning for Elementary school Students, and a proposal for how this could be applied in the science classroom. We began from a study of the Slovenian syllabus for Computer Science and Multimedia in elementary school. We discovered that, in science education, we cannot rely on students’ digital competence even at the basic level (use of e-mail, internet browsers, word processors and home multimedia), a situation that calls for intervention by science teachers. Additionally, the school subject Computer Science and Multimedia is elective, which is another reason that we cannot expect students to be digitally competent in all classrooms, nor we can expect this kind of digital competency merely on account of the abundance of digital technology all around us. A framework was prepared and adapted for the basic, general and subject specific levels. Specific classroom situations are identified for clarifying the concepts, and classroom practices based on tested sources are proposed for presentation at the conference.
|S. Babić (Polytechnic of Rijeka, Rijeka, Croatia), T. Orehovački, D. Etinger (Juraj Dobrila University of Pula, Department of Information and Communication Technologies , Pula, Croatia)
Perceived User Experience and Performance of Intelligent Personal Assistants Employed in Higher Education Settings
The application of intelligent personal assistants (IPAs) in the educational context is a relatively new paradigm. One of the key features of an intelligent personal assistant is the ability to respond to user voice input through natural language processing. Implementation of intelligent personal asistants (IPAs) in higher education teaching process is associated with the students' adoption and satisfaction with IPAs. With an objective to explore student's experience and performance evaluation of IPAs on their smartphones, a empirical study was carried out. Data was gathered by means of the post-use questionnaire after completed predefined scenario of interaction with two IPAs: Google Assistant and Lyra. The analysis of collected data uncovered pros and cons of IPAs perceived by students from two Croatian higher education institutions. Empirical findings are presented whereas their implications for educational ecosystem are briefly discussed.
|T. Babić, S. Papić (Visoko učilište Algebra, Zagreb, Croatia), M. Babić (Knjižnice grada zagreba, Zagreb, Croatia)
The Importance of Multiple Intelligences and Growth Mindset – Research Among Students of University College Algebra
Dramatic changes in the global society and economic structures due to information technology revolution and mass production and dissemination of the new knowledge demands a rapid response from individuals in order for them to have successful lives. People have very different kinds of mental and intellectual strengths and they must be taken into account when we think about learning process which plays the critical role in this new knowledge economy with the focus on „human capital“. In this paper, the research conducted over the student population of University College Algebra will be presented with the aim of identifying the most important factors that students consider to have a major impact on their capacity to learn, ability to relate new information to prior knowledge which is crucial for learning, pose and solve problems and accordingly achieve a successful career. The survey was conducted through the prism of different kinds of intelligence and mindsets that are considered significantly important for human success in the economy of the future.
|Z. Godó (University of Debrecen, Faculty of Informatics and DSZC Beregszászi Pál Secondary School, Debrecen, Hungary), D. Szilágyi, Á. Szikra, Z. Hódi (University of Debrecen, Faculty of Informatics, Debrecen, Hungary), J. Balogh (University of Debrecen, Institute of Psychology, Debrecen, Hungary), G. Kiss (University of Óbuda, Institute of Machine Design and Safety Engineering, Budapest, Hungary), G. Stóka (Eszterházy Károly College, Faculty of Comenius, Sárospatak, Hungary), S. Péter-Szarka (University of Debrecen, Institute of Psychology, Debrecen, Hungary)
Light-Programming from Secondary School to University Studies
The ability of acquiring programming skills in schools shows significant difference among students. The creating of the algorithms causes the most outstanding difficulty. In our previous researches we examined what kind of methods and devices can measure the algorithm creating skill from the early childhood to university students. We developed a computer-based technology, the light-programming, which helped to distinguish our results from age and the level of programming learning. In our further examination we demonstrated that the level of acquiring programming knowledge in schools correlated with the results of the algorithm creating ability but there is no linear connection. However students who are worse at programming have worse results at the light-programming test. We assume that the components of algorithm creating ability defined by genetics are crucial. It is possible that our results can be compared to psychology tests. That's why our researcher team broadened with psychologists.
|D. Lukac (Dr. Dusko Lukac - IEEE German Section, Siegburg, Germany)
Simulation of a Pick-and-Place Cube Robot by Means of the Simulation Software Kuka Sim Pro
In this paper the creation of the program code for industrial robot and the simulation of a robot cell by means of the simulation software KUKA Sim Pro in version 2.2.2, is presented. Simulated and programmed is, in reality existing KUKA-robot cell with industrial robot of the type KR6 R900 sixx (Agilus) with signal connected conveyor belt. The software KUKA Sim Pro is a application for design of 3D-layouts of a plant components and production lines including KUKA-robots. On this occasion, any layouts and concept designs can be simulated and be analyzed. The used components were taken from the integrated library or were partly newly created. The industrial robot KUKA KR6 R900 sixx counts to the quickest robots of the world. In this work, the simulation of the robot cell and periphery is elaborated, as well as with it, connected practical circumstances and issues with the programming of the abovementioned robot. The topic is also presented from the didactical and educational point of view.
