
Identifying best practices for advancing access, equity, and inclusion in code club settings
The Impact of a Hidden AI-Based Chatbot on the Quality of Collaborative Problem Solving in a School Context
The Impact of a Hidden AI-Based Chatbot on the Quality of Collaborative Problem Solving in a School Context
The Impact of Different Game Modes in an Educational Web Application on Student Engagement and Performance
Comparative Analysis of User Experience and Task Performance in Holographic Educational Application
Gamification Classification as a Framework for Analysing Gamification Elements in Digital Educational Tools
Gamified and Adaptive Learning System Codey for Learning Programming
Children's Perception and Engagement with a Humanoid Robot Speaking Their Native Language
Smartphone-Enabled Interaction on Large Displays—A Web-Technology-Based Approach
EXPLORING THE EDUCATIONAL POTENTIAL OF GENERATIVE AI: AN APPLICATION FOR SPELLING PRACTICE
Utječe li popularizacije znanosti na povećanje interesa za upis na visoko učilište?
From Outreach to Enrollment: Exploring the Influence of STEM Outreach Activities on Student Career Choices and Perceptions
LLM Generative AI and Students’ Exam Code Evaluation: Qualitative and Quantitative Analysis
Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification
How Programming Helps Early-Age Learners Tackle Complex Concepts
MASK - increasing sea knowledge awareness among high school students using marine robots
Knowledge Graph Dataset for Semantic Enrichment of Picture Description in NAPS Database
Underwater ROV in Enriching Natural Science Learning Activities in Elementary School First-Hand Experience
Teaching Programming and Microcontrollers with an Arduino Remote Laboratory Application
Teaching Programming and Microcontrollers with an Arduino Remote Laboratory Application
Tapping into Informal Learning Spaces using Metaverse and Seamless Collaborative Gamified Learning
The MASK project – using marine robotics to increase sea knowledge awareness among high school students
Enhancing student engagement with personalized gamification and adaptive learning strategies
Quantitative measures for classification of human upper body posture in video signal to improve online learning
An overview of digital game-based learning development and evaluation models
A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING
Elementary School Pupils' Mental Models Regarding Robots and Programming
Exploring the Usage of an Adaptive Learning System for Elementary School Math Classes
First steps into STEM for young pupils through informal workshops
Measurement of IMU sensor quality used for head tracking in auralization systems
Emerging opportunities for education in the time of COVID-19: Adaptive e-learning intelligent agent based on assessment of emotion and attention
Novi pristupi i metode u radu s darovitim učenicima u STEM području
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
Promoting creative thinking and problem solving through robotic summer camp
Examining Competitive, Collaborative and Adaptive Gamification in Young Learners' Math Learning
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
What (de)motivates one to volunteer in K-12 STEM-C outreach activities?
Qualitative analysis of experience, beliefs and attitudes of elementary school children towards STEM intervention program
ŠUZA – iz škole u znanost i akademsku zajednicu
How much can we trust the RSSI for IoT indoor location-based services?
Gamified Digital Math Lessons for Lower Primary School Students
STEM career aspirations during primary schooling: A cohort-sequential longitudinal study of relations between achievement, self- competence beliefs, and career interests – JOBSTEM
Using Robotics to Foster Creativity in Early Gifted Education
Toward alternative metrics of SSH research impact: A comparison of visit, download and citation data
A Survey of Indoor Localization Techniques for Smartphones
Gifted First Graders in Digital Age – Individual Projects in ICT and Robotics
Tableti u nastavi matematike
A story of SCOLLAm: mobile and collaborative learning on tablet computers in one primary school in Croatia
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
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
How to teach the basic university-level programming concepts to the first graders?
Enhanced Weighted Centroid Localization Algorithm for Indoor Environments
Using Lego Mindstorms Robots in Science Education
Towards Semantic-based Web Application for Academic Programmes in Croatia
Categorization of Semantic Web Applications – The Basis for Defining Semantic Web Application Development Process
Defining Categories and Functionalities of Semantic Web Applications
Integrating Personal Web Data through Semantically Enhanced Web Portal
Anticipatory Evoked Potentials in Speech Analysis
Životopis
Tomislav Jagušt je diplomirao i doktorirao računarstvo na Fakultetu elektrotehnike i računarstva u Zagrebu, gdje je trenutno i zaposlen. Sudjeluje u izvođenju nastave iz niza kolegija povezanih uz programiranje i programsko inženjerstvo, a područja znanstvenog rada su mu računalom podržano obrazovanje, uporaba mobilnih tehnologija u obrazovanju i igrifikacija. Bio je voditelj obrazovnih aktivnosti Hrvatske sekcije IEEE, suvoditelj FER-ovog programa popularizacije znanosti ŠUZA te suradnik na nizu projekata iz područja računalom podržanog obrazovanja i popularizacije STEM područja. Dobitnik je Državne nagrade za znanost. Na užas svoje supruge skuplja stara (mehanička i elektronička) računala i igraće konzole.
Nastava
Sveučilišni preddiplomski
- Algoritmi i strukture podataka (Nositelj)
- Algoritmi i strukture podataka (Nositelj)
- Objektno orijentirano programiranje (Nositelj)
- Objektno orijentirano programiranje (Nositelj)
- Popularizacija znanosti (Nositelj, Nositelj)
- Programski jezik Go (Nositelj, Nositelj)
- Stručna praksa (Nositelj)
- Projekt E (Predavanja)
- Projekt R (Predavanja)
- Projekt R (Predavanja)
- Programske paradigme i jezici (Laboratorijske vježbe)
Sveučilišni diplomski
- Stručna praksa (Nositelj)
- Diplomski projekt (Predavanja)
- Mentorski seminar (Predavanja)
- Prezentacijski seminar (Predavanja)
Poslijediplomski doktorski
- Oblikovanje sustava za e-učenje (Nositelj)
Kompetencije
-
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
Profesionalni interesi i članstva
IEEE Computer Society
IEEE Education Society
Pristupačnost