bluuebunny/crossref_metadata_2025 huggingface dataset:
CULTURAL HERITAGE MODELING POTENTIAL HIGHLIGHTED BY E-LEARNING RESOURCES
Authors: Vilceanu Clarabeatrice , Herban Sorin , Banescu Oana andreea
Published: February 2023

The actual international context of developing people’s digital skills and competences imply using intelligent, adaptive and personalized e-Learning platforms. The latter should come in support of students and represent both an efficient alternative for the individual study and resources for team-work. The purpose of the present paper is to highlight the importance of using an e-Learning resource implemented by Politehnica University Timisoara through which students can load the results of their projects and work. The topicality is given by the novelty of the 3D models realized by students, both individually and by teamwork, for a touristic promotion of Timisoara municipality in the context of competing and winning the title for “European capital of culture” initiative. Moreover, the authors propose implementing a spatial data geoportal at Local Administration level using EU non‐refundable funds that could be a smart solution for managing secure and valuable property based on Internet of Things meant to reinforce Europe's cultural diversity by making our heritage and our cultural creations available to a wider number of citizens. One of the strategies developed by the European Commission refers to Digital Single Market and includes tasks such as investing on network and technologies by funding research that enables new technologies like 5G and IoT. The aim is to benefit European citizens with fast and accessible Internet for the future and make cities more sustainable in view of Europe's 2020 targets. Romania, as a member state, has aligned its priorities to the EU and is constantly trying to develop smart solutions in the interest areas that also permit funds attracting. In particular, Timișoara Municipality has set its goal to become one of Europe’s smart cities and communities, thus developing (among others) a cultural strategy for 2014 – 2024.
VISUAL FUNCTION TESTING AND TRAINING FOR CHILDREN WITH DIFFERENT VISUAL IMPAIRMENTS, BY USING A SOFTWARE INTERFACE, SERIOUS GAME TYPE FOR LAPTOP AND TABLET
Authors: Braun Barbu cristian , Baritz Mihaela ioana
Published: February 2023

In the paper there is presented an interactive software interface that was designed, programmed, realized and tested in our research activities. It is presented as a serious game, with application for laptop and tablet, to be very attractive for children having visual impairments, aimed for testing and training the visual function in terms of cognitive reaction. The interface it is going to be as attractive as possible for children, which would trigger interest in solving some tests as interesting games. In this way, via software interface implementation, as different game stages, with progressive difficulty degrees, each tested (or trained) child will be stimulated to gather a high score as possible, he could be rewarded according to it. The software interface aims, first of all, to test the visual function for children, by designing images at different levels of contrast, the images being familiar to the children. Giving scores for each stage of testing is automatically determined (running the interface), depending on the subject's response to image perception. For a more proper and complete testing, the interface is presented as three main stages in terms of game, namely for white, for yellow and for green background, these being considered pleasant, relaxing colors for the eye. Until now, the interface (as serious game) was used in case of three children aged between 6 and 9 years, with different visual problems (myopia, squint and amblyopia). It has been found that the software interface, as serious stimulating game, presented a high interest for all three children, and, in case of two of them, the daily resumption of the test (as training for visual function rehabilitation) for two weeks, has resulted in a slight improvement in the visual function. As a result, as further research activities, we intend to test the software interface on several children with sight impairments and, besides, there it is proposed also its subsequent use for activities type visual screening in schools and kindergartens.
MODELS AND THEORIES OF UNETHICAL USE OF INFORMATION TECHNOLOGY IN HIGHER EDUCATION
Authors: Mata Liliana , Ghiatau Roxana maria , Poenaru Alexandra georgiana , Boghian Ioana
Published: February 2023

The purpose of the study is to analyze the theories and models based on the exploration of ethical aspects of information technology in higher education. Based on the analysis of literature, three categories of theories have been identified in this field: general theories (the theory of reasoned action, theory of planned behavior, the theory of James Rest), decision making models (the model of Ferrell ?i Gresham, Hunt-Vitell theory (or model) of ethics about ethical decision making in general, Person- situation interactionist model, Bommer's ethical decision-making model, the model of Jones) and information technology models (IT ethical model, the model of unethical usage of information technology, the model of ethical behaviour in computer use, digital piracy attitude model, hypothetical and actual information security compliance models). The general theories have underpinned the later developed models, which have also begun to expand on IT-based models as well. The theory of reasoned action and The theory of planned behavior are the basis for the overwhelming majority of studies on the relationship between attitude, intention and unethical versus ethical behavior. Along with these models, the theories on the stages of moral development can also be considered as they have underpinned the construction of decision models (such as the interactive model) or have provided the foundation for studies related to teachers level of moral reasoning. The result of the analysis of these models will lead to the elaboration of a comprehensive model of factors influencing the attitudes of higher education teachers towards the unethical use of information technology.
LIBQUEST - REVITALIZE LIBRARIES AND READING THROUGH GAMIFICATION
Authors: Balutoiu Maria anca , Gradinaru Alexandru , Moldoveanu Alin , Moldoveanu Florica , Morar Anca , Nazare Anakarina , Radoi Mireille
Published: February 2023

