Papers by Toni Malinovski

Machine Leaning Solution based on Gradient Descent Algorithm for Improved Business Process Outcomes
International Journal of Business Innovation and Research, 2021
This study aims to provide guidelines that can help organisation identify preconditions before th... more This study aims to provide guidelines that can help organisation identify preconditions before they can employ machine learning, as well as provide evidence that machine learning can be used to improve business process outcomes. It considers supervisory learning as a business learning strategy, and employs machine learning solution based on gradient descent algorithm in large enterprise company in North Macedonia. The solution was designed to streamline the business process, automate the activities, and provide resilience to employees' subjectivity, wrong decisions, and human errors. The machine learning solution was used in production for ten months, including period of changes in the business process, and its average accuracy was 95.018% compared to the employees' decisions. Hence, it verifies the appropriateness of the chosen approach, with predictive accuracy that can be meaningful in practice. Although it is a specific case study, it provides valuable information that organisations can use while undertaking similar initiatives.

Factors Influencing Employees Experience after Business Process Redesign
International Journal of Management and Enterprise Development, 2020
Since human dimension is an important factor during business process redesign, this study aims to... more Since human dimension is an important factor during business process redesign, this study aims to distinct factors influencing employees experience after similar initiatives. A structural equation model was developed that represents relationships between several factors influencing employees experience after business process redesign. The proposed model was tested using survey data from a sample of 136 employees in large enterprise companies in Macedonia that significantly redesigned certain business processes in their information technology departments, while the obtained results explained 68% of variance in employees experience. The results emphasize that companys strategy that presents a clear vision to employees for the intended process redesign and employees attitude towards organizational change have the highest impact on perceived employees experience. Additionally, the new working conditions after the change, also positively influenced the perceived experience, as well as the employees personality traits, which were the lowest influencing factor. However, the study revealed a moderate direct link between employees personality dimensions and their attitude towards the needed organizational changes during business processes redesign. These results can help companies face the socio-cultural challenge and increase employees positive experience after business process redesign, for preferable outcomes of such activities.

International Journal of Information Systems and Social Change , 2019
When organizations analyze and significantly change their business processes with latest informat... more When organizations analyze and significantly change their business processes with latest information and communication technology (ICT) in mind, they can reduce process time and cost, as well as increase efficiency and output quality. This study elaborates an ICT-enabled reengineering project in the Agency for audio and audiovisual media services in the Republic of Macedonia for the program monitoring process. It aims to investigate the motivation to use ICT as a way to shape the process redesign and find associations among ICT adaptation, process reengineering, organizational growth and efficiency. Hence, the new process structure can help the agency deliver greater public value while meeting its strategic goals to protect citizens' interests in the area of audio and audiovisual media services. It provides an example of a case study that surpasses standard industrial report to an article that contains valuable information that companies, especially in the public sector, can use in replicating experiences while undertaking similar BPR initiatives.

PLoS ONE 13 (8): e0202172, 2018
This study promotes a novel teaching approach for integration of children’s traditional games in ... more This study promotes a novel teaching approach for integration of children’s traditional games in elementary school program. It gives description of six traditional games and their educational prospects, implemented in six learning sessions in five elementary schools in Macedonia, involving 102 students. The comparison of learning achievements between these learning sessions and standard classes revealed increased students’ learning performance on comparable topics. To understand the reason for improvement, we have surveyed students after each session and tested the gathered data set via the development of a structural equation model that examines the relationships between student’s personality traits, motivation and experience with learning outcomes. The findings show that students’ achievements were directly influenced by students’ intrinsic and extrinsic motivational factors, as well as perceived experience. Additionally, the integration of traditional games in the elementary school classroom was equally accepted among all students, since their personality traits did not directly influence their experience or learning outcomes. Still, the link between the students’ personality dimensions and motivation revealed that introvert children might have slightly increased motivation and possibility to open up during game-play in such collaborative environments.

