Faculty of Computer Science and Engineering

Permanent URI for this communityhttps://repository.ukim.mk/handle/20.500.12188/5

The Faculty of Computer Science and Engineering (FCSE) within UKIM is the largest and most prestigious faculty in the field of computer science and technologies in Macedonia, and among the largest faculties in that field in the region. The FCSE teaching staff consists of 50 professors and 30 associates. These include many “best in field” personnel, such as the most referenced scientists in Macedonia and the most influential professors in the ICT industry in the Republic of Macedonia.

Browse

Search Results

Now showing 1 - 10 of 76
  • Some of the metrics are blocked by your 
    Item type:Publication,
    MetriKG: Profiling Static and Evolving Knowledge Graphs
    (ACM, 2026-05-28)
    Günes, Hasan H.
    ;
    ;
    Hose, Katja
    Knowledge graphs (KGs) are a foundational technology for representing and integrating information across heterogeneous domains. As some KGs evolve, understanding how their structural and semantic properties change over time is crucial for ensuring quality, consistency, and interpretability. Existing methods for KG evaluation often focus on static graphs or analyze evolution solely at the data level, leaving schema-level dynamics underexplored. To address this gap, we introduce MetriKG, a web-based application that computes a comprehensive set of metrics for both static and evolving KGs. MetriKG enables users to evaluate KGs provided as RDF files or through SPARQL endpoints, allowing for multi-dimensional analysis of aspects such as cohesion, connectivity, and inheritance depth. By supporting metric computation at both data and schema levels, MetriKG allows for systematic profiling, classification, and temporal monitoring of KGs. MetriKG is open-source and publicly available.
  • Some of the metrics are blocked by your 
    Item type:Publication,
    MetriKG: Profiling Static and Evolving Knowledge Graphs
    (ACM, 2026-05-28)
    Günes, Hasan H.
    ;
    ;
    Hose, Katja
  • Some of the metrics are blocked by your 
    Item type:Publication,
    VulnerSec: A Flexible, Automated and Open-Source Cybersecurity Framework
    (Faculty of Computer Science and Engineering, 2025)
    Krajchevska, Evgenija
    ;
  • Some of the metrics are blocked by your 
    Item type:Publication,
  • Some of the metrics are blocked by your 
    Item type:Publication,
    Empowering Academic Excellence: A Case Study of Student-Faculty Collaboration in Developing and Maintaining IT Solutions at FCSE
    (2024-04-20)
    Atanasoska, Elena
    ;
    Marojevikj, Bojana
    ;
    Todorovska, Ana
    ;
    ;
    Bidikov, Vladislav
    The Faculty of Computer Science and Engineer ing (FCSE) at Ss. Cyril and Methodius University in North Macedonia has adopted an innovative approach to develop and maintain IT solutions through student-faculty collaboration. This paper presents a case study of this collaboration, focusing on projects undertaken within the Web Programming course. Through the integration of students into the development and management of services, FCSE addresses operational challenges while providing students with valuable learning experiences. The paper outlines the implementation strategy, emphasizing the use of a centralized database and multiple web applications aligned with course content. Furthermore, it discusses the increasing student enrollment in the course, indicating growing interest and participation in collaborative projects. Overall, this paper highlights the benefits of this collaborative approach in preparing students for future endeavors in web development and fostering continuous improvement within FCSE.
  • Some of the metrics are blocked by your 
    Item type:Publication,
    INTERACTION IN DISTANCE EDUCATION
    (IATED, 2017-03)
    The first part of this paper discusses about following questions related to interaction in distance education: defining and valuing interaction; goals of interaction, different classifications of interaction, and relation between interaction and communication. There are authors that define interaction in different context, as instructional exchange, computer-mediated communication, or social/psychological connections. What is the difference between interaction and interactivity? Moore and Kearsley (1996) described three forms of interaction in distance education: interaction between students and teachers, interaction between students, and the interaction of students with content. Anderson and Garrison (1998) have expanded the discussion on interaction to include three other forms of interaction: teacher-teacher, teacher-content, and content-content, while Hillman et al. (1994) described the learner-interface interaction. Many authors have emphasized interaction and communication as central to any concept of distance education. Among them, Baath, who is particularly associated with an emphasis on two-way communication, and Holmberg with his theory of interaction and communication, also known as theory of guided didactic conversation. The next part is dealing with interaction dependence of many factors, including: technology, time, number of people, and location (distance); degrees of interactivity etc. Different