Digital technology has already become a necessity of everyday life for any average person in developed countries. Starting from simple tasks like calculus or grammar, to more complex ones like navigation, simulations and appointments, nowadays we rely more and more on technology like smartphones, smartwatches and smart assistants. As this may seem to improve our life and help us in everyday tasks, it may have a negative impact in other areas like culture, education, focus, sustained brain-use or imagination. Libraries, a pillar of culture and education, lose popularity every day in favour of digital content and feeds. This article pioneers the design and the implementation of a modern cultural space to encourage reading and involvement in cultural activities through gamification in a mixed reality context. It is part of the Lib2Life research project that is being carried out by a strategic partnership between national libraries and universities to explore ways that can revitalize libraries and cultural heritage using digital technology. The paper presents a detailed solution design and the refining iterations on the initial concept of adding mixed reality game quests inside national libraries activity. The quests will get users to involve in captivating adventure games the will require them to use digital technology alongside real libraries or cultural events in order to solve the puzzle. Furthermore, the solution has a user-centered perspective, where the user can both access the content and contribute with his own content, that increases the potential to create virtual communities that benefit and contribute at the same time. This work is supported by a grant of the Romanian Ministery of Research and Innovation, CCCDI - UEFISCDI, project number PN-III-P1-1.2-PCCDI-2017-0689 / ,,Lib2Life- Revitalizarea bibliotecilor si a patrimoniului cultural prin tehnologii avansate" / "Revitalizing Libraries and Cultural Heritage through Advanced Technologies", within PNCDI III.
MODERN PROCEDURE FOR APPLICATIVE TEACHING, BY USING A FLEXIBLE SOFTWARE INTERFACE FOR SIMULATION OF SOME OPTICAL PHENOMENA
Authors: Braun Barbu cristian
Published: February 2023

In the paper is presented a software application that was designed, programmed, realized and tested in order to improve teaching activities in terms of courses, seminaries and laboratories, especially for 3rd year students, from Optometry and Medical Engineering specializations. The software interface is presented as a flexible interface, easy to be used by the students and professors, who allows a more proper and efficient deepening of specialized knowledge, via simulating some processes and optical phenomena. In fact, it is about the phenomena of light radiation propagation through the main basic optical elements (the most used in the construction of optic and medical apparatus and equipments) (the lens, the mirror, the prism). By using such of application for each type of optical element, depending by its technical and optical characteristics, due to the light reflection and refraction, it became possible to be automatically determined all the specific properties of the obtained images through each type of optic elements. Moreover, for a complete simulation and an efficient knowledge deepening, during application running, there is generated the graphical representation of the optic scheme and also related to the way in which the image can be formed through any of the above specified basic optical elements. Currently, the application is being tested and seems to be an excellent solution both for the increasing of the teaching activity and for increasing of attraction of the students reported to the classic teaching methods like different optics problems solving. It was also observed an increase in the degree of understanding among students related to the presented phenomena. The software application presents also an important advantage, namely that it could be used also in case of optical systems design made up of devices with applications in optometry and medical engineering. The proposed solution referring to the software application using for some optical phenomena could be extended also for wider fields, like different physical phenomena or for any technologic processes.
COMPARISON BETWEEN ASSISTED TRAINING AND CLASSICAL TRAINING IN NONFORMAL LEARNING BASED ON AUTOMATIC ATTENTION MEASUREMENT USING A NEUROFEEDBACK DEVICE
Authors: Munteanu Dan , Munteanu Nicoleta
Published: February 2023

The non-formal education consists in the expression of personal interests through the voluntary participation of the young person in activities that are of interest or attract him directly in order either to spend free time in a constructive manner, or to develop personality or to grasp special talents in - an institutionalized framework.

Attention is the process that ensures the active orientation of the body to the message selection, the anticipatory reception and executory adjustment, as well as the intermittent focusing. In general, in the educational instructive process, attention is monitored by direct observation of students.

