
Gamification Classification as a Framework for Analysing Gamification Elements in Digital Educational Tools
Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification
EXPLORING THE EDUCATIONAL POTENTIAL OF GENERATIVE AI: AN APPLICATION FOR SPELLING PRACTICE
From Outreach to Enrollment: Exploring the Influence of STEM Outreach Activities on Student Career Choices and Perceptions
Smartphone-Enabled Interaction on Large Displays—A Web-Technology-Based Approach
LLM Generative AI and Students’ Exam Code Evaluation: Qualitative and Quantitative Analysis
The MASK project – using marine robotics to increase sea knowledge awareness among high school students
Underwater ROV in Enriching Natural Science Learning Activities in Elementary School First-Hand Experience
How Programming Helps Early-Age Learners Tackle Complex Concepts
Tapping into Informal Learning Spaces using Metaverse and Seamless Collaborative Gamified Learning
Teaching Programming and Microcontrollers with an Arduino Remote Laboratory Application
Knowledge Graph Dataset for Semantic Enrichment of Picture Description in NAPS Database
Teaching Programming and Microcontrollers with an Arduino Remote Laboratory Application
MASK - increasing sea knowledge awareness among high school students using marine robots
Quantitative measures for classification of human upper body posture in video signal to improve online learning
A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING
Elementary School Pupils' Mental Models Regarding Robots and Programming
Enhancing student engagement with personalized gamification and adaptive learning strategies
Exploring the Usage of an Adaptive Learning System for Elementary School Math Classes
An overview of digital game-based learning development and evaluation models
Emerging opportunities for education in the time of COVID-19: Adaptive e-learning intelligent agent based on assessment of emotion and attention
First steps into STEM for young pupils through informal workshops
Measurement of IMU sensor quality used for head tracking in auralization systems
New approaches and methods for STEM gifted and talented students
Mobile Learning System for Enabling Collaborative and Adaptive Pedagogies with Modular Digital Learning Contents
Qualitative analysis of experience, beliefs, and attitudes of primary school children towards a STEM intervention programme: how to understand outcome and plan future STEM intervention
Development of online two player computer game based on the classic video game Gorillas
Promoting creative thinking and problem solving through robotic summer camp
Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning
Multiplatform system for improvement of learning in early primary school education based on digital interactive contents, gamification and adaptivity to the student
Exploring Different Unplugged Game-like Activities for Teaching Computational Thinking
Promoting creative thinking and problem solving through robotic workshops
A Review of Research on Bridging the Gap between Formal and Informal Learning with Technology in Primary School Contexts
Qualitative analysis of experience, beliefs and attitudes of elementary school children towards STEM intervention program
Toward alternative metrics of SSH research impact: A comparison of visit, download and citation data
Using Robotics to Foster Creativity in Early Gifted Education
Gamified Digital Math Lessons for Lower Primary School Students
How much can we trust the RSSI for IoT indoor location-based services?
STEM career aspirations during primary schooling: A cohort-sequential longitudinal study of relations between achievement, self- competence beliefs, and career interests – JOBSTEM
What (de)motivates one to volunteer in K-12 STEM-C outreach activities?
ŠUZA - from school to science and the academic community
A story of SCOLLAm: mobile and collaborative learning on tablet computers in one primary school in Croatia
Gifted First Graders in Digital Age – Individual Projects in ICT and Robotics
A Survey of Indoor Localization Techniques for Smartphones
Tablet computers in Mathematics - Examples of usage in primary school Trnjanska in Zagreb
Selected Examples of Cooperation Between Universities and Schools in STEM Education
Developing a multiplatform solution for mobile learning
A tale of two mobile learning journeys with smartphones and tablets: the interplay of technology and implementation change
The application of information and communication technology in primary and secondary schools in Croatia
The experiences of setting up, developing and implementing a mobile learning project in Croatia
Enhanced Weighted Centroid Localization Algorithm for Indoor Environments
How to teach the basic university-level programming concepts to the first graders?
Using Lego Mindstorms Robots in Science Education
Categorization of Semantic Web Applications – The Basis for Defining Semantic Web Application Development Process
Integrating Personal Web Data through Semantically Enhanced Web Portal
Defining Categories and Functionalities of Semantic Web Applications
Towards Semantic-based Web Application for Academic Programmes in Croatia
Students Portal Based on Semantic Web
Anticipatory Evoked Potentials in Speech Analysis
Teaching
University undergraduate
- Go programming language (Lecturer in charge, Lecturer in charge)
- Object Oriented Programming (Lecturer in charge)
- Object Oriented Programming (Lecturer in charge)
- Science popularization (Lecturer in charge, Lecturer in charge)
- Algorithms and Data Structures (Lecturers)
- Project C (Lecturers)
- Project C (Lecturers)
- Project E (Lecturers)
- Programming Paradigms and Languages (Laboratory exercises)
University graduate
- Graduation Thesis (Lecturers)
- Project (Lecturers)
- Project (Lecturers)
- Seminar 1 (Lecturers)
- Seminar 2 (Lecturers)
Postgraduate doctoral study programme
- E-learning system design (Lecturer in charge)
Competences
-
Education
Adaptive learning Education courses Open Educational Resources Pre-college programs STEM Tutorials Educational technology Computer aided instruction Learning management systems Electronic learning Mobile learning Engineering education Computer science education -
IEEE organization
IEEE Educational activities -
Mathematics
Software algorithms -
Robotics and automation
Educational robots -
Communications technology
Mobile learning
Professional memberships
IEEE Computer Society
IEEE Education Society