Videoigre su sve proširenije i odgovor na pitanje posljedica njihova igranja postaje sve važniji. U radu se daje pregled svojstava i vrsta videoigara te potom uspoređuju dosadašnja istraživanja o ...utjecaju igranja videoigara. Do lazi se do spoznaje da se zaključci tih istraživanja često dijametralno razlikuju, a negativne i pozitivne posljedice igranja videoigara ne ovise samo o učestalosti igranja, nego i
o načinu igre i vrsti (žanru) koja se igra. Anketom provedenom među studentima Zagrebačke škole ekonomije i managementa traži se relacija učestalosti i načina igranja videoigara i ocjena, percepcije vlastitih sposobnosti i svjetonazora.
The paper explores the impact on students of playing video games. The authors present an overview of the properties and the types of video games, the main research findings on the effects of video games, and the
results of a survey on a student sample in the Republic of Croatia. It may be concluded that the negative and positive effects of playing video
games depend not only on the frequency with which, but also on the manner in which one plays as well as the video game genre itself. The survey conducted showed that there are very few students with compulsive
player symptoms, and that there is no significant relationship between the frequency with which video games are played and poorer student grades. Also, it demonstrated that those who play video games a few times a week (not those who play on a daily basis, however) give higher rating to their abili ty to concentrate, adopt new rules and methods of action, make quicker decisions, logical conclusions, observations and responses than do others. Answers by respondents in the survey clearly showed that the degree of consistency with claims that promote egocentrism and violence is higher in those who play video games (especially in those who play every day) than in those who do not play video games at all.
Technological development is continuously reshaping the traditional educational setting, presenting various possibilities for educational refinement. It is pivotal to motivate active engagement among ...all participants, and generative AI tools emerge as possible enablers in this pursuit. This paper presents survey insights from 246 students and 105 educators, collectively affirming the significance and potential benefits of AI integration within education. Within this study, 10 evaluative criteria have been established and applied to compare four publicly available generative AI tools ChatGPT 3.5 and 4, Google Bard and Microsoft Copilot, including data confidentiality and various recommendations on what, how, and when should certain AI tools be used. The findings spotlight educators' current preference for ChatGPT among the surveyed tools, however, they are also open to diverse AI tool adoption.
The Covid-19 pandemic has resulted in a major shift from classroom to online learning. In this paper we present the strategy we used to develop a course for teaching the Introduction to Artificial ...Intelligence course at the Zagreb School of Economics and management under the changed circumstances. We have analyzed and compared a number open source tools and products on the market and weaved them into a fully digital classroom. We have evaluated student satisfaction and compared learning outcomes. Specifically we also present a number of approaches taken related specifically to the field of AI and the conducting of practical exercises using a cloud based approach. Our data shows that many of the tools adopted during Covid-19 should stay in use in post pandemic times.