bluuebunny/crossref_metadata_2025 huggingface dataset:
TEACHING MANAGEMENT AND E-LEARNING TOOLS FOR COLLABORATIVE WORKING IN INCLUSIVE EDUCATION
Authors: Colibaba Anca cristina , Ghergut Alois , Mihoci Oana
Published: February 2023

Collaborative working fosters interaction, improves the process of becoming familiar with pupils and has a strong socializing impact, especially in inclusive education. It appeals to tolerance towards different ways of thinking and feeling and it emphasizes the pupil's need in a friendly and supporting environment.
Significant policy developments have taken place on an international basis to harness and adopt inclusive education however reforms in many areas are needed and this remains very challenging for many EU member states. The experience of latest years and the new concepts and policies related to integration, inclusion and diversity underpin the new equity-based approach to the educational system. The adoption of this new approach has, in most cases, become a new challenge for professionals in education.
FIESTA project provides professionals in education with e-learning tools, training materials and resources in order to offer equal opportunities and respect fundamental rights to education for all children. This project supports educational stakeholders giving them the opportunity to collaborate and thus meet the individual needs of pupils. FIESTA recognizes the current difficulties & gaps facing EU countries in relation to inclusion, transition & collaborative working. Using an interactive approach, professionals will have the opportunity to learn through professional development resources.
The project merges action research originating in teacher training colleges together with a methodology that facilitates teachers, therapists, learning support specialists and disabled students at key transition points in their school careers. This connected research and action perspective is an innovative application of integrated thinking and policy in transforming traditional schooling structures and systems to promote more advanced methods of integration and mutually beneficial learning.
E-LEARNING IN FOREIGN LANGUAGES AND BUSINESS COMMUNICATION TRAINING: WHAT IS GAINED AND WHAT IS LOST
Authors: Grosuradulescu Luciamihaela , David Irina
Published: February 2023

In recent years, "e-learning" has become a buzzword appealing to diverse communities including the academia. As an instrument used in higher education, it evolved from an optional, relatively new approach, to an indispensable tool. In order to ensure a superior teaching process, nowadays trainers are focusing on finding new and exciting technological resources in order to attract their students. But does this mean that traditional teaching methods become obsolete? Are students' learning needs better satisfied by using ICT tools?
This article will provide answers to these questions, as it discusses the case of foreign languages and business communication teaching at the Bucharest University of Economic Studies. Our research is based on a critical analysis of a twofold survey conducted both among undergraduate students and among foreign language teachers from this institution. We will bring into prominence the advantages and disadvantages of e-learning from both students' and trainers' perspectives, thus trying to offer a complex approach to e-learning in this specific field.
To sum up a few of our research findings, we will demonstrate (through a qualitative analysis of data gathered from the two target groups) that learners' and trainers' attitudes towards e-learning differ significantly. While the first tend to emphasize the innovative character of e-learning, the latter are more aware of its pitfalls compared to traditional teaching methods. This study will show that in the field of foreign languages and business communication teaching, the role of a blended approach (mixing traditional and innovative teaching methods) becomes a prerequisite for the education of the future.
USING NEW MEDIA AND TECHNOLOGIES IN FOREIGN LANGUAGE EDUCATION FOR PLURILINGUAL COMMUNICATION AND DEMOCRATIC CITIZENSHIP
Authors: Marinescu Roxana
Published: February 2023

This paper focuses on outlining some effects that the use of new media and technologies in foreign language education has on both plurilingual communication and on democratic citizenship. At the moment in the European Union there are 27 member states and 23 officially acknowledged languages. With increasingly mobile European citizens and a growing number of immigrants from non-European countries, Europe faces the challenge of providing equal opportunities to all citizens and, at the same time, ensuring that their linguistic and cultural heritage will be preserved.
This paper starts from the necessity stated in some European documents that the European citizen should learn at least two foreign languages, English being in practice one of those, for better or worse. Also foreign language education is viewed in connection with citizenship rights and intercultural communication, for a European citizen fully equipped for flexible work contexts in a time of increased mobility. With 'language rights' viewed as part of 'human rights' and with Europe a multilingual area, the plurilingual European citizens should be able to make effective use of all their educational strategies in order to enhance their chances in social and economic life. European educational policies should thus take into consideration the inclusion of new media and technologies in formal education, as well as the impact they have on the informal education of European citizens, and should evaluate the extent to which the use of these e-tools affects language learning in the context of multilingualism.
This paper also briefly presents an overview of the results of a small scale survey conducted within the Bucharest University of Economic Studies among first-year students by means of a questionnaire and informal discussions. The survey focuses on how they use the new media in formal and informal language learning, especially English language learning.
AN E-LEARNING COURSE ON SMART TEXTILES ENABLED BY TRITEX
Authors: Hertleer Carla , Louwagie Johanna , Cochrane Cedric , Rochery Marilyne
Published: February 2023

