- Educational Games and Gamification
- Digital Marketing and Social Media
- Digital Games and Media
- Technology Adoption and User Behaviour
- Customer Service Quality and Loyalty
- Innovative Teaching and Learning Methods
- Mobile Learning in Education
- Usability and User Interface Design
- Virtual Reality Applications and Impacts
- Online Learning and Analytics
- Big Data and Business Intelligence
- Open Education and E-Learning
- Artificial Intelligence in Games
- Cruise Tourism Development and Management
- Regional Development and Management Studies
- Multimedia Communication and Technology
- Consumer Behavior in Brand Consumption and Identification
- Consumer Retail Behavior Studies
- Corruption and Economic Development
- Corporate Social Responsibility Reporting
- Corporate Identity and Reputation
- Environmental Sustainability in Business
- Mobile and Web Applications
- Maritime Ports and Logistics
- Open Source Software Innovations
University of Belgrade
2011-2023
University of Belgrade – Faculty of Organizational Sciences
2017
Bank of Slovenia
2017
In this correspondence, we present an approach to identifying and constructing profiles of user interfaces for educational games. Our is based on framing games as tools that incorporate fun learning through motivation the key ingredient in process multimodal interaction medium conveying material. The proposed solution formalizes design process, describing terms estimated effects they produce players. Building upon research theory, are connecting these with player preferences states. essence...
In our study, we attempted to further investigate how Web 2.0 technologies influence workplace learning. Our particular interest was on using Wiki as a tool for corporate exchange of knowledge with the focus informal this collaborated multinational software development company that uses since 2001. For research, used three different sources acquisition data. Primarily, did an interview top management. Next acquired data usage statistics from Wiki. And finally distributed questionnaire in...
Educational games display great potential as an active form of knowledge transfer. This research field is young, but some patterns in educational game development can be recognized. In this paper, the authors present a new approach to that overcomes downsides more traditional systems. The paper provides opportunity create adventure by using specialized software tool well integrating specific instance. As result process, definition created XML document. On other side, web-based interpreter...
R&D challenges in design of games for learning focus on research and empirical studies to understand better what features can be used improve outcomes, guidelines based that enable the community developers build effective educational games. To date, there is no common standard this kind individual solutions are usually carried out by an ad hoc process. Our approach framing as tools incorporate fun through motivation key ingredient process, multimodal interaction medium conveying material....
The topic of the e-government e-skills Serbian citizens has been largely unexplored. Thus, study aims to explore citizens' current level competencies. data were collected from 2,894 through a paper survey and analyzed using ANOVA EFA. empirical results suggest that there are significant differences between regions, with Belgrade region being significantly more proficient than in other regions Serbia all areas except digital certificate skills. also women men, 65+ age group’s skills...
In this paper the authors will give a perspective on educational games application in field of IT. Main topic research be capacity for applying modern information technologies developing game-based learning platform. During analysis, they found that more is needed order to improve education IT professionals. At first place, researches should cover listed problems: how design educative achieve better effects; develop software tools automate game development process; and establish methods...
In order to truly integrate e-Learning system into regular curriculum at a university, mobile access Learning Management Systems has be enabled. Mobile devices have the potential integrated classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of by students is still on low rate, mostly poor usability existing systems. Our initial research confirmed this hypothesis. Usability issue...
Augmented reality (AR) and internet of things (IoT), technologies that have recently expanded in various fields theory, scientific researches, business practice, provide innovative approach for development projects their implementation.In this paper, one the implementation is undertaken as an experimental use case, applied on a simplified robotic model centrifuge pilot training flight simulation.An AR/IoT mobile app designed to be developed two phases.The first phase finished, second under...
Over the recent years customer satisfaction program as a tool for patient has been recognized an important issue in healthcare services. The aim of this preliminary study was to explore influence institution managers' approach and attitudes marketing public relations activities (communication activities), context implementation programs, on satisfaction.The conducted among managers from different state-owned institutions (healthcare centres, clinics, hospitals) Serbia. structured...
Product placement or indirect advertising, and video games are two very current themes. There more game users in the world, fewer those who have confidence traditional forms of advertising. In order to reach a larger number consumers, product is increasingly used today, becoming an attractive field action. Although there numerous studies application games, authors so far not been concerned with studying way different motivation for playing influences acceptance whether, depending on type...
Banks will be facing great challenges in the coming period. Some of these are a lack differentiation, disloyal customers, new non-traditional competitors, increased interaction and expectations from digital channels. Many consulting firms, but also academic community, propose solution form implementing concept customer experience management. As research shows that large number come online environment, it is necessary for banks to ensure excellence environment by applying experience. In order...
By popularizing the concept of sustainability, companies are increasingly incorporating sustainability principles into their business strategies. More efforts being made in processes measuring, analyzing, driving, and communicating sustainable initiatives undertaken by areas governance, environmental impact, society. Stakeholders, particularly investors, demanding disclosure non-financial information addition to what is already published financial reports. This study explores ESG reports top...
Social media as a new communication channel has managed to radicalize the way companies communicate with consumers and other stakeholders. Companies that are not on time engaged in social weaken its ability for competitive struggle. In this paper we present possibilities of different types relation marketing public relations. Also, will give specific recommendations use mark eting
At a time when the use of digital technologies has become totally available to large number people, transformations in domain health enable significant changes it comes knowledge, information and provision healthcare services. Therefore, conditions an increase people suffering from malignant diseases, application communications provides new frameworks for services as well organization some preventive activities. The paper tests differences answers between respondents who have different...
Interactivity is a concept of enormous importance for digital marketing. It was recognized as key feature website, hub all marketing activities. But, almost interactivity measures were conceptualized one or two decades ago. In the meantime, technological novelties changed face websites. Also, number features increased exponentially. Those changes had huge impact on practice and could influence user’s perception interactivity. Aim this paper to explore whether several selected existing...
In this paper, we proposed novel approach to e-learning website conversion optimization using gamification. Analysis of current analytics has identified several gaps between expected and present state. We used traditional three-stage process first set up new goals, next track realization, further perform gamified landing pages. Our expectations are focused on content download student engagement optimization. Though our research focus was education, findings from paper may be applicable other fields.
In less than a century, Serbia has changed its name several times and was part of number states. As result turbulent political social past, the newly formed Republic nation began process finding nation's identity. Like other former Yugoslav countries, faced with challenges positioning, need to improve image reputation. addition significantly deteriorated image, encountered perhaps bigger problem internally - vague, inconsistent somewhat confused perception Serbia's identity seen through eyes...
Business operations are nowadays characterized by a rapid development of technology and marketers therefore searching for most efficient methods drawing the attention consumers to their business occupying position in consciousness. The possession use mobile phones have become an integral part lives all consumers. This work investigates whether there any differences degree influencing who watch advertising content via phones, comparison influence on those watching same computers, how big they...