22 research outputs found

    ANALYSIS OF THE APPLICATION OF THE ANALYTICAL NETWORK PROCESS (ANP) METHOD IN E-LEARNING SYSTEMS

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    Cilj je ovim radom istražiti pojavnost korištenja metode analitičkog mrežnog procesa u sustavima za e-učenje kao metode za donošenje odluke temeljem više kriterija. Pretražene su znanstvene baze Scopus i WOS (Web of Science) prema odabranim ključnim riječima: „analytic network process“ i „e-learning system“, radovi koji su u otvorenom pristupu i u cijelosti na engleskom jeziku. Pronađena su 23 članka, od čega su dva članka bila indeksirana u obje baze pa se analiza temelji na 21 članku. Radovi su analizirani prema godini objave, državi prebivališta autora, broju izvora korištenih u pisanju radova, prosječnom broju autora koji su sudjelovali u izradi rada, publikaciji objave članaka te je izvršena kvalitativna analiza sadržaja radova o primjeni metode analitičkog mrežnog procesa ANP (engl. Analytic Network Process) u sustavima za e-učenje. Najviše je objavljenih radova u 2018. i 2020. godini, najčešća je država prebivališta autora Tajvan, a prosječan je broj autora po jednom radu 4. Kvalitativnom analizom sadržaja izdvojenih radova utvrđeno je da ni u jednom sustavu metoda ANP nije ugrađena u sam sustav već se navedena metoda koristi u istraživanjima vezanim uz evaluaciju sustava ili identifikaciju parametara potrebnih za njihovu izgradnju ili u nekom dijelu istraživanja koje uključuje sustav za e-učenje.The Scopus and Web of Science scientific databases were searched according to the selected keywords: "analytical network process" and "e-learning system", papers that are in open access and entirely in English. 23 articles were found, of which two articles were indexed in both databases, so the analysis is based on 21 articles. The papers were analyzed according to the year of publication, country of residence of the author, number of sources used in writing the paper, average number of authors who participated in the preparation of the paper, publication of articles and qualitative analysis of the content of papers on the application of Analytical Network Process) methods in e-learning systems. The most published papers are in 2018 and 2020, the most common country of residence of the authors is Taiwan, and the average number of authors per paper is 4. Qualitative analysis of the content of selected papers found that in no system ANP method is built into the system itself. in research related to system evaluation or identification of parameters required for their construction or in some part of research involving an e-learning system

    POVEZANOST ZADOVOLJSTVA POJEDINIM ELEMENTOM USLUGE I UKUPNOG ZADOVOLJSTVA KLIJENTA: PRIMJER USLUGA INTERNETSKOG BANKARSTVA

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    The purpose of this paper is to examine the relationship between attribute and overall customer satisfaction with online banking services. The main objective was to discuss the impact of four online banking service attributes on overall customer satisfaction. The questionnaire designed for collecting data consisted of three parts. Firstly, customer satisfaction with online banking services was measured. Secondly, questions about online banking services usage were comprised. Thirdly, demographic variables were included. Questionnaires were distributed online, of which 171 valid responses were gathered. Descriptive analysis, correlation analysis, and multiple regression analysis were performed to analyze data. The findings showed that accessibility, security and price had a significant and positive effect on overall customer satisfaction, while user-friendly approach positively influenced overall customer satisfaction, but this impact was not statistically significant when other variables were involved. These findings indicate that improving online banking services’ accessibility, security, price and user-friendly approach lead to higher overall satisfaction levels of online banking customers.Svrha ovog rada bila je istražiti povezanost zadovoljstva pojedinim elementom usluge i ukupnog zadovoljstva klijenta uslugama internetskog bankarstva. Osnovni cilj bio je utvrditi utjecaj zadovoljstva s četiri elementa usluge na ukupno zadovoljstvo klijenta. Upitnik za prikupljanje podataka sastoji se od triju dijelova. Prvo je mjereno zadovoljstvo klijenta uslugama internetskog bankarstva. Zatim su postavljena pitanja o korištenju usluga internetskog bankarstva. Treći dio sadrži pitanja o demografskim varijablama. Upitnici su ispitanicima poslani u obliku on-line ankete elektroničkom poštom. Prikupljen je 171 ispravno ispunjen upitnik. U analizi prikupljenih podataka korištene su metode deskriptivne statističke analize, korelacijska analiza i analiza multiple regresije. Rezultati pokazuju da dostupnost, sigurnost i cijena usluge značajno i pozitivno utječu na ukupno zadovoljstvo klijenta, dok je jednostavnost korištenja usluge pozitivno povezana s ukupnim zadovoljstvom, ali ta veza nije statistički značajna kada su uključene i druge varijable. Ovi rezultati ukazuju da poboljšanje dostupnosti, sigurnosti, cijene i jednostavnosti korištenja usluge internetskog bankarstva dovodi do više razine ukupnog zadovoljstva korisnika internetskog bankarstva