A neurofeedback device (mini-electroencephalograph) has been used in our study to measure attention, a Neurosky device called MindWave Mobile 2 designed to record the electrical impulses emanating from different brain areas (areas G for ground and A1/FP1 of the 1020 system - on standardized placement of electrodes on the head for EEG measurements).

With the help of the device and its related software, the level of attention has been recorded from several students over multiple lessons for Logic Games subject, first using a classical teaching method, and then using predominantly didactic play, the transmission of learning contents in interdisciplinary ways through computer-assisted instruction or using musical background.

The MindWave Mobile 2 headset connects wireless to computer through Bluetooth and, using the built-in electrode, raw EEG power spectrum is analyzed and an integer value per second in interval 0 and 100 is delivered for attention. Distraction, lack of focus, or anxiety can reduce the level attention.

To facilitate further input data analysis, we considered the following reference intervals:
- under 40 = lack of concentration;
- between 40-60 = diffuse attention;
- between 60-80 = state of concentration;
- between 80-100 = state of maximum concentration.

To complete the experiment, we counted, analyzed, and compared the total number of minutes with different levels of attention within each lesson type - classical and computer-assisted instruction - per student, and the resulted data was illustrated in a graph.

As a result, it was observed that the average level of attention was increased on the use of assisted training. Through this device, the teacher will know exactly what each student's intellectual effort curve is, when, how, and how much to intervene to resuscitate students' interest in the lesson.
APPLYING KOLMOGOROV COMPLEXITY FOR HIGH LOAD BALANCING BETWEEN DISTRIBUTED COMPUTING SYSTEM NODES
Authors: Stepanova Maria
Published: February 2023

Nowadays there is a huge growth of massive amount of data generated by different sources at real time or near real time. Generally data is heterogeneous by its content and exists at every human sphere such as education, government, finance, medicine and so on. This paper is about the possibility to use the Kolmogorov complexity as a technological innovation in such an area as engineering education. The Introduction section describes fundamental issues (data storage, data security and high speed
access to data) from the point of view of software for teaching's choose.
The first part of the paper related to infrastructure's development rules. Second part compares two ways of problems' decision: supercomputer and distributed computing systems according to expenses criterion. It is shown
that last way applying allows to assign and handle operations on homogeneous or heterogeneous nodes with less expenses compared to supercomputers. However data and operation partition and distribution among nodes could be a challenge by itself - the
third part of the paper is about it. Furthermore, nodes interaction can cause significant difficulties as generally distributed systems consist of great number of nodes which could be constant in quantity or constantly growing. In practice, most systems should be scalable due to incessant data growth and tasks for processing that means that any system needs to meet
with such circumstances and not to be limited by constant number of nodes.
Fours part of this article analyses the possibility of using Kolmogorov complexity for optimal way of data dividing and processing in distributed computing systems without quantity nodes limitations. The last part describes the theory investigation on how this fundamentals of distributed systems could be beneficial to eLearning technology in universities and business companies.
In Conclusion the advantages and disadvantages of Kolmogorov complexity were considered applying to eLearning study aims.
TEACHING OBJECT ORIENTED PROGRAMMING BY VISUAL DEVICES
Authors: Udvaros Jozsef
Published: February 2023

At the beginning of the 21st century, it is unacceptable for students not to master the basics of algorithms during their secondary school studies, moreover, not to understand the basic concepts of programming and program development.
This article and presentation presents the necessary results of my two researches. In our first research, the level of IT knowledge has been measured at Hungarian secondary vocational schools in Slovakia, focusing mainly on the concepts of programming and OOP knowledge. Our survey focuses on how familiar students are with basic terms of OOP such as: class, object, object-oriented programming, method and inheritance. The results are rather disappointing. I did a research related to the IT skills of students. From the results of the survey, I determined which educational methods we should use for reaching better results. I've created courses teaching OOP using the recommended educational methods, as well as I did a literature research regarding teaching and visualizing OOP. While teaching I used a visual application developed by myself, the efficiency of which I would've liked to test. The aim of developing such software is to create a visual environment that easily and playfully introduces the key concepts of OOP programming.
At the end of the courses I proved that the visual application greatly increases the efficiency of learning and understanding the concepts of programming. Furthermore, the students' problem solving ability can be developed by the introduction of the visual methods. The developed application and the introduced method helps the practical training of programming, and the students' programming skills.
AN OBJECT-ORIENTED REASONER FOR SATURATION OF LOGICAL KNOWLEDGE BASES
Authors: Zamfira Andrei
Published: February 2023