The TRITex project (Transfer of Research and Innovations in Textiles)frames in the Interreg IV programme which stimulates cross-regional cooperation between France, the Walloon provinces and Flandres. The TRITex partners are the Flemish Department of Textiles of Ghent University and ENSAIT, a French engineering school.They collaborate to promote the use of communication and information technologies for teaching in order to diffuse knowledge in the field of smart textiles.
The main goal of the TRITexproject is to develop ane-learningcourse which is remotelyavailable through a digital platform from Ghent University. The e-learning course consists of two modules, the first one on Functional and Smart Textile Materials, and the second one, building on the knowledge acquired in the first module, on Smart Textile Systems. The entire course gives the trainee a profound insight in the working principals of smart textiles and is completed with examples of prototypes and commercially available products. Throughout the course, online interaction with the teachers of the course is possible. At the end, the acquired information is tested through an extensive assessment at the end of each module. To our knowledge, there is no equivalent resource available on the net in this research area, while there is a need to it because of the continuous emergence of smart textiles. The target group for this e-learning course on smart textiles is people working in the textile industry wanting to sharpen their knowledge on new and advanced technologies.
The first module has been officially launched in December 2012, while the second module is to be launched in April 2013.
E-LEARNING SOLUTIONS FOR REVITALIZING TRADITIONAL TEXTILE TECHNOLOGIES. THE MAPS OF TIME PROJECT
Authors: Rusu Alexandra
Published: February 2023

Traditional textile technologies are part of cyber-culture in all its complexity but the solutions only record the technological past and do not influence the personal development of underprivileged groups. The digital information development should mark changes not only in communication but also in education and human communities' dynamic. E-learning programs in cyber-space are undoubtedly agents of cultural change but they should be created for an immediate impact on communities and for stressing issues like alternatives for unemployed people and lifelong learning for a greater mobility. This great power of the Web to reunite people and shape their future is conditioned by the involvement and decision making of individuals. For an interactive e-learning system we have to use real time simulation social games that allow the creation of ideal spaces for the development of a learning-by-playing virtual environment, focused on skills and technologies. Also, augmented reality applications are important in developing intuitive interaction between the user and the virtual content. Using video games tactile devices or TUNE technology could enhance the real time involvement in the exploration of the "memories" of physical artifacts and technologies.
"The Maps of Time" is a project developed by a team of artists and researchers from the National University of Art, Bucharest. We are building a structure for the immersive experimentation of ancient technologies in the virtual world with the purpose of preserving and revitalizing ancient traditional technologies bring them into contemporary context and present them as viable and tested solutions in lifelong education.
The e-learning aspect of the project focuses on local community empowerment using visual support, expert online lessons and advice for learning traditional technologies (textile, ceramic or metal technologies). Although the e-learning sessions involve a small community in Oltenia region (south of Romania), especially school children, we are aiming for a larger audience, from experts to individuals that want to develop artistic skills.
Interactive media will be used to grow awareness on sustainable traditional technologies. Digitalizing ancient technologies operational phases not only helps children discover talents but could also offer alternatives for unemployed people and be a method of active recreation. Learning technologies, creating objects to populate habitats, involving other people develops an interactive virtual community in which everyone can learn skills via information-knowledge gaining, specialist training, artist and designer involvement.
CLOUD DATABASE FOR SETTING THE MORPHOLOGICAL TYPOLOGIES FOR HUMAN BODIES
Authors: Aileni Raluca maria , Salistean Adrian , Claudia Niculescu
Published: February 2023

