1. How minors perceive online violence? A Comparative Analysis of Slovenian and Bulgarian RealityNoemia Bessa Vilela, Denitsa Kozhuharova, Mohamed Taly, Žan Oplotnik, Jarosław Kostrubiec, 2025, izvirni znanstveni članek Opis: The paper represents both the qualitative and quantitative analyses of the LEAGUE project results, taking into account the sample collected in Slovenia and Bulgaria, on the perception of online violence against minors and online safety. The quantitative analysis is based on data collected via an online survey answered by 200 male participants (n = 200) aged 10 to 18 from Slovenia and Bulgaria. Most participants were between 15 and 18 years old (75%). A quarter of participants were aged 10 to 14. It became evident that children are not safe online, which is no mystery given that the majority of online spaces were not made for children nor with children in mind. Prepubescents, pubescents and adolescents all face considerable threats online, ranging from less severe yet damaging ones, such as cyberbullying and false impersonation, to much more serious threats that involve sexual abuse and other sexually motivated crimes. Ključne besede: online violence, comparative analysis, online gaming, violence against minors Objavljeno v DKUM: 14.08.2025; Ogledov: 0; Prenosov: 3
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2. Effects of a serious smartphone game on nursing students` theoretical knowledge and practical skills in adult basic life support : randomized wait list-controlled trialNino Fijačko, Ruth Masterson Creber, Špela Metličar, Matej Strnad, Robert Greif, Gregor Štiglic, Pavel Skok, 2024, izvirni znanstveni članek Opis: Background: Retention of adult basic life support (BLS) knowledge and skills after professional training declines over time.To combat this, the European Resuscitation Council and the American Heart Association recommend shorter, more frequent BLS sessions. Emphasizing technology-enhanced learning, such as mobile learning, aims to increase out-of-hospital cardiac arrest (OHCA) survival and is becoming more integral in nursing education.
Objective: The aim of this study was to investigate whether playing a serious smartphone game called MOBICPR at home can improve and retain nursing students’ theoretical knowledge of and practical skills in adult BLS.
Methods: This study used a randomized wait list–controlled design. Nursing students were randomly assigned in a 1:1 ratio to either a MOBICPR intervention group (MOBICPR-IG) or a wait-list control group (WL-CG), where the latter received the MOBICPR game 2 weeks after the MOBICPR-IG. The aim of the MOBICPR game is to engage participants in using smartphone
gestures (eg, tapping) and actions (eg, talking) to perform evidence-based adult BLS on a virtual patient with OHCA. The participants’ theoretical knowledge of adult BLS was assessed using a questionnaire, while their practical skills were evaluated on cardiopulmonary resuscitation quality parameters using a manikin and a checklist.
Results: In total, 43 nursing students participated in the study, 22 (51%) in MOBICPR-IG and 21 (49%) in WL-CG. There were differences between the MOBICPR-IG and the WL-CG in theoretical knowledge (P=.04) but not in practical skills (P=.45) after MOBICPR game playing at home. No difference was noted in the retention of participants’ theoretical knowledge and practical
skills of adult BLS after a 2-week break from playing the MOBICPR game (P=.13). Key observations included challenges in response checks with a face-down manikin and a general neglect of safety protocols when using an automated external defibrillator.
Conclusions: Playing the MOBICPR game at home has the greatest impact on improving the theoretical knowledge of adult BLS in nursing students but not their practical skills. Our findings underscore the importance of integrating diverse scenarios into adult BLS training. Ključne besede: serious smartphone game, adult basic life support, teaching, games, gaming, education, nurses, nursing, educational, mHealth, mobile health, applications, smartphones, randomized controlled trial, technology-enhanced learning, life support, knowledge retention, practical Objavljeno v DKUM: 27.11.2024; Ogledov: 0; Prenosov: 134
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3. Vpliv gaming Youtuberjev na nakupne navade generacije ZMatevž Ograjenšek, 2022, diplomsko delo Opis: Informacije o nakupnih navadah so pomembne za podjetja, ki želijo svoje izdelke uspešno oglaševati. Podjetja se danes v večji meri poslužujejo promocije izdelkov na družabnih omrežjih in s pomočjo vplivnežev, ki imajo veliko število zvestih sledilcev. Eno najpopularnejših družabnih omrežji je Youtube, kjer ustvarjalci objavljajo svoje videoposnetke, da si jih lahko gledajo njihovi sledilci. Youtuberji torej predstavljajo nov način priporočanja izdelkov odjemalcem. Hkrati pa kot hobi vedno bolj popularno postaja igranje iger ali po angleško gaming. V zadnjih dvajsetih letih je gaming kot hobi zelo napredoval, saj to ni več samo igranje družabnih iger ali pa igranje neke vloge, ampak se je s pomočjo tehnologije igranje iger digitaliziralo. Igranje videoiger je eden najbolj priljubljenih hobijev ljudi, še posebej mladine, saj omogoča vstop v svet kot ga v realnosti ni. To je tudi eden izmed razlogov, zakaj je gaming najbolj gledana kategorija na Youtubu. Mnogo gaming Youtuberjev ima več kot milijon sledilcev, nad katerimi imajo precejšen vpliv in to poskušajo lastniki in upravljalci blagovnih znamk izkoristiti.
V svojem delu sem se osredotočil na to, kako gaming Youtuberji vplivajo na svoje odjemalce. Ali se generacija Z kot odjemalci zavedajo, kdaj in s čim gaming Youtuberji vplivajo na njih, in kakšni so pripadniki generacije Z kot odjemalci. S pomočjo ankete sem poskusil pridobiti te odgovore, ki sem jih nato analiziral v empiričnem delu raziskave. Zanimal me je vpliv, ki ga imajo gaming Youtuberji nad generacijo Z. Ključne besede: Youtuberji, gaming, nakupne navade, promoviranje, generacija Z Objavljeno v DKUM: 26.05.2022; Ogledov: 817; Prenosov: 169
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4. ODNOSI Z JAVNOSTMI IN OGLAŠEVANJE V E-ŠPORTIHLuka Druks, 2014, diplomsko delo Opis: Diplomsko delo govori o odnosih z javnostmi in oglaševanju v e-športih.
Glavni named diplomske naloge je, da se predstavi uporaba odnosov z javnostmi in oglaševanja v e-športih. Najprej so v teoretičnem delu predstavljeni odnosi z javnostmi, oglaševanje in e-športi. V praktičnem pa je opisana uporaba odnosov z javnostmi in oglaševanja v ukrajinski e-šport organizaciji Natus Vincere.
Ugotovili smo, da zastavljena teza ne drži, ker oglaševanje zaradi večjega finančnega vložka za e-šport organizacije predstavlja prevelik strošek in rizik. Ključne besede: PR, oglaševanje, e-šport, ”gaming” Objavljeno v DKUM: 30.10.2015; Ogledov: 1459; Prenosov: 152
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