In this paper is proposed an object-oriented reasoning system that is used to obtain the saturation of any type of logical knowledge base. A logical knowledge base is a triple (F,R,N) constituted from a set of facts, rules and negative constraints. The main objective is to implement an algorithm for derivation (i.e. a reasoner system) that works by successively applying the set of rules on the set of facts in order to derive new (implicit) knowledge from the explicitly stated ones and at the same time not to violate any negative constraints from the set N. This is known in logics as the Modus Ponens principle. The process continues until is obtained the saturation of the knowledge base, that is when new facts cannot be produced from the application of rules on the set of facts.
The concrete implementation of the algorithm was done in Java. The knowledge base is comprised of sets of objects of classes in form of collections. The algorithm takes as input the sets of the knowledge base, (F,R,N) and produces as output the new (saturated) set of facts. In the process of matching the rules on the facts to derive conclusions, the algorithm relies on the backtracking algorithm in order to find all the possible solutions (i.e. all sets of facts that match the conjuncts of a rule) in an iterative, progressive and ordered manner.
Experiments were made on three types of knowledge bases of various sizes: small, medium and large. Had been shown the computation times of the algorithm in each case in order to obtain its goals. Our backtracking-based solution has been compared with a more general one, who works by searching all possible combinations of facts that match a rule. Are shown the results of comparison in graphical form for each of the 3 types of the knowledge bases.
USING THE ACTIVITY THEORY TO IDENTIFY THE CHALLENGES OF DESIGNING ELEARNING TOOLS BASED ON MACHINE LEARNING FOR SECURITY OPERATIONS CENTERS
Authors: Cazacu Mihail , Bodea Constantanicoleta , Cucu Cristian , Dascalu Maria iuliana
Published: February 2023

Using the Activity Theory to Identify the Challenges of Designing eLearning Tools based on Machine Learning for Security Operations Centers

Mihail CAZACU
Economic Informatics Doctoral School, University of Economic Studies, Romania, Romana Square 6, Bucharest, Romania
mihail.cazacu@gmail.com

Maria-Iuliana DASC?LU
Department of Engineering in Foreign Languages, Faculty of Engineering in Foreign Languages, University Politehnica of Bucharest, Splaiul Independentei, No 313, Bucharest, Romania
maria.dascalu@upb.ro

Constanta-Nicoleta BODEA
Department of Economic Informatics and Cybernetics, Faculty of Economic Cybernetics, Statistics and Informatics, University of Economic Studies, Romana Square 6, Bucharest, Romania
bodea@ase.ro

Abstract
There is a fast-growing requirement for setting up Security Operation Centers (SOCs), with qualified personnel, mainly due to the increase of demands to protect ITC systems from security breaches, data disruption or unauthorized usage. The 2018 Report of Privacy Rights Clearinghouse mentions that over 8,000 data breaches were reported since 2005, with more than 10 billion records affected. And according to the 2017 study of IBM Security and Ponemon Institute, the average cost of a data breach exceed 3.6 million US dollars.

SOCs have the mission to run in this "arms race" against cyber attackers (criminals, spies, terrorists, activists) and to be economically viable, as a profit or a cost center. Development of e-learning tools for continuous enhancing of the professional competences of the SOC's personnel is critical for the successful operation of SOCs.

Recent studies have applied the framework of the Activity Theory in order to identify the conflicting priorities which need to be handled by different members of SOCs and have suggested ways to mitigate the risks. While automating mundane tasks is one solution, the issue of automating the automation process itself through Machine Learning, especially in the e-learning activities performed inside SOCs was not often addressed.

The paper aims to present the challenges of applying the framework of the Activity Theory in designing e-learning tools based on machine learning methods for SOCs. Some well-established Open Source security tools and machine learning packages will be evaluated for their suitability for developing e-learning tools.
A QUANTITATIVE RESEARCH FOR DETERMINING THE MEDICAL USER'S INTEREST AND INTERACT WITH E-LEARNING IN THE MEDICAL SOCIAL MEDIA SYSTEM TARGETED FOR THE IRAQI ENVIRONMENT
Authors: Algayar Sarmad monadel sabree , Shubber Mohammed safaa mohamed
Published: February 2023