This paper presents some aspects regarding the usage of the cloud computing platform in the anthropometric study area.The cloud database has the advantage of ensuring high performance with minimal risk of data corruption. The users, different research centers, can run databases by using a virtual machine image.The database used on the cloud will be sql based (mysql database). The positive aspect of using cloud computing is the convert access database in a simple way and enables the access to a variety of mobile devices.
Cloud computing is the use of computing resources (hardware and software) that are delivered as a service over a network. If it is assumed that there are a variety of scanned human bodies inserted into existing databases on different computers anywhere in the world, then these data can be the subject of classification or can be accessed and used quickly and efficiently to achieve optimization of bodies to be used in simulations subsequent.
The fact consists in obtain and manage databases that containing data on antropomorphological populations from different countries. The objectives are to establish the body morfotype classification for different population and ages.These databases will contain information centralized and taken by each country's population by using the 3d scanner. The goals of this motion will be to obtain fast an comparisons between different types of human bodies used in the investigation necessary to establish the appropriate body size that can be used in the structural design of clothing pattern design. This approach is useful both universities with specific profile design patterns for clothing but also for clothing manufacturers.
ON-LINE COURSE FOR STUDYING THE LOOP FORMING PROCESS IN KNITTING TECHNOLOGY
Authors: Ursache Mariana , Dan Dorin , Cretu Ioana
Published: February 2023

The main purpose of the paper is to improve the actual learning tools by applying ICT in learning basics of knitting technology by designing and implementing a computer-assisted course and the corresponding laboratory activities. The developed content is applied in both course and practical activities included in the "Knitting technology fundamentals" subject that is studied by the students in the third year of the "Knitting and Clothing Technology" specialization from the Faculty of Textiles, Leather and Industrial Management from the "Gheorghe Asachi" Technical University of Iasi, Romania.
The new on-line course includes visual contents as animations and video clips that increase learners level of understanding helping in augmenting the face-to-face courses. The provided contents are designed as virtual learning environments, allowing students' access the course content either on-line or off-line. For this course, the following interactive tools are available to the students: schematic drawings colour with interactive areas that give additional technical information about the knitting elements involved in the loop forming process (knitting needles of bearded and latch types, sinkers, yarn carriers) and knitting machine type that uses the presented loop formation processes, interactive buttons for opening windows containing representative photos and explicative texts, animations, videos and e-learning tests and self-assessment at the end of each module. In order to obtain all the mentioned deliverables, certain programmes were used: Corel Draw for drawings and schemes, Corel Rave for animations and Hot Potatoes for quizzes. The presented course will be posted on Moodle platform of the Faculty and will allow students' access by creating an account approved by the teacher.
OPEN SOURCE SOFTWARE USED IN E-LEARNING SYSTEMS WITH APPLICATIONS IN WEAVING
Authors: Buhu Adrian , Buhu Liliana
Published: February 2023

Study of weaving processes requires knowledge of many phases of processing and phenomena's. Traditional approach to teaching these processes has the disadvantage of a presentation largely of information not directly corresponding with the real phenomenon (understanding sectional warping phases). For this purpose requires the use of multimedia presentations for the connection between information and the phenomenon described. These presentations can be made classical, in the course room, but for better depth can use different e-learning systems. The purpose of this paper is to present several open source solutions that can be applied to study the processes of weaving (eXe Learning, Hot Potatoes, and so on). This software can be used to create interactive courses that the student may approach based on complexity. In the case of eXe Learning can be generated courses which have a similar structure to that of the classic course, but that can be approached as a web page. Information is structured so that they comply with the requirements of a weaving technology. The teacher can generate in the same course, a number of subsections which the student can learn in the same order or according to his need. Can be attached multimedia materials, its own teacher, and reference may be made to the existing materials on the Internet. The software has the possibility to generate tests with the answers that have the disadvantage that the order is the same, but you can use special software to test for generating (like Hot Potatoes). The course can be saved in different formats so it can be uploaded on a platform of e-learning or may be used independently, without access to the Internet (with saving multimedia materials to another medium), etc.
INTERACTIVE APPLICATION FOR THE SIMULATION OF NEEDLE TRAJECTORY IN A KNITTING SYSTEM
Authors: Ionesi Savin dorin , Ciobanu Luminita , Ursache Mariana
Published: February 2023

