Kristijan Kuk
University of Belgrade
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Publication
Featured researches published by Kristijan Kuk.
Interfaces | 2018
Milan Ranđelović; Dragan Ranđelović; Gordana Savić; Kristijan Kuk
One of the key problems in the application of multicriteria analysis methods is identifying the importance of the model criteria. The relevance and validity of the decisions are directly conditioned by the relevance of a given set of criteria used for evaluating alternatives, and the correct determination of the weights of these criteria. Several methodologies have been developed to calculate the importance of each criterion for a given problem. All methodologies are classified into two main groups: subjective and objective. In this paper, we present a new procedure to integrate two recognized methods for determining the weights of factors—the analytic hierarchy method as a subjective method and entropy as an objective method. We apply our methodology to a contemporary local economic problem in Serbia—the process of certifying cities and municipalities as favorable to business. We also discuss its implementation in a software tool on a local government website.
agent and multi-agent systems: technologies and applications | 2016
Kristijan Kuk; Dejan Rančić; Olivera Pronić-Rančić; Dragan Ranđelović
Many researchers have taken a great deal of effort to promote high quality game-based learning applications, such as educational games, animations, simulations, animated or interactive simulation mechanisms in learning management system (LMS), and so on. The Bloom’s taxonomy strategy was successfully implemented as effective gaming model in two different game-based learning applications (puzzle and platformer games) that motivate and actively engage college students in order to make learning process more enjoyable. During using the game-based modules in LMS Moodle, special attention was paid both to the integration of game-play aspects and the relationship between learning styles and game genres. In this paper we shall describe the proposed approach and introduce an adaptation and personalization of player as student model based on game genres. We have analyzed learning styles and teaching strategies that match the game features which resulted in embedding the analysis personalization and teaching strategies into the game. This article presents the effectiveness of agent-based approach in teaching strategies of Moodle gaming education resources.
agent and multi-agent systems: technologies and applications | 2015
Dejan Rančić; Kristijan Kuk; Olivera Pronić-Rančić; Dragan Ranđelović
This article presents the effectiveness of agent-based approach in computer learning games. There are a lot of intelligent agents that are successfully used for educational purposes. However, some of them are very interesting because they can demonstrate behaviors that agents may possess; on the other hand they are used to display a set of requirements that must be met during their creation and design. Some of these requirements are similar to those used in the ITS, while the second type of behavior is quite different from them, and may even be unique. Based on this re-search, the effectiveness of games is illustrated in detail with regard to three current perspectives on agent-based approach to games: design game-based learning environment with agent, the process decisions of agent interaction and the reflection of agent recommendations and learning outcomes. Although, all perspectives are connect with the hope of better learning through games, it is criticized that the effectiveness cannot be simply answered by one of the three alone. The goal of the article is therefore to clarify the different views in case agent-personalized trend in engineering education.
E-Learning Paradigms and Applications | 2014
Kristijan Kuk; Ivan Milentijevic; Dejan Rančić; Petar Spalevic
Nowadays, game-based learning environments are very common environments for studying major scientific fields such as mathematics, computer science, electronics and electrical engineering. This chapter presents a game-based modules system called the game-based modules (GBMs). It combines the characteristics of computer game elements with the existing interactive multimedia environments for learning mathematics, physics and electronics. This module presents a new type of game-learning environment for teaching units of Computer Science courses. Bearing in mind that the GBMs includes interactive tasks as a form of a multi-level approach to problem solving, we have also shown an approach to evaluating student’s knowledge necessary for upgrading him/her to the higher level of learning. To assess a student’s knowledge level needed for the next game level in the GBMs, we have developed an intelligent agent. This illustrates how intelligent agents and fuzzy logic can help increase the quality and quantity of the most important element of e-learning and that is making a decision. The results of student’s knowledge diagnosis by means of agent within the GBMs e-learning system demonstrate the possibility of applying the presented agent model in various game-based learning systems for the determination of the knowledge level performance. On the basis of the data obtained through the exams, as well as through the use of statistical reasoning methods, we have shown the efficiency of the GBMs in the learning process.
Expert Systems With Applications | 2012
Kristijan Kuk; Ivan Milentijevic; Dejan Rančić; Petar Spalevic
Elektronika Ir Elektrotechnika | 2015
Kristijan Kuk; D. Prokin; Gabrijela Dimić; B. Stanojević
Turkish Journal of Electrical Engineering and Computer Sciences | 2012
Kristijan Kuk; Dragica Jovanovic; Dusan Jokanovic; Petar Spalevic
international symposium on intelligent systems and informatics | 2012
Kristijan Kuk; Sinisa Ilic; Petar Spalevic; Stefan Panic
Przegląd Elektrotechniczny | 2012
Kristijan Kuk; Petar Spalevic; Z. Trajcevski
international conference on information society | 2011
Kristijan Kuk; Petar Spalevic; Marko Carić; Stefan Panic