The use of cutting-edge technologies such as the smartphones, smart bracelets, cloud computing, internet of things (IoT), e-Learning, and m-Health, as well as mobile applications has begun to increase in healthcare sectors, due to factors such as low cost, ease of use, mobility, multiple uses, and being reliable. This encouraged the international institutions, particularly health institutions, to increase their investment in healthcare technologies. We aim to develop a new specialized platform, an easy-to-use learning management system called Medical social media system, in order to improve the healthcare services in the Iraqi environment. It would be a social media system which can be used by users from their personal computer or Android devices in order to provide knowledge regarding users such as patients, medical students, new doctors and medical experts in the Iraqi health sector, where infrastructure needs to significantly develop, and medical information needs to be shared among medical workers as well as people in general.
In this paper, we present a quantitative research by data collected from survey questionnaires, which are related to e-Learning and Medical social media system, in order to identify the main factors that influence the interest and the interaction of the medical specialists, new doctors, laboratory analysts, pharmacist, students of medical and biologic groups and patients interested in the health e-Learning and the cutting-edge health technologies through interactive Medical social media systems. Their interest and recommendations are taken into account while building an interactive specialized platform for medical social media system in the Iraqi environment.
E-SCHOOL MANAGEMENT SYSTEM BASED ON SATELLITE IMT-ADVANCED TECHNOLOGY
Authors: Alhabeeb Naseer abdulkarim jaber , Algayar Sarmad monadel sabree
Published: February 2023

The Education and the Training became growingly important for people of all nations during the past century, and that model will be no less true, during the 21st Century. Modern Distance Education, became strong by networks depending on the ICT and the tools of the Internet, provides large benefits that are leveling the domain of global playing, on one hand of supplying the access and the chances for the training and education. Using satellite technology especially the satellite IMT-Advanced systems based on SAT-OFDM technology in Distance Education may be pressing to evolve nations, where a lot of their populations are dispersed in the rural and remote areas.

A system of E-School Management is the comprehensive web-based Software for Management of School. It is a powerful tool based on ICT and the tools of Internet resource planning platform for enterprise that collects the core functions of different systems into the single overall package, included System of Student Information (SIS), System of the Learning Management (LMS), Attendance, Accounting, Examination, Library, Video conference and VoIP. The Satellite IMT-Advanced systems based on SAT-OFDM technology can supply trustworthy and ubiquitous communication services anywhere on a universal basis.
In this article, we present research that is concerned with building a System of E-School Management depending on the Satellite IMT-Advanced Systems based on SAT-OFDM technology for Iraq environment, where a proportion of its population are scattered in rural and remote areas. It is designing for best interaction amongst the students, the teachers, the parents and administration of the school. This software of management very safely processes all requirements for simple school management
DIDACTIC INSTRUMENT DEVELOPED IN GEOGEBRA FOR THE DETERMINATION OF THE COORDINATES OF AN EARTHQUAKE BASED ON AN INQUIRY BASED LEARNING METHOD
Authors: Chiriacescu Fabiola sanda , Chiriacescu Bogdan , Miron Cristina
Published: February 2023

Starting from the necessity of an applicated study of physics, in this paper, we propose the development of an instrument based on Inquiry-Based Learning (IBL). With this instrument and using STEM (Science, Technology, Engineering and Mathematics) elements the students learn about the seismic waves as a direct application of the mechanical waves study, analyze an earthquake succeeding in deciphering a seismogram and determinate the location of the epicenter of an earthquake. The location of the epicenter is done by the triangulation method. The application designed by authors and presented here facilitates the determinations surpassing/ eliminating the possible errors that can occur either from the calculus or the geometrical drawing, the only source of errors remaining the reading of the seismograms, meaning the arrival times for the Primary and the Secondary waves of the earthquake. In order to illustrate the triangulation method, the GeoGebra application and didactic simplified seismograms are used, in order to ease the correct understanding of the method. GeoGebra is free software for geometrical constructions combined with algebraic calculus, therefore a perfect tool for the illustration of the triangulation method. The designed instrument can be included in an e-learning sequence by the following components: the theoretical notions are provided through a blog open for the students or by setting up an e-classroom. The application runs also on smartphones and tablets which create the possibility of setting up a virtual lab with the students. So, as result of the use of the learning instrument, the students will achieve a better understanding both of the way of studying the earthquakes and the phenomenon itself either in quality and in quantity. The application allows also the understanding of how a scientific investigation is realized and will learn how to use experimental data for the conclusions related to a phenomenon. They will gain some IT competencies also, by using the virtual space in order to communicate and to achieve data.
IMPROVING PATIENT EDUCATION AND THE TRANSITION PROCESS USING VIRTUAL REALITY
Authors: Vagg Tamara , Shortt Cathy , Fleming Claire , Plant Barry , Tabirca Sabin
Published: February 2023