Turkish Online Journal of Distance Education, 2018
Videoconferencing technology is a successful tool for expanding possibilities for collaborative a... more Videoconferencing technology is a successful tool for expanding possibilities for collaborative and distance learning, while bridging the distance between the teacher and students, providing time and cost savings. Recently, the focus in literature and practice for quality requirements are shifting from deterministic behavior of the infrastructure in videoconferencing learning environments to students' Quality of Experience, as subjective measure that involves human dimensions. Hence, this study evaluates the impact of different Quality of Service mechanisms utilized in the infrastructure on students' Quality of Experience in videoconferencing learning environments. It involved 263 faculty students that participated in 42 learning sessions via videoconferencing during their academic activities, while the infrastructure was subjected to Quality of Service mechanism in the network, as well as application enhancement in the videoconferencing platform, or both. The performance counters from the technical equipment and results from the survey regarding students' perceived experience, showed definite Quality of Service to Quality of Experience correlation. When network and application Quality of Service were considered complementary, students' Quality of Experience was in average 18.5% higher compared to network and 15% to application Quality of Service implementations. Similarly, best technical performance was achieved when both mechanisms were consider as a whole, such as 34% decrease in average transmit delay compared to application and 62.5% to network Quality of Service mechanisms, etc. Finally, application controls had greater impact on perceived students' Quality of Experience than the network ones, which correlated to performance behavior of the infrastructure.

Croatian Journal of Education - Hrvatski časopis za odgoj i obrazovanje, 2018
Even though the potential of game-based learning is widely recognized, we need to understand stud... more Even though the potential of game-based learning is widely recognized, we need to understand students to effectively integrate games in the classroom environment. This study aims to identify relevant factors that influence students' experience during the integration of traditional children's games into the elementary school program. The research involved 142 students from different elementary schools who participated in multiple learning sessions with pure game-based activities or games technologically enhanced with asynchronous/synchronous distance learning. A structural equation model was developed and tested using students' responses to a survey conducted after each session. The results suggest that students' experience is directly influenced by their motivation to participate in the new environment, their attitude during purely game-based classes, and technological behaviour during classes with distance learning activities. We also found that students of different ages showed similar subjective experience and identified a clear distinction between students' views and learning outcomes during in-class gaming and asynchronous/ synchronous conditions.

Computer Engineering and Applications Journal, 2017
Machine learning enables computers to learn from large amounts of data without specific programmi... more Machine learning enables computers to learn from large amounts of data without specific programming. Besides its commercial application, companies are starting to recognize machine learning importance and possibilities in order to transform their data assets into business value. This study explores integration of machine learning into business core processes, while enabling predictive analytics that can increase business values and provide competitive advantage. It proposes machine learning algorithm based on regression analysis for a business solution in large enterprise company in Macedonia, while predicting real-value outcome from a given array of business inputs. The results show that most of the machine learning predictive values for the desired process output deviated from 0 to 15% of actual employees’ decision. Hence, it verifies the appropriateness of the chosen approach, with predictive accuracy that can be meaningful in practice. As a machine learning case study in business context, it contains valuable information that can help companies understand the significance of machine learning for enterprise computing. It also points out some potential pitfalls of machine learning misuse.

Links between strategic goals, information technology and customer satisfaction during business process reengineering
International Journal of Business Process Integration and Management, 2017
The purpose of this study is to determine underlying constructs that predict customer satisfactio... more The purpose of this study is to determine underlying constructs that predict customer satisfaction during business process reengineering, with focus on organisation strategic goals and information technology as key enabler. Literature review lead to development of a structural equation model (SEM) illustrating links between strategic goals, information technology compounded of behaviour/performance of the utilised IT solution, customer perceived ease of use and attitude, as well as customer satisfaction. The model was tested using survey data from a sample of 236 students that used a new service as result of process reengineering project. The strategic goals were significantly correlated with both utilized IT solution and customer satisfaction, while IT solution had direct effect on customer perceived ease of use and attitude towards the introduced change and utilized technology. Customer attitude also influenced customer satisfaction, while customer perceived ease of use of the IT solution failed to predict their satisfaction.

Integrating Computer Games in Primary Education for Increased Students’ QoE
Advances in Intelligent Systems and Computing, 2014
ABSTRACT Continuous improvement of the learning environment and pedagogical methodology are tasks... more ABSTRACT Continuous improvement of the learning environment and pedagogical methodology are tasks that every educational program has to endure. This study explores integration of computer games in the primary educational program, their proper alignment with the learning curriculum, while creating powerful learning environment which increases student’s effectiveness and motivation to learn. The research methodology follows user-oriented approach while evaluating different variables in a computer game enhanced class, which impact the overall students’ Quality of Experience (QoE). A case study is conducted with a traditional and non-traditional class in several primary schools in Macedonia, students’ feedback is collected through surveys and the data set is analyzed according to the proposed methodology. Path analyses model is presented illustrating the relationships among several relevant variables in the class with a computer game and their connection to the students’ QoE.