Knitting is the operation of the technological process in which needles transform the yarns into loops that by interlooping become stitches. If the loops are formed horizontally, the fabric is considered weft knitted, while if the loops form successively along the vertical direction, the fabrics are warp knitted.
In the case of weft knitting, the needles are placed in one or two beds and are driven by the cam system that includes raising cams (tuck and clearing cam) and stitch cams. The needles are raised to the clearing point and then they descend to the knitting point. The vertical movement is successive for the needles, as the cams come into contact with the needle butts and the needles are engaged on the cam track. According to the position of the cams in the system, the needles can follow the same trajectory or a different one.
The present study aims to simulate a knitting system and the needle trajectory within it using Google Sketch Up and the Sketchy Physics plug-in. The Google Sketch Up program allows to model complex 3D forms and it is used to draw the static model - knitting cams, needles and their housing (the needle beds). The dynamic is simulated using the Sketchy Physics plug-in that respects physical and mechanical characteristics of solids.
The model is used to show the students the basics of the needles trajectory. For academic purposes, the simulation steps were recorded with the explanations and the students can watch and repeat them in their own rhythm.
A RELIABLE E-LEARNING ARCHITECTURE BASED ON FOG-COMPUTING AND SMART DEVICES
Authors: Albeanu Grigore , Popentiu vladicescu Florin
Published: February 2023

Recently, ubiquitous approaches are more and more used during training/learning sessions. Based on smart and intelligent devices all kind of professions can benefit from the usage of e-learning models for partially mastering both scientific and engineering topics. Recent developments in augmented reality, Internet of Things technology, and the availability of smart devices useful in efficient mobile learning and for mobile virtual laboratories make possible the developments of reliable cloud or fog infrastructures for e-learning. This paper is based on [1] and [2] when claims about the increasing reliability of modern cloud/fog architectures. In authors' vision, smart devices are electronic devices, connectable to other devices or networks supporting autonomous or interactive operation, including sensors capable 'to feel' the physical world, as considered in [2]. Mobile laboratories can be used not only to measure/diagnose, maintain, or repair various entities, but also for training and/or examination. Virtual laboratories, based currently on cloud computing, could benefit of fog computing developments. The proposal is a service oriented architecture, as shown by [3] and [4], extended to support the fog computing paradigm [1, 2].

References:
1. Bonomi F., Milito R., Zhu J. & Addepalli S. "Fog Computing and its Role in the Internet of Things", Proceedings of MCC'12, August 17, 2012, Helsinki, Finland, pp. 13-15, 2012.
2. Madsen, Henrik; Burtschy, Bernard; Albeanu, G.; Popentiu-Vladicescu, Fl., Reliability in the utility computing era: Towards reliable Fog computing, 2013 20th International Conference on Systems, Signals and Image Processing (IWSSIP). IEEE, 2013. p. 43-46.
3. H. Madsen, G. Albenu, R.C. Tarca, Fl.Popentiu-Vladicescu, Service-Oriented Reliability Analysis For Collaborative Mechatronic Laboratories Involved In Virtual Training, ESREL 2010, Annual Conference, 5-9 September 2010, Rhodes, Greece.
4. R.D. Albu, R.C. Tarca, Fl.Popentiu-Vladicescu, Ildiko Margit Pasc, Designing Reliable Web-Based Virtual Laboratory Architectures, The 6th International Scientific Conference eLSE "eLearning and Software for Education", pp. 403-409, Bucharest, April 15-16 2010.
PROTOTYPING A 3D MMO VIRTUAL ENVIRONMENT FOR CHEMISTRY LEARNING
Authors: Ahmad shudayfat Eman , Moldoveanu Florica
Published: February 2023

Many methods and tools used to teach traditional chemistry in laboratories no longer meets the educational needs of students, in terms of scale and intensity of practice. There is a need to develop efficient learning tools and methods, making the best use of modern technologies.
In this paper we present our initial work in prototyping a 3D virtual chemistry laboratory and studying the students' interaction with it.
The virtual chemistry lab was created using OpenSim. Any student can enter the virtual laboratory in the form of an avatar; he can then interact with different objects (chemical materials, recipients, periodic table, equations, etc.) from the 3D environment in order to perform the learning tasks, for example to make chemical reactions. Besides the pure 3D objects and actions, rich multimedia information (e.g. videos) is also embedded in the 3D environment.
Our virtual laboratory resembles traditional chemistry laboratory with all its contents such as chemical materials, but offers more sources of information and live interactions. Chemical experiments are presented in a fun and exciting way, making the learning process enjoyable.
We conducted an experiment with the prototype with a group of 20 students. The way that they interacted with the system was observed and, at the end, they filled several questionnaires regarding their experience in using the system. Both students and teachers reacted favorably to the virtual chemistry laboratory, showing interest, excitement and enjoyment in using this environment.
Several important observations regarding the design of the 3D space for optimal interactions were made during the experiments, which are indicated at the end of this paper and set the directions for our future work.
BLENDED LEARNING IN A MIXED REALITY-BASED 3D MULTI-USER VIRTUAL ENVIRONMENT
Authors: Stefan Livia , Moldoveanu Florica , Moldoveanu Alin
Published: February 2023

