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Zsuzsanna Török

Biographic Data

ID6678125
NAMEZsuzsanna Török
GIVEN NAMESZsuzsanna
FAMILY NAMETörök
SIGNATURETÖRÖK Z
AFFILIATIONSUniversity of Miskolc
ORCID0000-0002-5108-0341
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS1
WORKS AS AUTHOR4
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2001
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Innovation for Sustainability

    Open Access•Szilvia Szilágyi, Zsuzsanna Török et al.•ARTICLE•Education Sciences•2026

    The HEROn magazine was created as an innovation project by the S-TEAM team for the 2024/2025 SUBMERGED season of the FIRST® LEGO® League Challenge category. The primary aim of the HEROn project was to implement game-based learning methods to enhance environmental awareness, particularly concerning the protection of our water resources. This initiative is designed to engage individuals from ages 9 to 99 in a creative and enjoyable manner. At the c…

  • Using Game-Based Learning for Engaging with Determinants in Mathematics Education at the University Level

    Open Access•Szilvia Szilágyi, Anna Mária Takács et al.•ARTICLE•Education Sciences•2025

    Practising the calculation of determinants is important in linear algebra. A pioneering study involving 580 first-year university students evaluated the impact of game-based learning in higher mathematics education. The participants formed two groups: an experimental group of 279 students and a control group of 301. The experimental group students played the non-digital educational card game DETerminator, designed to help students learn and pract…

  • Examining the Effectiveness of Non-Digital Game-Based Learning Among University Computer Science Students on the Topic of Improper Integrals

    Open Access•Szilvia Szilágyi, Enikő Palencsár et al.•ARTICLE•Education Sciences•2025

    Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. Generation Z students are true digital natives, members of a hyper-cognitive generation with a learning profile different from any previous generation…

  • Planning the national minority

    Zsuzsanna Török•ARTICLE•Nationalism and Ethnic Politics•2001•Cited by: 1•References: 1

    This article examines strategies of minority building among young Transylvanian Hungarian intellectuals in inter‐war Romania. It inquires how national minority, a political term emerging at the territorial rearrangements in Europe after World War I, is filled with meaning in the context of antagonistic nation‐states. Focusing on the proposals for self‐organization on an ethnic basis, the article discusses how a politically engaged segment of the …

  • Planning the national minority

    Zsuzsanna Török•ARTICLE•Nationalism and Ethnic Politics•2001•Cited by: 1•References: 1

    This article examines strategies of minority building among young Transylvanian Hungarian intellectuals in inter‐war Romania. It inquires how national minority, a political term emerging at the territorial rearrangements in Europe after World War I, is filled with meaning in the context of antagonistic nation‐states. Focusing on the proposals for self‐organization on an ethnic basis, the article discusses how a politically engaged segment of the …

  • Planning the national minority

    Zsuzsanna Török•ARTICLE•Nationalism and Ethnic Politics•2001•Cited by: 1•References: 1

    This article examines strategies of minority building among young Transylvanian Hungarian intellectuals in inter‐war Romania. It inquires how national minority, a political term emerging at the territorial rearrangements in Europe after World War I, is filled with meaning in the context of antagonistic nation‐states. Focusing on the proposals for self‐organization on an ethnic basis, the article discusses how a politically engaged segment of the …

  • Using Game-Based Learning for Engaging with Determinants in Mathematics Education at the University Level

    Open Access•Szilvia Szilágyi, Anna Mária Takács et al.•ARTICLE•Education Sciences•2025

    Practising the calculation of determinants is important in linear algebra. A pioneering study involving 580 first-year university students evaluated the impact of game-based learning in higher mathematics education. The participants formed two groups: an experimental group of 279 students and a control group of 301. The experimental group students played the non-digital educational card game DETerminator, designed to help students learn and pract…

  • Examining the Effectiveness of Non-Digital Game-Based Learning Among University Computer Science Students on the Topic of Improper Integrals

    Open Access•Szilvia Szilágyi, Enikő Palencsár et al.•ARTICLE•Education Sciences•2025

    Using digital and non-digital card games to teach mathematics is a well-established didactic technique widely applied at different levels of education. Game-based learning strategies are also gaining ground in higher education, but the use of maths card games in university settings remains limited. Generation Z students are true digital natives, members of a hyper-cognitive generation with a learning profile different from any previous generation…

  • Innovation for Sustainability

    Open Access•Szilvia Szilágyi, Zsuzsanna Török et al.•ARTICLE•Education Sciences•2026

    The HEROn magazine was created as an innovation project by the S-TEAM team for the 2024/2025 SUBMERGED season of the FIRST® LEGO® League Challenge category. The primary aim of the HEROn project was to implement game-based learning methods to enhance environmental awareness, particularly concerning the protection of our water resources. This initiative is designed to engage individuals from ages 9 to 99 in a creative and enjoyable manner. At the c…

Educational Games and Gamification (3 works) · Online Learning and Analytics (2 works) · Central European national history (1 work) · Computer Science (1 work) · Computer-Assisted Instruction (1 work) · Context (archaeology (1 work) · Cooperative learning (1 work) · Curriculum (1 work) · Educational technology (1 work) · Electronic learning (1 work)

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