    The Effects of Multimedia Learning Materials Quality on Knowledge Acquisition

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    Different learning environments offer l earners various kinds of multimedia learning materials (MLMs). Although the usage of multimedia has proven to foster meaningful learning, a multimedia resource will not necessarily contribute to the teaching-learning process unless proper attention is paid to its quality. This paper explores issues regarding the assessment of multimedia learning materials (MLMs) quality as well as the relationship between MLM quality and knowledge acquisition. We present a research experiment that involves low-quality and high-quality MLMs implemented in the learning management system (LMS) Moodle of a polytechnic school course. The quality of MLMs was evaluated by means of the LORI assessment tool adapted for the purpose of this research. The analysis of research data shows that MLMs developed according to the principles of multimedia learning and principles for reducing cognitive load were perceived as being of higher quality than those not developed using multimedia principles. Furthermore, students’ usage of high-quality MLMs during treatment resulted in better knowledge acquisition indicated by significantly higher scores in knowledge assessment

    POTPORA ODLUČIVANJU I POSLOVNA INTELIGENCIJA – ŠTO JE POTREBNO ZNATI?

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    Decision makers should have comprehensive knowledge to be able to make quality decisions. The development of intelligent technologies and specific supporting decision tools has been accelerated during the last ten years, so managers of all strategic levels should keep track of this development and have timely access to adequate modalities and quantity of knowledge necessary for the optimal business management. The domain of the required knowledge is broader at higher managerial positions, while at lower positions it becomes narrow so more profound knowledge of certain area is required. Consequently, managers should know what basic knowledge employees should develop on different hierarchical levels. The purpose of this paper is to provide insight into the domain of Decision Support Systems, which are, according to the authors, essential for understanding the importance and purpose of their usage. The following concepts have been discussed, due to their proved importance in Decision Support Systems, according to the previously analyzed corresponding literature: strategic methods, methods oriented to performance, measurements, techniques and specific tools. The paper elaborates on reasons of their usage, as well their interconnections. The dynamics of these concepts’ development during the last two decades has also been analyzed. The correlation analysis indicated which domains have been developed with similar dynamics. This review should serve as a guidebook for further analysis of the domain of concepts related to Decision Support System, but also to all individuals interested in gaining the complete insight into a wider area related to Decision Support Systems, including students, managers and others.Brojna su područja koja danas donositelji odluka moraju poznavati kako bi kontinuirano donosili kvalitetne odluke. Razvoj računalnih tehnologija i specifičnih alata za potporu odlučivanju u posljednjih deset godina sve je brži, a menadžeri na svim razinama moraju pratiti taj razvoj, raspolažući u svakom trenutku odgovarajućom vrstom i količinom znanja za optimalno upravljanje. Domena potrebnog znanja šira je na višim menadžerskim pozicijama, dok je na nižim pozicijama sužena, te se traži detaljnije i dublje znanje o nekom području. Dakle, potrebno je znati koja osnovna znanja trebaju posjedovati zaposlenici na različitim poslovnim razinama. Cilj ovog rada je dati pregled pojmova iz područja sustava za potporu u odlučivanju koje autorice drže nužnim za razumijevanje važnosti i svrhe korištenja takvih sustava. Promatrani su sljedeći pojmovi: strateške metode, metode orijentirane na izvedbu, mjerenja, skupovi tehnika i specifični alati. Pojmovi su izdvojeni zbog svoje dokazane važnosti u područjima vezanim uz potporu odlučivanju, a na temelju proučene literature iz tog područja. U radu je iznesena argumentacija odabira pojmova kao i njihova povezanost. Također je analizirana i dinamika pojavnosti tih pojmova kroz posljednja dva desetljeća. Analizom korelacije pokazano je koja su se područja razvijala sličnom dinamikom. Ovakav pregled trebao bi biti vodič za daljnje proučavanje predložene domene pojmova područja sustava za potporu odlučivanju, kao i svima onima koji žele dobiti cjelovit pogled na šire područje povezano s potporom odlučivanju, od studenata do menadžera