For those diagnosed with a chronic condition at an early age, such as Cystic Fibrosis, transition from a paediatric care facility to an adult orientated facility is often inevitable. Patients can feel anxious and nervous as they are unfamiliar with their new surroundings and healthcare team. Research has shown that these symptoms would be reduced if patients were given the opportunity to meet their new healthcare team and become familiar with the new process and surroundings prior to transitioning. This research explores the possibility of using Virtual Reality as a means of complementing the transition process. By allowing patients to explore and learn of their new surroundings and meet their healthcare team virtually prior to transitioning, it is anticipated that their will be an improvement on patient education and experience. A 3D model of the Adult CF Day Unit, Specialist Inpatient Unit, and other common testing labs is created for exploration in the Unreal Engine 4. This 3D environment is then prepared for use in a HTC Vive. The environment also includes interest points, audio, and welcome video introducing the adult CF healthcare team. Throughout the development process this system is tested with five technical researchers. The feedback received from these evaluators primarily focused on the use of a UI and other features such as a bread-crumb trail and audio to assist in the educational content at interest points. This feedback has now been implemented in preparation for patient testing. It is anticipated that this will enhance the patients experience and educate them on the transition process.
THE ROLE OF AN ADVANCED COMPUTING ENVIRONMENT IN TEACHING AND LEARNING MATHEMATICS THROUGH PROBLEM POSING AND SOLVING
Authors: Marchisio Marina , Barana Alice , Conte Alberto , Fissore Cecilia , Floris Francesco , Brancaccio Anna , Pardini Claudio
Published: February 2023

Problem solving, i.e. the ability to model concrete situations in mathematical terms and to solve the problems connected to them, plays an important role in teaching and learning Mathematics to and by students at every level of education and is one of the basic skills for the training of citizens. By learning problem solving in Mathematics, students acquire ways of thinking, creativity, curiosity, collaborative skills and confidence in unfamiliar situations, from which they will benefit also outside the Mathematics classroom. The use of digital technologies helps in both representing and exploring mathematical tasks. Technologies also provide a range of tools and opportunities to structure and support learning environments in which students continually interact to build knowledge and solve problems. The national PP&S - Problem Posing & Solving - Project of the Italian Ministry of Education aims to enhance the teaching and learning of Mathematics and Informatics using new methodologies and technologies. One of the methodologies is problem solving through the use of an Advanced Computer Environment (ACE). An ACE is a system that allows one to perform numerical and symbolic calculation, make graphical representations in 2 and 3 dimensions and create mathematical simulations through interactive components. Moreover, it is able to support students in reasoning processes, in the formulation of exit strategies and in the generalization and re-adaptation of the solution in different contexts.
The goal of this paper is to discuss the results of an immersive workshop, entitled "Mathematical Exploration with Problem Posing and Solving", involving 50 secondary school Maths teachers, who were invited to reflect on the role of an ACE in learning and teaching Mathematics through problem posing and solving. During the workshop were presented the problem solving methodology used in the PP&S project and an example of a contextualized problem solved with the use of an ACE. The results emerged from the analysis of the questionnaires (initial and final) compiled during the workshop and a study of the works delivered by the teachers, who were asked to design a problem, its resolution and generalization through the use of an ACE. They are useful to understand teachers' reflections on the methodologies proposed and on the impact of new technologies on teaching.
THE USE OF E-LEARNING TECHNIQUES IN PR TRAINING
Authors: Ionita Mirela , Pastae Veronica
Published: February 2023

The PR (public relations) domain requires complex skills nowadays. This professional environment has deeply changed after digital media were added to traditional media. Multimedia have imposed a different approach to PR and generated new jobs on the labor market. Today, a PR graduate should be familiar with the online environment, should be skilled at managing social media accounts, at web design, since multimedia production has become a hiring condition in this field. A PR specialist should develop linguistic, discursive and digital skills. Besides these, a professional must also acquire specific knowledge from the field so as to be able to produce effective messages. However, the training of PR specialists is usually centered around the development of discursive skills. In the present article, nonetheless, we advocate for the importance of developing digital competencies in PR and we argue that this training segment can be made more efficient by using e-learning methods. Yet, the article draws attention to the fact that there are PR training segments that cannot be carried out through e-learning. PR specialists must be able to offer a memorable user experience to their target audience. In order to fulfill this purpose, it is necessary to develop multiple skills needed to create both the content and the form of the conveyed messages. Accessibility, content strategy, design thinking, information architecture, interaction design, multidevice design should be major concerns in the training of competitive PR specialists. Online platforms devoted to PR training are part of blended learning strategies and offer users the possibility to interact with current information through nonlinear learning methods, and enhance the development of creativity through interactive applications.
AN INTERDISCIPLINARY RESEARCH: USTEAM APPROACH & BWG ASSESSMENT IN ONLINE COURSES
Authors: Tuncay Nazime
Published: February 2023

