Tomislav Jagušt
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
Tomislav Jagušt has a total of 22 co-authors. Here are the top co-authors by number of shared publications:
- Ivica Boticki
Faculty of Electrical Engineering and Computing, University of Zagreb, Zagreb, Croatia
5 shared publications - Bartol Boras
Department of Applied Computing, Faculty of Electrical Engineering and Computing, University of Zagreb, Unska 3, HR-10000 Zagreb, Croatia
3 shared publications - Marko Horvat
Department of Applied Computing, Faculty of Electrical Engineering and Computing, University of Zagreb, Unska 3, HR-10000 Zagreb, Croatia
3 shared publications Ana Sovic Krzic
University of Zagreb
2 shared publications- Gordan Gledec
Department of Applied Computing, Faculty of Electrical Engineering and Computing, University of Zagreb, Unska 3, HR-10000 Zagreb, Croatia
2 shared publications - Ana Sovic Krzic
University of Zagreb
1 shared publication
Latest Publications
- Open Access
- 29 March 2026
- Published by Taylor & Francis in Computer Science Education
- p. 1-31
Identifying best practices for advancing access, equity, and inclusion in code club settings
Many children learn programming in after-school settings, also referred to as code clubs, which differ from in-school classes in their informal nature and freedom from national curricula. These clu...
- 29 March 2026
- Published by Taylor & Francis in Computer Science Education
- p. 1-31
Open AccessIdentifying best practices for advancing access, equity, and inclusion in code club settings
Many children learn programming in after-school settings, also referred to as code clubs, which differ from in-school classes in their informal nature and freedom from national curricula. These clu...
- Open Access
- 26 February 2026
- Published by MDPI AG in Electronics
- Vol. 15 (5) , 956
The Impact of a Hidden AI-Based Chatbot on the Quality of Collaborative Problem Solving in a School Context
The increasing use of digital devices by young learners often results in passive content consumption rather than active skill development. This exploratory study examines whether a peer-like Artificial Intelligence (AI) agent can improve the quality of computer-supported collaborative learning. The aim was to assess the impact of a hidden AI-based chatbot on the dynamics and outcomes of group problem-solving in a school setting. A gamified application was developed in which student groups collaborated on challenging tasks. In a controlled experiment, some groups included a hidden AI-based chatbot acting as a peer, programmed to provide Socratic prompts and motivational scaffolding without giving direct answers, while control groups consisted only of human participants. Quantitative and qualitative data, including time to solution, answer correctness, and chat logs, were collected to compare performance and interaction patterns between the two conditions. Given the limited sample size and primarily descriptive analyses, the findings should be interpreted as preliminary. The results suggest differences in collaborative dynamics and problem-solving efficiency between groups assisted by the AI agent and the unassisted control groups. The findings suggest that integrating a hidden, peer-like pedagogical agent may represent a promising approach for supporting collaborative learning processes, enhancing group engagement by subtly guiding discussion without disrupting the natural peer-to-peer dynamic. These results highlight the potential of hidden AI to enhance collaborative learning environments through non-intrusive support. Further research with larger samples is needed to validate these initial observations.
- 26 February 2026
- Published by MDPI AG in Electronics
- Vol. 15 (5) , 956
Open AccessThe Impact of a Hidden AI-Based Chatbot on the Quality of Collaborative Problem Solving in a School Context
The increasing use of digital devices by young learners often results in passive content consumption rather than active skill development. This exploratory study examines whether a peer-like Artificial Intelligence (AI) agent can improve the quality of computer-supported collaborative learning. The aim was to assess the impact of a hidden AI-based chatbot on the dynamics and outcomes of group problem-solving in a school setting. A gamified application was developed in which student groups collaborated on challenging tasks. In a controlled experiment, some groups included a hidden AI-based chatbot acting as a peer, programmed to provide Socratic prompts and motivational scaffolding without giving direct answers, while control groups consisted only of human participants. Quantitative and qualitative data, including time to solution, answer correctness, and chat logs, were collected to compare performance and interaction patterns between the two conditions. Given the limited sample size and primarily descriptive analyses, the findings should be interpreted as preliminary. The results suggest differences in collaborative dynamics and problem-solving efficiency between groups assisted by the AI agent and the unassisted control groups. The findings suggest that integrating a hidden, peer-like pedagogical agent may represent a promising approach for supporting collaborative learning processes, enhancing group engagement by subtly guiding discussion without disrupting the natural peer-to-peer dynamic. These results highlight the potential of hidden AI to enhance collaborative learning environments through non-intrusive support. Further research with larger samples is needed to validate these initial observations.
