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                <identifier>ezaposleni.singidunum.ac.rs/rest/sciNaucniRezultati/oai:2:11897</identifier>
                <datestamp>2026-04-24T14:24:38Z</datestamp>
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                    <dim:field mdschema="dc" element="title" lang="en">Muticriteria assesment of possible use of computer games in teaching</dim:field>
                    <dim:field mdschema="dc" element="date" qualifier="issued">2017</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="udc">К 623 + 355/359</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="uri">http://ezaposleni.singidunum.ac.rs/rest/sciNaucniRezultati/oai/record/2/11897</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="uri">http://www.vtg.mod.gov.rs/arhiva/2017/vojnotehnicki-glasnik-3-2017.html</dim:field>
                    <dim:field mdschema="dc" element="contributor" qualifier="author" authority="orcid::0000-0003-0789-8565" confidence="-1">M. Žižović</dim:field>
                    <dim:field mdschema="dc" element="contributor" qualifier="author" authority="orcid::0000-0002-0153-4069" confidence="-1">K. Plećić</dim:field>
                    <dim:field mdschema="dc" element="description" qualifier="abstract">In this paper we present a multi-criteria evaluation of several possible 
approaches to organization of studies. A wider use of modern information 
technology has led to major changes in traditional education. One of them 
is the development of serious games in order to simulate real business 
work environment. 
The traditional passive education approach trains people for some narrow 
procedures, and then evaluates them based on their memories of what they 
have been told. Even when students have successfully mastered facts and 
procedures, their behavior in real life situations remains uncertain. Games 
are trying to solve this problem, motivate and promote learning. Their 
interactive aspect leads to high involvement of participants in game 
activities, so they no longer have the sole purpose of entertainment, but 
become a serious learning tool. The possibility to provide entertainment and 
educational component separates these games from classical, fun games. 
Also, participants are not passive players. Their decisions and actions 
directly affect the flow of the game, leading to good or bad results. 
To evaluate game application in classroom, a multicriteria analysis was 
used. It was used for the assessment of possible study forms in order to 
use benefits of information technology for modernizing and improving 
teaching and learning processes. The evaluation was made by observing 
four alternatives, as well as six criteria. The aim of this paper was to make 
these applications more effective where needed and to indicate 
apossibility to use them elsewhere. </dim:field>
                    <dim:field mdschema="dc" element="type">article</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="doi">10.5937/vojtehg65-13000</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="volume">65</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="issue">3</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="spage">641</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="epage">650</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="issn">0042-8469</dim:field>
                    <dim:field mdschema="dc" element="source">Vojnotehnički glasnik</dim:field>
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