Real life jobs need interdisciplinary skills and educations should be adjusted in a way that students obtain these skills in their education lives. Designing interdisciplinary online courses seems to be unavoidable in educational institutions to have the technological and innovational catch-up in the 21st century. Unique Science, Technology, Engineering, Arts and Math (USTEAM) not only has the intellectual facilities, but helps students to achieve their confidence and encourages them to participate. This paper includes a literature review about the effect of culture on students' academic behaviors as well as statistical results about students' perception and attitude to the USTEAM approach. In the online courses by fostering creativity, collaboration, critical thinking, and communication and applied approach students are encouraged to love and participate in online learning. At the end of 4 months online course period, students' success is measured in three factors with BWG Assessment: Behavioral Success, Work Success and Group Success. IBM SPSS Statistics 25 used for reaching conclusions and for interpreting the data obtained. There were significant differences between males and females. Although some students were aggressive at the beginning toward being a member of STEAM, they were more motivated when they didn't had any competitors and they were expected to produce their Unique projects regardless of what others do! For motivation theorists, the results from this study provide evidence that interdisciplinary cultural influences in courses can be expressed in diverse educational settings. For educators, this study underlines the importance of cooperative and creative USTEAM activities in online courses.
VIRTUAL CLASS (VIDEOCONFERENCE)
Authors: Gaitanaru Andrei
Published: February 2023

The omnipresence of the Internet and computers has transformed communication, providing access to unimaginable information and resources. This has led to the definition of a new paradigm of the knowledge society in which education plays a central role. The phenomenon of globalization imposed the concept of mobility of access to information and education. In order to synchronize with the pace of technical and socio-economic development, educational institutions should abandon the exclusivity of using the formal, classic face to face of education and orientate themselves to the mobility needs of the users of the educational services. One of the most used modalities by educational institutions is to address education through the systemic framework of eLearning, with all its tools, media, technologies and rules.
The complexity of tools has grown enormously, and those who acquire and use technology are no longer just ICT professionals, but also educational content creators, managers, teachers and students. These rapid changes have left many behind those who have failed to adapt and document properly.
"Informatics restores not only the unity of pure and applied mathematics, concrete technique and abstract mathematics, but also that of the natural sciences, of man and of society.
Rebalancing abstract and formal concepts and reconciling art with science, not only in the human science, where they were always reconciled, but also in their philosophy. "[1]
Temporarily, collaborative tools allow communication between participants synchronously or asynchronously. Synchronous communication, often called a conference, takes place in real time, where participants are present online at the same time. Synchronic communication channels can include chatting, sharing applications, tabular, audio or video conferences, etc.
REDESIGNING CONTEMPORARY LEARNING IN LITERATURE, HISTORY AND CULTURE THROUGH ONLINE LEARNING ENVIRONMENTS
Authors: Fadeev Aleksandr
Published: February 2023

Digitalization of learning attempts to be one of the key focuses of contemporary research in various fields of science, such as pedagogy or developmental psychology. The paper provides an overview of pedagogical outcomes of redesigning learning space in literature, history and culture in the framework of digital learning environments. The paper attempts to analyse the online educational platform "Education on Screen" in order to establish the key principles of designing effective digital learning spaces. At the same time, the paper examines the platform "Education on Screen" as a step towards digitalization of learning in the context of literature, history, social science and culture learning practices. The basis of the study presented in the paper lays in the integration of pedagogical and semiotic approaches, using the empirical research of Lev Vygotsky (1978, 1991) and his contribution in the field of pedagogical and developmental psychology as well as in the use of signs as pedagogical tools in learning. The online learning platform "Education on Screen" has been analysed in order to evaluate its pedagogical outcomes and provide useful principles of designing a contemporary digital space in literature, history, social science and culture. The approach used on a digital platform 'Education on Screen' attempts to prove itself an effective way of organizing learning space in order to make learning on the one hand attractive for contemporary school students by using familiar digital forms and, on the other hand, making learning process interactive, organizing creative learning environment and motivating a learner towards the self-development.
B-LEARNING, THE BEST WAY TO TEACH ECODESIGN
Authors: Haraga Georgeta , Raduica Florinfelix , Simion Ionel
Published: February 2023

