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.

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    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.
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    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.
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    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.
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    THE ART OF DESIGNING AN INFORMATICS COURSE: HOW TO CREATE THE PERFECT LEARNING SPACE FOR STUDENTS?
    (IATED, 2023-03)
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    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.
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    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?”.
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    UNVEILING THE NEXT WAVE OF LEARNING: NAVIGATING CHATGPT'S IMPACTFUL APPLICATION IN EDUCATION
    (IATED, 2024-03)
    Jancheska, Sofija
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    ChatGPT, an Artificial Intelligence (AI) chatbot developed by OpenAI, has achieved an immense popularity due to its unique capabilities. Trained on a massive dataset encompassing both text and code, ChatGPT demonstrates a remarkable ability to generate code as well as creative text content. Optimized for conversations, the chatbot allows users to guide discussions and generate desired content with consecutive prompts and replies as context. Its accessibility to the general public contributed to ChatGPT becoming the fastest-growing consumer software application in history. ChatGPT possesses human-like conversational skills and a seemingly infinite knowledge. Not only it is proficient in generating answers across a multitude of subject domains, but it also excels in elaborating on responses and engaging in meaningful follow-up conversations. Leveraging its advanced natural language processing capabilities, this large language model finds applications in diverse fields, such as chatbots, virtual assistants, language translation, text summarization, question answering, personalized content generation, education, healthcare, entertainment, and customer support. The emergence of ChatGPT has inspired diverse reactions, ranging from positive to negative perspectives. Positive responses highlight its potential for advancing various fields of science and education, while negative feedback often emphasizes concerns like inaccuracies and vagueness in ChatGPT-generated content. Views on ChatGPT vary, with some seeing it as a sophisticated plagiarism tool, while others perceive it as a potential threat that could compromise artists' freedom of expression. This paper aims to explore the main advantages and disadvantages of integrating ChatGPT in education, focusing on its effective usage across diverse school subjects, encompassing natural sciences, social sciences, and formal sciences. Concrete examples will be provided to illustrate how ChatGPT can be applied in various subjects, highlighting its versatile nature. We explore the primary educational applications of ChatGPT, spanning from asking questions and acquiring information to conducting supplementary research and analyzing information sources. It is crucial to acknowledge that while ChatGPT is a valuable resource, it is not perfect, and students should not solely rely on it. Instead, we encourage students to use ChatGPT as an initial step in their research process and cross-check information from other, credible sources. Developing critical thinking about the information obtained through artificial intelligence, students need to be aware of its shortcomings and limitations. Consequently, teachers play a vital role in training students to use ChatGPT responsibly and conscientiously. Hence, we aim to unveil ways in which students and teachers can maximize the benefits of ChatGPT to achieve an exceptional learning experience.
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    Autonomous Control and Path Planning of UAV with Deep Reinforcement Learning
    (IEEE, 2025-06-02)
    Mileski, Jonatan
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    Autonomous unmanned aerial vehicles (UAV) can be applied as a substitution for many manual processes, which results in solutions that are more cost-optimal and less prone to human error. In this paper, we consider a task that requires a quadrotor UAV to reach waypoints from an environment as fast as possible. This work presents various reinforcement learning experiments on the autonomous control and path planning task while exploring the potential of current state-of-the-art algorithms, including the Twin Delayed Deep Deterministic Policy Gradient (TD3) algorithm, which addresses the problem of overestimation of value estimates and suboptimal policies commonly present in continuous control domain actor-critic models. The experiments also include different optimization techniques for finding the best set of hyperparameters. We evaluate the trained reinforcement learning agents and provide a detailed comparison and discussion of the results.
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    Enhancing LLMs with LoRA Fine-Tuning Using Medical Data and Knowledge Graph Enrichment for Improved Healthcare Outcomes
    (IEEE, 2025-06-02)
    Jankov, A.
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    This research paper investigates the enhancement of large language models (LLMs) within the medical domain, focusing on members of the Llama family of LLMs. While LLMs have demonstrated remarkable success across various general-purpose natural language processing tasks, their application in specialized domains like medicine is often hindered by limited training on domain-specific data, resulting in suboptimal accuracy and contextual relevance. To address these limitations, this research employs low-rank adaptation (LoRA) to fine-tune LLMs on real-world patientphysician dialogues, effectively capturing the intricacies of medical discourse. Additionally, the knowledge of the LLM is enriched with the SPOKE knowledge graph, a structured repository of medical domain information, allowing the model to generate outputs that are both contextually and scientifically grounded. The experimental results underscore the transformative impact of this dual approach, demonstrating significant advancements in tasks such as automatic diagnosis generation and personalized drug recommendation. However, this research should be viewed as an exploratory proof of concept. Significant limitations, including the constrained evaluation scope and the critical need for expert clinical validation and thorough ethical review, must be addressed in future work before considering real-world applicability.
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    Air Pollution Forecasting Using CNN-LSTM Deep Learning Model
    (IEEE, 2021-09-27)
    Jovova, Lenche
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    One of the greatest issues modern urban environments are facing is poor air quality. It directly affects human health having a long-term negative impact on people's lives and is a major cause of deaths in the world. Smart cities combined with advances in deep learning provide a novel platform for dealing with this problem. This paper uses pollution data from smart sensor networks and a CNN-LSTM architecture to forecast the air pollution concentration of the current hour based on the previous 24-hour pollution concentration and several meteorological features from the previous hour. Initially data is preprocessed with special focus and strategy for handling missing values. The performance of the model is fine-tuned by taking into account additional temporal and seasonal dependency of this type of data. Comparison with other models from classical machine learning shows that the proposed deep learning model has better performance according to the provided metrics.
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    Compliance of MOOCs and OERs with the new privacy and security EU regulations
    (Universitat Politècnica València, 2019-06-26)
    Since their appearance in the early 2000s, Massive Open Online Courses (MOOCs) and Open Educational Resources (OERs) arose among the most important educational priorities. Many top universities worldwide have been involved in the research and direct implementation of this innovative pedagogical approach. Simultaneously with the development and massive deployment of the new learning and teaching method, European regulations responsible for data privacy and information security protection have significantly evolved. This paper assesses the compliance of the ten most popular MOOCs and OERs with the General Data Protection Regulation (GDPR) and the Directive on security of network and information systems (NIS Directive). In order to systematically examine their online platforms, a few privacy indicators were outlined and thoroughly observed. Alongside this, the involvement of the open education providers in the NIS Directive was examined. Research findings are presented and elaborated in a way that it makes easy to generate recommendations on how to anticipate the future of open education as a reasonable reaction to global change in the era of rapid technological growth, and at the same time to obey the crucial ethical principles defined by this development.