International Journal of Informatics and Communication Technology, Jan 26, 2014
The integration of computer games in the primary school program is a challenging task which requi... more The integration of computer games in the primary school program is a challenging task which requires changes in the pedagogical approach and teaching practices. Since it is important to understand students, this study follows student-centered approach while evaluating different variables in computer game enhanced classes, which impact the overall students" Quality of Experience (QoE). We involved a total of 114 students in several primary schools in Macedonia which participated in traditional and game-based learning environment. Students" feedback was collected through surveys and the data set was analyzed with a path analysis model that illustrates relationships between relevant variables which influence students" QoE in classes enhanced with computer games. We found that students" motivation mostly influenced students" QoE, which was also determined by the increased effectiveness and simplified way of learning. The research results correlated students" QoE and learning outcomes during integration of computer games in primary schools, which were altogether increased against the traditional environment.

The Educational Use of Videoconferencing for Extending Learning Opportunities
Video Conference as a tool for Higher Education : the TEMPUS ViCES experience, Edited by Enrica Caporali and Vladimir Trajkovik, 01/2012: chapter The Educational Use Of Videoconferencing For Extending Learning Opportunities: pages 37-51; Firenze University Press., ISBN: 978-88-6655-102-7
Distance learning is a process that connects learners with educational resources separate from th... more Distance learning is a process that connects learners with educational resources separate from them in terms of time and distance. Videoconferencing is a mature technology which can be used in the distance learning process while providing synchronous, interactive communication between the teacher, as a source of information, and the students. This paper focuses on the ongoing project for extending and maintaining learner opportunities for students in universities in Macedonia, through development of a videoconferencing-based educational system. It addresses the necessary system architecture and topology, while defining the basic components, their characteristics and interconnection. However, this study is not just technology-oriented, since the success of such educational systems is greatly influenced by pedagogical methods and students’ motivation, expectations and experience of such process. Part of the study therefore relates to determining the constituents of and measuring students’ perceived experience.

International Journal of Innovation in Education, 2012
Distance education or distance learning is a process that provides access to learning when the so... more Distance education or distance learning is a process that provides access to learning when the source of information and the learners are separated by time and distance. It is a field of education that focuses on the involvement of technology and the social aspect, while delivering knowledge and training to students over distance. This study focuses on the social aspect regarding learner-content interaction in distance learning models, evaluates several learning managements systems while investigating the relations among different variables which impact the degree of students' learning experiences. A survey among students in different universities was conducted, Structural Equation Model (SEM) was created and analysed with Confirmatory Factor Analysis (CFA), for better understanding of the factors which predicts student satisfaction from such learning environments. Research findings illustrate the relationship among usability, adaptability of the system and students' experience. Limitations to the research and recommendations for future research are also being discussed.
Concept for Deploying Wireless in the Enterprise Infrastructure: Balancing Security and Positive QoE for the End-Users
ABSTRACT

Distance learning is a process that connects learners with educational resources separate from th... more Distance learning is a process that connects learners with educational resources separate from them in terms of time and distance. Videoconferencing is a mature technology which can be used in the distance learning process while providing synchronous, interactive communication between the teacher, as a source of information, and the students. This paper focuses on the ongoing project for extending and maintaining learner opportunities for students in universities in Macedonia, through development of a videoconferencing-based educational system. It addresses the necessary system architecture and topology, while de ning the basic components, their characteristics and interconnection. However, this study is not just technology-oriented, since the success of such educational systems is greatly in uenced by pedagogical methods and students' motivation, expectations and experience of such process. Part of the study therefore relates to determining the constituents of and measuring students' perceived experience.
Context-aware QoS: Different Approaches for Classification and Provisioning

TEM journal. 01/2014; 3(1):13-21.
This article presents a project entitled "Grandma's games", following a research idea to enrich t... more This article presents a project entitled "Grandma's games", following a research idea to enrich the educational process of K9 students by introducing the traditional children games of our ancestors in the learning environment, revived and adapted for modern students with the aid of information and communication technology. While creating a strong connection between our heritage and the modern educational trends, the project's intention goes beyond mere fulfillment of educational goals, striving to increase the interest and motivation of primary education students to develop their creativity and originality while learning, with respect of their own personal preferences and cultural heritage. The "Grandma's games" research project engaged twelve traditional games in the educational activities at primary schools from both rural and non-rural environments in Republic of Macedonia. Descriptive statistics was applied on the data set sampled from the extensive survey conducted among teachers in these schools, to illustrate the benefits from the application of the Grandma's games in educational process.