    Preparing Students for the Era of the General Data Protection Regulation (GDPR)

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    Abstract – One of the main goals of the General Data Protection Regulation (GDPR) is to protect the personal data of individuals. Each organization (company, association, school, institution, university, etc.) has an obligation to protect all of the individual data that it obtains. Those data can belong to employees, members, students, clients, etc. The research in this paper is related to the higher education students in Croatia. This study is being conducted in three parts. The first part was conducted in April of 2017 (N=159) and the second in April/May of 2018 (N=141), in a period before the GDPR became valid (May 25th, 2018). In this paper, we are analysing the results of the second part of the study. Additionally, we are discussing risks that might appear if students do not know the GDPR. Risk matrix results are used to represent a basis which higher education administrations can utilize to make corrective decisions. The main conclusion of the research is that there are still issues with understanding the basic concepts of personal data and the GDPR, which may cause some problems during studying process. The main recommendation for HEIs or students organizations (such as student councils) is to organize lectures and workshops related to the GDPR

    Selection and Prioritization of Adaptivity Criteria in Intelligent and Adaptive Hypermedia e-Learning Systems

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    One of the main characteristics of Intelligent and Adaptive Hypermedia E-Learning Systems (IAHe-LS) are adaptivity criteria. Selecting adaptivity criteria is one of the main steps in developing a prototype of a System for Dynamic Generating of Learning Objects (SDGLO) that will support the individual personalised learning process. The selection of those criteria has a high impact on the quality of usage of those systems. This paper presents research into prioritisation of adaptivity criteria from the perspective of their usage and the selection of adaptivity criteria for creating the SDGLO prototype. The methods that were used in the research are: descriptive statistics, Cronbach Alpha, one-way ANOVA, and Analytic Hierarchy Process (AHP) with final qualitative analysis. In conclusion, for the development of a prototype of SDGLO, adaptivity criteria that are selected are learning style, cognitive style and learning objectives

    Professional practice as an element of taxonomy -a case of IT students at the Polytechnic of Rijeka

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    Abstract -There are two reasons for a formal review of the formal forms of education: the development speed of datacommunication technologies and the increasing willingness of business entities to apply the same in a very strong competitive battle for dominance at the market. Although not only reason they are a sufficient challenge for educational institutions to adjust their curricula especially when they will help to better prepare their students for the labour market. Professional practice as a form of the highest levels of taxonomies, observed by Bloom's scale, should be used for evaluating student performance, but also for evaluating the quality and marketing of all available programs. This paper presents the experience of professional studies of computer science at Polytechnic of Rijeka acquired through the organization of professional practice in those businesses, which represent a potential place of work after the completion of studies. Conducted research, together with the acquired experience can be a framework for any changes or modifications to curriculum and teaching methods

