This paper presents an electronic system for tracking students' attendance. "BeHere" was implemented at Subotica Tech-College of Applied Sciences, introducing gamification elements into class attendance tracking. Given that the first year of their studies in higher education is the most crucial time period, it is vital that students are motivated to attend classes regularly. Class attendance is frequently seen as the prime marker of students' persistence: lower attendance indicates a higher risk of dropout. The gamification module of the system is used to improve student engagement, motivation, attendance, and academic performance. Based on the research results, it is evident that the tested gamification module motivated students to attend classes more regularly during the 2018/19 school year as compared with the previous year.
Intrusion detection is used to monitor and capture intrusions into computer and network systems which attempt to compromise their security. Many intrusions manifest in changes in the intensity of events occuring in computer networks. Because of the ability of exponentially weighted moving average (EWMA) control charts to monitor the rate of occurrences of events based on their intensity, this technique is appropriate for implementation in control limits based algorithms. The paper also gives a review of a possible optimization method. The validation check of results will be performed on authentic network samples.
This study intends to measure the impact of interactive animations on the students' performance. Two courses from Subotica Tech were included, the subjects "Analog and Digital Electronics" and "Microcontrollers". The experiment lasted over a period of tree years, and it involved the formation of two groups in every academic. Both groups' members participated in traditional frontal teaching, but the experimental group could use interactive Flash animations built from selected parts of those courses as supplementary tool. At the end of the semester, the exam marks were analyzed with a Two-Sample T-Test. The results show that learning with properly created interactive animations could have positive effects on most students' academic performance.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.