8th European Conference on Game Based Learning, Berlin; 10/2014
Grandma's games " is an educational case study that introduced few selected traditional games int... more Grandma's games " is an educational case study that introduced few selected traditional games into the regular education of K9 students, attempting to bring together the benefits of traditional outdoor games that our ancestors used to play and the modern technology that is closer to the present generations. The objectives of this project target the educational outcomes while having a strong consideration of the social and emotional aspects of students regarding motivation, joy, positive upbringing patterns and connection to the traditional values expressed in our folklore. We selected six traditional games and introduced three couples of them into the regular curricula of Math, Art and Nature/Society in few sixth grade classes. Each game was carefully selected aiming to improve certain aspect of the learning process with regard to the individual differences in personality, learning style and ability of each student. The games " Hop-scotch " and " Match Box " selected for Math classes were aiming to improve the student's logical reasoning, expressive skills were enhanced with the aid of " Lady " and " String " games on Art classes, and social skills were developed during the " Mosque " and " Hide and Seek " games on Nature/Society classes. The instructional design for this case study expressed in the teacher's manual included lesson plan, objectives to be accomplished, detailed description of the game to be used to accomplish certain objective, description of the roles of the teacher and the students, teacher's guidance to the learners, the expected feedback from the students, and instructions for performance assessment. The game based learning scenario encouraged active participation of all the students in the games, collaboration, and cooperative work on problem solving tasks given during and after the games, active participation of the students in the evaluation process, development of critical thinking, and praising the friendship during the joyful learning activities. While games were played in classical face to face manner, the use of technology was encouraged during the problem solving sessions, collaborative videoconferencing sessions with the peers from the other schools, and to facilitate communication with the peers from the distant parts of the country with aid of social networks. The effects of the selected games on educational outcomes were investigated using multiple criteria including evaluation of the academic performance and overall estimation of the transferable skills as communication, collaboration and interactivity. Our findings suggest that different games impact the learner’s satisfaction, which in turn has significant impact on educational outcomes. The correlation between individual factors (personality; learning style) and experienced satisfaction with different games during the study reveals the importance of personalized approach in education for optimal learning results.

E-learning educational systems are constantly being evaluated in a terms of performance, availabi... more E-learning educational systems are constantly being evaluated in a terms of performance, availability and their capacity to meet the end-users needs at the end. Technical behavior of the equipment, infrastructure-related parameters, overall QoS performance are lacking sufficient information about the end-users' experience. This paper explores videoconferencing implementation of an e-learning system, considering both necessary QoS controls (of the underlying videoconferencing infrastructure) and students' QoE perception (of the achieved learning). We propose basic and extended QoE measurement methods. In the basic model, we combine two different techniques based on surveys and cognitive interviews for students' evaluation in order to decrease the measurements errors and provide proper results. The extended approach based on ANFIS neuro-fuzzy model, is used to identify the causal relationship between input parameters of both objective and subjective nature, and the resulting QoE. The extended model uses the QoE estimation from the basic model as a subjective input variable to the system. To evaluate results of the basic model and support our claims, test experiment is conducted with videoconferencing application in two combined learning sessions, while gathered information is process through the proposed basic QoE measurement model.
TEACHERS’ACCEPTANCE OF THE SMART BOARD IN PRIMARY EDUCATION SCHOOLS–QOE ANALYSIS

International Review of Research in Open and Distance Learning (Impact Factor: 0.69). 09/2014; 15(4):91-112.
Early identification of relevant factors that influence students' experiences is vitally importan... more Early identification of relevant factors that influence students' experiences is vitally important to the educational process since they play an important role in learning outcomes. The purpose of this study is to determine underlying constructs that predict high school students’ subjective experience and quality expectations during asynchronous and synchronous distance education activities, in a form of quality of experience (QoE). One hundred and fifty-eight students from different high schools participated in several asynchronous and synchronous learning sessions and provided relevant feedback with comparable opinions regarding different conditions. Structural equation modeling was used as an analytical procedure during data analysis which led to a QoE prediction model that identified relevant factors influencing students’ subjective QoE. The results demonstrated no significant difference related to students’ behavior and expectations during both distance education methods. Additionally, this study revealed that students’ QoE in any situation was mainly determined by motivational factors (intrinsic and extrinsic) and moderately influenced by ease of use during synchronous or quality of content during asynchronous activities. We also found moderate support between technical performance and students’ QoE in both learning environments. However, opposed to existing technology acceptance models that stress the importance of attitude towards use, high school students’ attitude failed to predict their QoE.
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Papers by Toni Malinovski