    UPRAVLJANJE STRATEGIJOM ICT-A U GRAĐEVINSKIM TVRTKAMA

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    The main topic of the article is the role of the Information Communications Technology (ICT) in today’s business, especially in civil engineering companies. In particular, this article deals with the alignment of a new specific ICT strategy with a business strategy, presenting a significant problem and serious managerial challenge. ICT became a fundamental means not only for supporting operative business, but also for analyzing quality and decision-making, achieving performance, improving customers and suppliers’ relations, and finally, for increasing profit. With a purpose of scanning and discussing characteristics of ICT governance in one particular business domain – civil engineering, an original questionnaire was created and distributed among major Croatian civil engineering companies. The questions were set appropriately in order to discover ICT software packages that companies generally use in the implementation method of ICT solutions, managerial behavior and attitudes toward ICT management, the main problems and points of satisfaction from employers’ point of view.Glavna je tema ovog rada ispitivanje uloge informacijsko-komunikacijske tehnologije (ICT) u današnjem poslovanju, a posebno u građevinskim tvrtkama. Točnije, radi se o istraživanju usklađenosti nove specifične strategije ICT-a s poslovnom strategijom, a to predstavlja značajan problem i ozbiljan menadžerski izazov. Informacijsko-komunikacijska tehnologija postala je temeljno sredstvo ne samo za podupiranje operativnog posla, već se koristi i za analizu kvalitete i donošenje odluka, postizanje performansi, poboljšanje odnosa s kupcima i dobavljačima i na kraju za povećanje profita. S ciljem utvrđivanja stanja i obilježja upravljanja ICT-om u jednom određenom poslovnom području izrađen je anketni upitnik i distribuiran među najvećim hrvatskim građevinskim tvrtkama. Pitanja su postavljena na odgovarajući način kako bismo otkrili softverske pakete ICT-a koje tvrtke uglavnom koriste u postupku provedbe ICT rješenja, menadžerskom ponašanju i stavovima prema ICT menadžmentu te glavne probleme i točke zadovoljstva s gledišta poslodavaca

    CONSTITUTIONAL LITERACY AS A PRECONDITION OF CIVIC LITERACY: CONSTITUTIONAL LITERACY RESULTS OF HIGHER EDUCATION TEACHERS IN THE CITY OF RIJEKA

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    U povodu 30. godišnjice donošenja Ustava RH (22.12.1990. – 22.12.2020.) polazimo od teze da je u RH podrazvijena politička kultura koja doprinosi nekvalitetnom djelovanju ustavne demokracije u našoj državi. S obzirom na poznatu poveznicu između građanske i ustavne pismenosti, gdje je druga temeljni sastojak prve, razvili smo opći mjerni okvir ustavne pismenosti i proveli istraživanje ustavne pismenosti najobrazovanijih građana grada Rijeke. Uzorak čini 44 % (N=561) od ukupnog broja nastavnika Sveučilišta u Rijeci, Veleučilišta u Rijeci i Poslovne akademije Rijeka. Analiza rezultata dovodi do sljedećih zaključka. Postoji značajni interes za poznavanje sadržaja, djelovanja i tumačenje našeg Ustava. Postojeće se znanje, međutim, ponajprije zadržava na razini osnova i općih znanja uz vrlo zabrinjavajuće nepoznavanje ustavnih refleksija na svakodnevni život društvene zajednice, kao i recentnu stvarnost. Eklatantni su primjeri sljedeći: preko 46 % ispitanika ne zna kako se formira vlada RH (koja je većina potrebna za osvajanje vlasti), preko 42 % ne zna da je održan referendum o braku i 70 % ispitanika ne zna da pravo EU-a ima primat pred pravom svake države članice, pa tako i RH. Istodobno i ohrabrujuće, utvrđena je i odgovarajuća razina samokritičnosti kroz korektnu procjenu vlastitog (ne)poznavanja Ustava RH, kao i relevantna samoinicijativna spremnost na (online) edukacije o toj tematici.In occasion of the 30th anniversary of the Constitution of the Republic of Croatia (22/12/1990 – 22/12/2020) our starting premise is that an underdeveloped political culture contributes to suboptimal functioning of constitutional democracy in our country. Given the well know link between civic and constitutional literacy, the latter being the essential ingredient of the former, we have developed a general measuring instrument of constitutional literacy and conducted a research of constitutional literacy among the highly educated citizens of the City of Rijeka. The sample consisted of 44% (N=561) higher education teachers of the University of Rijeka, the Polytechnics of Rijeka and Private University College - PAR. Data analysis leads to the following conclusions. There is a substantial interest for the content, functioning and interpretation of our Constitution. However, the existing knowledge on the Constitution revealed only basic levels and common points at the same time demonstrating deeply concerning lack of knowledge in relation to real life constitutional reflections and recent constitutional events. The major examples are the following: above 46% of examinees does not know how the executive is formed (i.e., what the majority for its investiture is), above 42% is not aware of the marriage referendum and 70% does not know that the EU law has primacy over the member states national laws. At the same time, and more encouraging, an adequate level of self-criticism and self-awareness of constitutional (il)literacy has been established, as well as the relevant self-initiated readiness for (on-line) education on the matter