- 1 March 2024
- Published by IATED Academy in INTED Proceedings
- p. 6945-6952
EXPLORING THE EDUCATIONAL POTENTIAL OF GENERATIVE AI: AN APPLICATION FOR SPELLING PRACTICE
- 1 March 2024
- Published by IATED Academy in INTED Proceedings
- p. 6945-6952
EXPLORING THE EDUCATIONAL POTENTIAL OF GENERATIVE AI: AN APPLICATION FOR SPELLING PRACTICE
- Open Access
- 29 February 2024
- Published by MDPI AG in Electronics
- Vol. 13 (5) , 929
Smartphone-Enabled Interaction on Large Displays—A Web-Technology-Based Approach
This paper proposes the design and implementation of a system for simultaneous communication of several users over a single display, such as large public displays or video walls. Motivated by the lack of software frameworks that are both free and suited for the desired level of complexity, we present a novel, out-of-the-box solution for collaborative and remotely controlled application use. The solution is based exclusively on web technologies, thus significantly facilitating usability and reach, and eliminating the need for additional software installations or the use of additional devices. The architecture of the developed solution is modular and comprises three main components: (1) the environment, (2) the remote controllable application (RCA), and (3) the controller. The environment serves as a central hub that manages the data flow and ensures synchronization between the user devices. The RCA, which runs on the large display, serves as the interface for interacting with the content, while the controller, which is loaded on the users’ smartphones, enables control and interaction with the RCA in real time. By using web sockets and a server–client architecture, the system supports device- and platform-independent remote control and centralized collaboration through an off-the-shelf communication framework entirely flexible regarding client application. In order to demonstrate the possibilities of the proposed system, several different scenarios were covered, and solutions were implemented and tested on a large display in the faculty lobby.
- 29 February 2024
- Published by MDPI AG in Electronics
- Vol. 13 (5) , 929
Open AccessSmartphone-Enabled Interaction on Large Displays—A Web-Technology-Based Approach
This paper proposes the design and implementation of a system for simultaneous communication of several users over a single display, such as large public displays or video walls. Motivated by the lack of software frameworks that are both free and suited for the desired level of complexity, we present a novel, out-of-the-box solution for collaborative and remotely controlled application use. The solution is based exclusively on web technologies, thus significantly facilitating usability and reach, and eliminating the need for additional software installations or the use of additional devices. The architecture of the developed solution is modular and comprises three main components: (1) the environment, (2) the remote controllable application (RCA), and (3) the controller. The environment serves as a central hub that manages the data flow and ensures synchronization between the user devices. The RCA, which runs on the large display, serves as the interface for interacting with the content, while the controller, which is loaded on the users’ smartphones, enables control and interaction with the RCA in real time. By using web sockets and a server–client architecture, the system supports device- and platform-independent remote control and centralized collaboration through an off-the-shelf communication framework entirely flexible regarding client application. In order to demonstrate the possibilities of the proposed system, several different scenarios were covered, and solutions were implemented and tested on a large display in the faculty lobby.
- Open Access
Knowledge Graph Dataset for Semantic Enrichment of Picture Description in NAPS Database
This data description introduces a comprehensive knowledge graph (KG) dataset with detailed information about the relevant high-level semantics of visual stimuli used to induce emotional states stored in the Nencki Affective Picture System (NAPS) repository. The dataset contains 6808 systematically manually assigned annotations for 1356 NAPS pictures in 5 categories, linked to WordNet synsets and Suggested Upper Merged Ontology (SUMO) concepts presented in a tabular format. Both knowledge databases provide an extensive and supervised taxonomy glossary suitable for describing picture semantics. The annotation glossary consists of 935 WordNet and 513 SUMO entities. A description of the dataset and the specific processes used to collect, process, review, and publish the dataset as open data are also provided. This dataset is unique in that it captures complex objects, scenes, actions, and the overall context of emotional stimuli with knowledge taxonomies at a high level of quality. It provides a valuable resource for a variety of projects investigating emotion, attention, and related phenomena. In addition, researchers can use this dataset to explore the relationship between emotions and high-level semantics or to develop data-retrieval tools to generate personalized stimuli sequences. The dataset is freely available in common formats (Excel and CSV).
Open AccessKnowledge Graph Dataset for Semantic Enrichment of Picture Description in NAPS Database
This data description introduces a comprehensive knowledge graph (KG) dataset with detailed information about the relevant high-level semantics of visual stimuli used to induce emotional states stored in the Nencki Affective Picture System (NAPS) repository. The dataset contains 6808 systematically manually assigned annotations for 1356 NAPS pictures in 5 categories, linked to WordNet synsets and Suggested Upper Merged Ontology (SUMO) concepts presented in a tabular format. Both knowledge databases provide an extensive and supervised taxonomy glossary suitable for describing picture semantics. The annotation glossary consists of 935 WordNet and 513 SUMO entities. A description of the dataset and the specific processes used to collect, process, review, and publish the dataset as open data are also provided. This dataset is unique in that it captures complex objects, scenes, actions, and the overall context of emotional stimuli with knowledge taxonomies at a high level of quality. It provides a valuable resource for a variety of projects investigating emotion, attention, and related phenomena. In addition, researchers can use this dataset to explore the relationship between emotions and high-level semantics or to develop data-retrieval tools to generate personalized stimuli sequences. The dataset is freely available in common formats (Excel and CSV).