technologies allow various degrees of interaction. Interaction can be synchronous or asynchronous—at the same time, or at different times. The author is trying to find out what types and amounts of interaction would be more effective in different forms of distance education. The other important thing is how to facilitate different types of interaction. Moreover, how to make different types of interaction to be stimulating, engaging and enjoyable for both students and teachers. Later, the author proposes answers to the following questions: How we can compare interaction in traditional (face-to-face) education and interaction in distance education? How new technologies can improve the quality of different types of interaction? How we can combine different types of interaction in a proper way? What are the main benefits of interaction? etc. The final part of this paper includes some conclusions and recommendation related with interaction in distance education. Interaction is foundational to effective learning both in traditional education and in distance education. It is important learners to be able to interact with each other, with resources of instruction, and with their teachers. Interaction should be available, appropriate and relevant. Distance education organizations need to design and organize courses to ensure that there is each type of interaction and that they provide the type of interaction that is most suitable for the various teaching tasks for different subject areas for learners at different stages of development.
  • Some of the metrics are blocked by your 
    Item type:Publication,
    THE ROLE AND IMPORTANCE OF COMPUTER GAMES IN EDUCATION
    (IATED, 2017-03)
    The first part is dealing with definitions of computer games. Are they some forms of simulations, sub-category of simulations, distinct from simulations, or simply an extension of traditional games? Follows list of categories and genres of computer games and their main characteristics. What are similarities and differences between computer games, educational games, video games, digital games, traditional games and other forms of games?. The next part is adressing the following questions: why, how and where we use computer games in the educational process? According many scientific investigations computer games had significant educational value and could be extremely useful if they become part of the school curriculum. There are various computer games that create context in which students can develop important skills. The use of computer games in educational contexts encourages active, critical, autonomous and participated learning processes, engaging students in active forms of acquiring knowledge and skills. The main purpose of computer games in not only entertainment; they can combine the playful factor with pedagogical advantages, promoting changes in terms of cognitive, behavioral and psychomotor skills in its users. Follows explanations about the main benefits of using computer games as learning tools, related with problem solving, 21st- century skills, integration of learning and assessment, collaborativeness and interactivity, addressing cognitive as well as affective learning issues, and motivation for learning. The author elaborates how computer games are linked to acquisition of computer literacy, improvement of cognitive and attention skills, and development of positive attitudes toward technology. The limitation of introducing games in education and their disadvantages are also pointed out. The last part is dealing with recommendations about proper use of computer games in various learning technologies, including traditional didactic classroom and different forms of distance education.
  • Some of the metrics are blocked by your 
    Item type:Publication,
    GEOGEBRA ANIMATIONS, SIMULATIONS AND COMPUTER GAMES IN TEACHING AND LEARNING PHYSICS
    (IATED, 2019-03)
    GeoGebra is very popular free and open source software. In this paper, the author will demonstrate how it can be effectively used for creating digital educational materials, such as animations, simulations and computer games for teaching and learning physics. A few examples of digital learning materials, created by the author, will be presented. It's about animations, simulations and computer games that could help understanding of terms, phenomena and processes, as well as to improve adoption of knowledge and skills in several areas of physics, including movements, dynamics, electric circuits, and swings. The exploration will stress relations between these digital learning materials with the theory of physics. The digital learning materials used do not pretend to substitute the textbooks in physics, but to complement it. The pictures in the textbook are motionless and reflect only one point, one situation from a given process or procedure. In contrast, animations and simulations can capture all aspects of the processes and procedures under consideration. The paper will also elaborate in detail the connection between animations, simulations and computer games with the methods of active learning, problem learning, experimenting, project learning, and others. The paper will try to explain the universality of the application of animations, simulations and computer games made in the GeoGebra software in several aspects: 1. They can be successfully used in more degrees of physics education, from elementary to college, 2. They can be multilingual; 3. Various variations of animations and simulations with different weights can be made that can advance the individualisation of teaching within a certain level of education and provide conditions for programmed instruction.