    DEVELOPMENT OF MULTIMEDIA COMPUTER GAMES

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    U današnje vrijeme multimedijske računalne igre predstavljaju najčešći oblik digitalne zabave koja je uvelike zamijenila njene ostale oblike. Igre su ušle u sve pore svakodnevnog života i ne poznaju dobne granice. Razvoj takvog oblika zabave vrlo je zahtjevan jer multimedijski oblik obuhvaća integraciju videa, animacije, zvuka, teksta, pokretne i/ili nepokretne slike i, ono što je najvažnije i bez čega ne bi postojale, interakciju. Razvoj multimedijske računalne igre vrlo je složen posao i zahtijeva tim stručnjaka koji poznaju teoriju i praktične metode koje se koriste u razvoju, koji se služe profesionalnim alatima za razvoj multimedijskih računalnih igri. Proces razvoja današnjih multimedijskih računalnih igara obuhvaća i druga područja, kao što su psihologija, sociologija i dr., a ne samo područje informacijske tehnologije. Svrha rada je definirati multimedijsku računalnu igru kao pojam, opisati generacije razvoja i strukturu računalne igre, odabrani način razvoja, izvršiti analizu pristupa ovoj problematici prema demografskoj strukturi njezinih korisnika i prikazati cjelokupni proces razvoja računalne igre kroz sve faze. U prijeprodukcijskoj fazi opisan je put od ideje do dokumenta dizajna koji je potreban za početak izrade multimedijske računalne igre. U produkcijskoj fazi opisan je operativni dio razvoja i pripreme za izdavanje, a u postprodukcijskoj fazi opisane su aktivnosti vezane uz promociju i distribuciju multimedijske računalne igre kao proizvoda. Rad nudi i upoznavanje s tehnologijama i alatima kao što su 3D StudioMax i Unity 3D, potrebnim za izradu multimedijske računalne igre, na primjeru razvoja igre „Robot Wars“.Nowadays multimedia computer games represent the most common form of digital entertainment which has become a substitute for other forms of fun. Multimedia computer games have entered all aspects of everyday life and have no age boundaries. They present the most complex multimedia form of entertainment, from a developer’s point of view, because they involve video, animation, text, movable and immovable images and interaction without which the whole concept of computer games would not exist.Developing a multimedia computer game is a very complex process that needs a team of experts who understand theory and methods used in the development and who know how to use professional development tools for multimedia computer games. It should be mentioned that games nowadays do not only cover areas of information technologies, like: network, Internet, world wide web etc., but also venture deeply into other areas such as psychology, sociology etc. The purpose of this work is to define the multimedia computer game as a concept, to give a historical overview of this concept and to describe different generations and structures of computer games. The aim is to describe certain development models, to perform risk assessment of multimedia computer game development process and the development of prototypes which present obligatory part of every model. We need to perform the access analysis of this problem according to demographic structure of multimedia computer game users. In order to show a complete process of creating a computer game through all the phases which include a pre-production, production and post-production phase. In the pre-production phase the author shows the path from the initial idea towards document design which is needed to start developing a computer game. In the production phase the author shows operational part of the development and preparation towards the game release. In the postproduction phase the author shows all the activities taken to promote and distribute a multimedia computer game as a product. This work also offers an introduction to different technologies and tools like 3D Studio Max and Unity 3D which are necessary to develop a multimedia computer game, which is shown on the example of developing a multimedia computer game “Robot Wars”
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