- 1 July 2022
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 5029-5033
A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING
Information about the paper titled "A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING" at IATED Digital Library
- 1 July 2022
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 5029-5033
A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING
Information about the paper titled "A MOBILE TREASURE HUNT GAME FOR LANGUAGE LEARNING" at IATED Digital Library
- 22 March 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Education
- Vol. 65 (3) , 297-308
Elementary School Pupils’ Mental Models Regarding Robots and Programming
Contribution: Understanding pupils’ conceptualization of robots and programming can help teachers to avoid a disconfirmation experience by selecting more appropriate educational tools, robot designers in improving the robot design, and researchers in further improvement of the field. Background: Human–robot interaction (HRI) is affected by the actual but also expected robot’s appearance and capabilities. Multiple factors, such as age, gender, media exposure, ICT exposure, or culture, influence mental models regarding robots; therefore, it is important to investigate those for a specific cohort in the designated geographical area. Research Questions: The mental models regarding robots and programming, and the way they are possibly biased by popular culture, exposure to ICT or parental influence were studied. Research questions concerned cognitive elements of mental models, namely, definitions and knowledge of robots, and programming and how those progress in time. Also, the research studied a figurative aspect of mental models regarding robots, with a focus on anthropomorphic features. Methodology: To research the influence of the short-term HRI, four classes of eight to nine years old elementary school pupils were included in a workshop where pre and postquestionnaires were used as research instruments. Besides pupils, later in this two-phase longitudinal research, after a year of formal education in Informatics, research instruments also included teachers and parents, to investigate their influence on children’s mental models. Findings: The change of mental models under the influence of the one-time workshop was not permanent. However, a combination of maturation with informal and formal intervention supports the conceptualization of programming.
- 22 March 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Education
- Vol. 65 (3) , 297-308
Elementary School Pupils’ Mental Models Regarding Robots and Programming
Contribution: Understanding pupils’ conceptualization of robots and programming can help teachers to avoid a disconfirmation experience by selecting more appropriate educational tools, robot designers in improving the robot design, and researchers in further improvement of the field. Background: Human–robot interaction (HRI) is affected by the actual but also expected robot’s appearance and capabilities. Multiple factors, such as age, gender, media exposure, ICT exposure, or culture, influence mental models regarding robots; therefore, it is important to investigate those for a specific cohort in the designated geographical area. Research Questions: The mental models regarding robots and programming, and the way they are possibly biased by popular culture, exposure to ICT or parental influence were studied. Research questions concerned cognitive elements of mental models, namely, definitions and knowledge of robots, and programming and how those progress in time. Also, the research studied a figurative aspect of mental models regarding robots, with a focus on anthropomorphic features. Methodology: To research the influence of the short-term HRI, four classes of eight to nine years old elementary school pupils were included in a workshop where pre and postquestionnaires were used as research instruments. Besides pupils, later in this two-phase longitudinal research, after a year of formal education in Informatics, research instruments also included teachers and parents, to investigate their influence on children’s mental models. Findings: The change of mental models under the influence of the one-time workshop was not permanent. However, a combination of maturation with informal and formal intervention supports the conceptualization of programming.
- 25 December 2019
- Published by Springer Nature in Advances in Intelligent Systems and Computing
- p. 205-208
Promoting Creative Thinking and Problem Solving Through Robotic Summer Camp
- 25 December 2019
- Published by Springer Nature in Advances in Intelligent Systems and Computing
- p. 205-208
Promoting Creative Thinking and Problem Solving Through Robotic Summer Camp
- 20 April 2019
- Published by Springer Nature in Journal of Computers in Education
- Vol. 6 (3) , 335-362
Mobile learning system for enabling collaborative and adaptive pedagogies with modular digital learning contents
- 20 April 2019
- Published by Springer Nature in Journal of Computers in Education
- Vol. 6 (3) , 335-362
Mobile learning system for enabling collaborative and adaptive pedagogies with modular digital learning contents
- Top Cited Papers
- 1 October 2018
- Published by Elsevier in Computers & Education
- Vol. 125, 444-457
Examining competitive, collaborative and adaptive gamification in young learners' math learning
- 1 October 2018
- Published by Elsevier in Computers & Education
- Vol. 125, 444-457
Top Cited PapersExamining competitive, collaborative and adaptive gamification in young learners' math learning