  • Some of the metrics are blocked by your 
    Item type:Publication,
    THE ART OF DESIGNING AN INFORMATICS COURSE: HOW TO CREATE THE PERFECT LEARNING SPACE FOR STUDENTS?
    (IATED, 2023-03)
    ;
    Jancheska, Sofija
    Designing an informatics course has become a great challenge. The rapid technological developments coupled with today’s abundance of online learning materials have made it tricky for educators to design effective class curriculums. Our paper will provide educators with the winning formula for students’ perfect learning experience. We aim to inspire educators to leverage modern tools to create engaging and fruitful classes. Our work is a general toolbox which will enable educators to tailor their classes to different areas within the field of informatics. We thus aim to answer the following questions: “How to prepare well for an informatics class?”, “How to conduct an informatics class successfully?” and “How to evaluate a properly conducted informatics lesson?”. Our paper will familiarize educators with the whole cycle of designing a successful informatics course. We will specifically target the microlevels of a course, a lesson. We will discuss different aspects of every lesson: suitable methods for organization and planning of a lesson, structural elements of a lesson, types of lessons, didactic goals, appropriate selection of teaching material, active methods for teaching and learning, manners for fostering interaction between students and teachers and among students themselves, approaches to fully engage students, lesson delivery models, individualized techniques to target the learning goals of each student, assessment and evaluation of students. We will also take into consideration teachers’ preparedness including their expertise of the material, and their didactical, technical and psychological readiness. The quality of an informatics course lies in the relationship between educators and their students. It is a complex dynamic between teachers’ goals, plans, means, methods and organization, and students’ expectations, abilities, and motivation. Our paper reaches an equilibrium point between all the building blocks of the teaching process of the educator and learning experience of the students. Our focus is put on the teacher and their teaching methods and tactics. We perceive the teachers as pilots leading a full airplane, a class of students. They have a palette of gadgets available, and they need to make a specific choice for the plane to conformably fly and to finally land on the exact coordinates of the intended location. In our case, the fancy gadgets are all traditional and modern learning tools available to the teacher and the intended location is the goal of the teacher for the class. How can educators use the tools to meet their didactic goals? When should they use them at what times? What specific tools should they select for special educational tasks? What does this choice depend on? Our paper will take a holistic view of all components of the process of teaching and learning informatics.
  • Some of the metrics are blocked by your 
    Item type:Publication,
    EDUCATIONAL SOFTWARE FOR STUDENTS FROM KINDERGARTENS AND LOWER PRIMARY SCHOOLS
    (IATED, 2019-03)
    The paper presents the importance and the need of using digital learning materials in teaching and learning in both, the kindergartens and the first grades of the elementary school. In the beginning of their education, the students are faced with a variety of challenges, including understanding new concepts, phenomena and processes in different areas of science and life. It is crucial the students, especially the youngest ones to study in an interesting and fun way by including visualization. For this purpose, carefully used electronic content could be of great use. This paper will explore the use of several successful learning software tools, such as ToolKid, Logo, Scratch and GeoGebra. We will also discuss their main advantages and applications. The importance of algorithmic and computer thinking for all students will be also considered. Through selected and concrete animations, simulations and computer games created by the author, he will demonstrate how to effectively use digital teaching materials in a way that is most appropriate for the youngest students. The applications under consideration include: use of abacus for basic arithmetic operations, exercises with analog and digital time, exercises with fractions, memory games, etc. Other issues that will be considered in this paper are: "How information and communication technology can be applied in primary school?", "How often information and communication technology should be used in teaching with the youngest students?", and “What are the most challenges applications for young students and what is the recommended age for their use?”.