Igor Pesek

Dr. Igor Pesek

orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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16 April 2020 in JMIR Serious Games
Verified
Journal Article
Open access
Andrej FlogieAndrej Flogie
Andrej Flogie
Boris AberšekBoris Aberšek
Boris Aberšek
MAMetka Kordigel Aberšek
Metka Kordigel Aberšek
Cecilia Sik LanyiCecilia Sik Lanyi
Cecilia Sik Lanyi
IPIgor Pesek
Igor Pesek
Background: Positive results can be obtained through game-based learning, but children with physical disabilities have fewer opportunities to participate in enjoyable physical activity. Because intelligent serious games can provide personalized learning opportunities, motivate the learner, teach 21st-century skills, and provide an environment for authentic and relevant assessment, they may be used to help children and adolescents with different kinds of learning disabilities to develop social and cognitive competences. Objective: The aim of the study was to produce and evaluate a suite of intelligent serious games based on accessible learning objectives for improving key skills, personal development, and work sustainability among children with learning difficulties. Methods: We conducted this research between 2016 and 2018, with pupils aged 11 to 12 years with learning disabilities who were integrated into the mainstream educational system. We used a 4-step methodology to develop learner creativity and social competences: (1) needs analysis, (2) development of learning content, (3) development of intelligent serious games, and (4) a usability evaluation focusing on the research questions and hypothesis. This was based on an initial teachers’ evaluation, using a survey, of students using 2 of the games, where the main goal was to determine user motivation and initiative and to improve the games and the evaluation process. The initial evaluation was followed by a pilot evaluation, which was performed for all proposed games, in all partner countries. Results: In an initial evaluation with 51 participants from Slovenia consisting of a pretest, followed by intelligent serious game intervention and concluding with a posttest, we observed statistically significant improvement in social and cognitive competences measured by tests. Based on these findings and observations, we improved the games and evaluation process. In the pilot test, conducted in all participating countries on a sample of 93 participants, the mean score on the teachers’ observation form on the pretest (before students began using the intelligent serious games) was 3.9. In the posttest, after students had used intelligent serious games, the mean score was 4.1. Conclusions: We focused on developing and evaluating intelligent serious games for persons with learning disabilities, particularly for students with disabilities who are integrated into the mainstream educational system. Such games provide an opportunity for personalized learning and should be tailored to ensure that every learner can achieve the highest standard possible. However, we recommend that the games be adapted based on the students’ needs and capabilities and a specially developed curriculum. The collected feedback showed that (1) children with learning disabilities need appropriately developed intelligent serious games, and (2) intelligent serious games, and the pertaining didactic methodology, should be based on an interoperable curriculum, so that teachers and trainers can use them. The student survey confirmed improvements in all aspects.

27 April 2018 in Journal of Research in Science Teaching
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Journal Article
Closed access
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PŠPAYMENT (VS: 894419) PBE Conference Andrej Šorgo
PAYMENT (VS: 894419) PBE Conference Andrej Šorgo
BDBrina Dojer
Brina Dojer
NGNikolaja Golob
Nikolaja Golob
RRRobert Repnik
Robert Repnik
SRSamo Repolusk
Samo Repolusk
NŠNatalija Špur
Natalija Špur

14 August 2019 in Research in Learning Technology
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Journal Article
Open access
Andrej FlogieAndrej Flogie
Andrej Flogie
Boris AberšekBoris Aberšek
Boris Aberšek
IPIgor Pesek
Igor Pesek

26 August 2019 in Computer Applications in Engineering Education
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Journal Article
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MTMaja K. Tomić
Maja K. Tomić
BABoris Aberšek
Boris Aberšek
IPIgor Pesek
Igor Pesek

17 March 2022 in Applied Sciences
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Journal Article
Open access
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MVMatej Veber
Matej Veber
IPIgor Pesek
Igor Pesek
Boris AberšekBoris Aberšek
Boris Aberšek
The digitalization of industrial processes is being driven forward worldwide. In parallel, the education system must also be transformed. Currently, education does not follow the opportunities and development of technologies. We can ask ourselves how we can integrate technologies into a traditional learning process or how we can adapt the learning process to these technologies. We focused on robotics education in secondary vocational education. The paper contains research results from a modern learning model that addresses student problem-solving using cyber–physical systems. We proposed a reference model for industrial robotics education in the 21st century based on an innovative cyber-physical didactic model (CPLM). We conducted procedure time measurements, questionnaire evaluations, and EEG evaluations. We could use VR to influence the improvement of spatial and visual memory. The more intense representation of the given information influences multiple centers in the brain and, thus, the formation of multiple neural connections. We can influence knowledge, learning more effectively with short-term training in the virtual world than with classical learning methods. From the studied resources, we can conclude that the newer approach to teaching robotics is not yet available in this form. The emerging modern technologies and the possibility of developing training in this area should be investigated further.

13 July 2019 in OLYMPIADS IN INFORMATICS
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Journal Article
Closed access
MWMichael Weigend
Michael Weigend
JVJiří VANÍČEK
Jiří VANÍČEK
ZPZsuzsa Pluhár
Zsuzsa Pluhár
IPIgor Pesek
Igor Pesek
Unplugged activities are well known in the computer science education. Creativity and computational thinking have been extensively researched and classified in last decade. In this paper we are focusing on creative unplugged activities and their potential in the classroom. We propose a model consisting of four types of creative unplugged activities that are used in CS education and present the results of an international online survey in which 360 educators participated in 2018. The survey found out how far the model is supported by educators, the extent to which creative activities are used in the classroom, what intentions are being pursued and what educational potential is seen in the four types of activities. Based on results of the survey we present ideas and methods on how to include and integrate creative unplugged activities into CS education and some possibilities on how to change such tasks to be more creative.