Marina Čičin-Šain (Croatia), Ivanka Sluganović (Croatia), Jaak Henno (Estonia), Hannu Jaakkola (Finland), Marko Čupić (Croatia), Snježana Babić (Croatia)
Michael E. Auer (Austria), Ivan Gerlič (Slovenia), Marija Marinović (Croatia), Željka Požgaj (Croatia), Jadranka Šunde (Australia), Slavomir Vukmirović (Croatia)
Grad Rijeka, Primorsko-goranska županija
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The best papers will get a special award.
Accepted papers will be published in the ISBN registered conference proceedings. Papers written in English and presented at the Conference will be submitted for posting to IEEE Xplore.
There is a possibility that the selected scientific papers with some further modification and refinement are being published in the Journal of Computing and Information Technology (CIT).
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International Program Committee:
Enis Afgan (Croatia), Slaviša Aleksić (Austria), Slavko Amon (Slovenia), Lene Andersen (Denmark), Vesna Anđelić (Croatia), Michael E. Auer (Austria), Dubravko Babić (Croatia), Snježana Babić (Croatia), Almir Badnjevic (Bosnia and Herzegovina), Marko Banek (Croatia), Mirta Baranović (Croatia), Bartosz Bebel (Poland), Ladjel Bellatreche (France), Petar Biljanović (Croatia), Eugen Brenner (Austria), Ljiljana Brkić (Croatia), Gianpiero Brunetti (Italy), Marian Bubak (Poland), Andrea Budin (Croatia), Željko Butković (Croatia), Željka Car (Croatia), Jesús Carretero Pérez (Spain), Matjaž Colnarič (Slovenia), Alfredo Cuzzocrea (Italy), Marina Čičin-Šain (Croatia), Marko Čupić (Croatia), Davor Davidović (Croatia), Marko Delimar (Croatia), Saša Dešić (Croatia), Todd Eavis (Canada), Maurizio Ferrari (Italy), Tiziana Ferrari (Netherlands), Bekim Fetaji (Macedonia), Nikola Fijan (Croatia), Renato Filjar (Croatia), Tihana Galinac Grbac (Croatia), Enrico Gallinucci (Italy), Dragan Gamberger (Croatia), Paolo Garza (Italy), Liljana Gavrilovska (Macedonia), Ivan Gerlič (Slovenia), Matteo Golfarelli (Italy), Stjepan Golubić (Croatia), Montserrat Gonzales (United Kingdom), Francesco Gregoretti (Italy), Stjepan Groš (Croatia), Niko Guid (Slovenia), Jaak Henno (Estonia), Ladislav Hluchy (Slovakia), Željko Hocenski (Croatia), Vlasta Hudek (Croatia), Darko Huljenic (Croatia), Željko Hutinski (Croatia), Robert Inkret (Croatia), Mile Ivanda (Croatia), Hannu Jaakkola (Finland), Matej Janjić (Croatia), Leonardo Jelenković (Croatia), Rene Jerončić (Croatia), Dragan Jevtić (Croatia), Admela Jukan (Germany), Robert Jones (Switzerland), Peter Kacsuk (Hungary), Aneta Karaivanova (Bulgaria), Tonimir Kišasondi (Croatia), Marko Koričić (Croatia), Tomislav Kosanović (Croatia), Dieter Kranzlmüller (Austria), Marko Lacković (Croatia), Erich Leitgeb (Austria), Maria Lindén (Sweden), Dražen Lučić (Croatia), Marija Marinović (Croatia), Ludek Matyska (Czech Republic), Mladen Mauher (Croatia), Igor Mekjavic (Slovenia), Igor Mekterović (Croatia), Branko Mikac (Croatia), Veljko Milutinović (Serbia), Nikola Mišković (Croatia), Vladimir Mrvoš (Croatia), Jadranko F. Novak (Croatia), Predrag Pale (Croatia), Jesus Pardillo (Spain), Nikola Pavešić (Slovenia), Branimir Pejčinović (United States), Dana Petcu (Romania), Juraj Petrović (Croatia), Damir Pintar (Croatia), Željka Požgaj (Croatia), Slobodan Ribarić (Croatia), Janez Rozman (Slovenia), Rok Rupnik (Slovenia), Dubravko Sabolić (Croatia), Zoran Skočir (Croatia), Ivanka Sluganović (Croatia), Mario Spremić (Croatia), Vlado Sruk (Croatia), Stefano Stafisso (Italy), Uroš Stanič (Slovenia), Ninoslav Stojadinović (Serbia), Jadranka Šunde (Australia), Aleksandar Szabo (Croatia), Laszlo Szirmay-Kalos (Hungary), Davor Šarić (Croatia), Dina Šimunić (Croatia), Zoran Šimunić (Croatia), Dejan Škvorc (Croatia), Velimir Švedek (Croatia), Antonio Teixeira (Portugal), Edvard Tijan (Croatia), A. Min Tjoa (Austria), Roman Trobec (Slovenia), Sergio Uran (Croatia), Tibor Vámos (Hungary), Mladen Varga (Croatia), Marijana Vidas-Bubanja (Serbia), Mihaela Vranić (Croatia), Boris Vrdoljak (Croatia), Slavomir Vukmirović (Croatia), Yingwei Wang (Canada), Mario Weber (Croatia), Roman Wyrzykowski (Poland), Damjan Zazula (Slovenia)
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