: In recent years, the possibility to deal with ecodesign challenges, the learning methods used in the academic field have started to play a crucial role in preparing today's students - tomorrow's designers. Ecodesign should not be limited university-level core courses and potential problems that might appear in using the ecological design methods and tools. To achieve maximum efficiency in ecodesign instruction, it is necessary to create a framework that allows the mixing of traditional face-to-face and online education methods, ie, blended learning (b-learning). The purpose of this research is to investigate pros and cons of blended learning over face-to-face classroom teaching or online learning from the students' perspective. The present study was conducted for a target group of Master students which studied Ecodesign for a semester. The paper is structured into two fundamental parts: Part1 describes teaching and learning methods (TLM) in higher education (HE); Part 2 examines the best practices instructional strategies for use of b-learning (setting the stages, ensuring responsibility for online activities, use of a highly structured, active learning format, short reviews of online material during class, collection and use of student feedback on quality and standards of learning etc.). The asynchronous or synchronous learning or a combination of the two are only possible if the professor offers innovative learning methods in the field of ecodesign. Ecodesign course based on b-learning was designed to provide opportunity for integrating the learning management system "Moodle" with face-to-face interaction. In order to test the effectiveness of a b-learning method for teaching and learning ecodesign, at the end of the teaching period, each student was asked to fill out a survey with questions on the benefits and limitations of this method for learning. The present survey revealed that blended learning is more favorable than e-learning and provides many benefits for students like interactive educational experience, flexibility of connecting to more information and accessing them at any time, optimizing learning time and individualization of learning. Based on the case studies presented here, the students were encouraged to develop their own practical projects, which will motivate other students. Future research will be focused on the enhancement of the b-learning method in the classroom through workshops, problem-solving sessions, multiple case studies, demonstration projects and more surveys (paper or online).
PREVENTION AND DETECTION OF PLAGIARISM IN ELABORATION OF BACHELOR'S WORK BY STUDENTS
Authors: Mitrea Ioan
Published: February 2023

This paper describes the ways of preventing and detecting plagiarism in the contemporary time among students in the licensing process (in which online we take more time and resure than offline, traditional books and magazines in a printed form on paper). How can we deal with the current challenges of the plague tendency and how we can show originality in everything we do, possibly "post on the wall" online. First of all, avoiding plagiarism is achieved by recognizing frank the contribution of the author (s) who formed the basis of inspiring your own creation, and this can be achieved through the proper use of existing citation methods. Therefore, we intend to present the advantages and disadvantages of different citation styles of information sources used by students, including: APA Style, MLA Style, Chicago Style, Turabian Style, ISO 690 Style; as well as citation methods, namely: citations in the text, page footers, bibliographic references, web publications, online video, etc. And last but not least, we present software tools to support and simplify the release of information sources, including: EndNote, Reference manager; those with open access and those for a fee.
One of the greatest benefits of globalization is to simplify and facilitate access to information and automatically identify student plagiarism in the development of licensing work. Identifying plagiarism through various software continues to challenge IT specialists in close collaboration with the university environment. This goal desires to eliminate as far as possible the plagiarized works and to open the gates of the original authors through the contribution to knowledge.
Romanian universities have begun to grasp the need to align with global university education, and as a result of various exchanges of experiences, they have begun to test and even acquire various software to identify and prevent plagiarism among students.
LEARNING DATABASE QUERIES WITH PROLOG
Authors: Orehova Ekaterina , Govyazin Sergey , Stroganov Iurii
Published: February 2023

A database is a collection of some knowledge. Knowledge can be presented as some semantic network. Entity-relationship model is one of representations of the semantic network. When using the entity-relationship model, it is possible to distinguish entities and relations between these entities. The entity-relationship model can be then converted into a database schema. The user interacts with the database by writing requests and receiving answers containing the requested information.
There are several ways to write queries to databases with different convenience of creating and speed of execution. The article reviews three different approaches to writing queries: SQL query, Prolog query and Object-Relational Mapping (ORM) query. Each of the approaches has its own advantages and disadvantages. You need to know the basics of relational algebra to write queries with the SQL language, while ORM libraries and the Prolog don't require any additional knowledge. Writing queries with the Prolog language is similar to writing text in natural language, which makes these queries understandable for people who have never worked with databases.
There was made the comparison of the plainness of the approaches when explaining them to listeners who are studying databases. The listeners participated in the compilation were divided into groups according to their specialties. The following groups took part in the study: first-year students of an economic and managerial specialty, engineering students and students with a specialty software engineering. The purpose of this comparison is to determine the method of compiling database queries, which is most suitable for teaching students of various specialties.