Compared to other virtual e-learning environments, the general purpose 3D multi-user virtual environments (MUVEs), such as Second Life or OpenSim, offer a platform for creation of educational virtual worlds having as main advantages a strong immersion (both for the teacher and the learner) and physical presence feeling, the ubiquity of the access, a support of colaborative and social learning. Recently the 3D MUVEs allow the integration with multimedia content (Power Point, video), and their usage not only as 3D simulators (sims) but also as a rich content platforms in 3D space. This opened the way to service-based 3D MUVEs by their integration with other technologies (web), services (e.g. video broadcasting), applications (such as the traditional e-learning platforms, e.g. LMS) or devices.
The 3D MUVEs provide only the 3D infrastructure and service level. The teachers which choose an alternative to the traditional classroom teaching and learning, need to build both the virtual learning space and the pedagogical content. The instructional design is different from the traditional or other digital content, and it is concerned with the exploitation of the 3D space and observation of the in-world metaphors.
OpenSim is a free, open-source, modular and extensible 3D server-side simulator, with a direct access to the database for 3D and non-3D content management. Furthermore, it can be hosted and maintained by educational institutions.
The integration of the 3D MUVEs with multimedia techniques is not only an augmentation of the virtual world but can can support the blended learning concept inside the 3D world: live or recorded broadcasting of lessons and events, real-time communications.
This paper presents an experiment of advanced usage of the OpenSim for simulating a virtual classroom using a Mixed Reality approach, which can be used not only by students of the Departament of Computers from the University Politehnica Bucharest, but also by other authorized students. The paper contains motivations for chosing OpenSim and similar educational implementations; a description of the experimental solution with focus on the integration with the multimedia system, the administrative tasks (such as student authorization through a web interface and presence tracking), AI components and leverage of students'mobile devices (based on the BYOD concept - Bring Your Own Device). An analysis part is dedicated to practical use scenarios of the virtual classroom, advantages of this solutions for a blended-learning approach, results of a survey of teachers and students regarding the platform efficacity and motivation to use it and also the research conclusions.
ANALYSIS OF DISCOURSE THREADING AND INTER-ANIMATION IN CSCL CHATS
Authors: Allaymoun Mohammad
Published: February 2023

This paper presents a system for the analysis of discourse threading in chats based on the polyphonic model. The approach is based on the investigation into the usage of cue phrases as a basis to determine rhetorical schemas implying frequent words. The goal is to offer a basis for analyzing discourse threading, inter-animation, cohesion and coherence in "Computer - Supported Collaborative Learning" ( CSCL ) chats, according to the ideas of Mikhail Bakhtin's dialog theory and Stefan Trausan-Matu's polyphonic model. The used chat environment is that used in the Virtual Math Temas ( VMT ) project, which supports and helps the appearance of multiple threads by providing explicit reference facilities. In our system, we first analyze the dialogue for the identification of its topics and discussion threads (repeated words).Then we such find cue phrases and use them to detecting rhetorical schemata. Furthermore we detect the links between threads that are important for CSCL in order to analyze the involvement of students in the chat and their ability to problem solving. Additionally, we shall study links resulting from the model in order to generate be student feedback. The distribution of rhetorical schemata may be an indicate of cohesion and coherence .The paper analyzes chats from the K-Teams laboratory at University Politehnica of Bucharest . The system is using Stanford NLP software in order to process chats : tokenization, stemming, part of speech tagging, remove stop word, parsing, named-entity recognition ( NER ) and the rhetorical relations that are used.
ENHANCING E-LEARNING THROUGH USING STUDENTS' VIRTUAL CLONES
Authors: Gheorghisor Ion florin
Published: February 2023

Accounting for learned experiences, traditional e-learning keeps track of any progress someone makes, just by building "a knowledge log" against given tests. It is a static perspective, post-event generated, also assuming a post-factum procedure for someone's knowledge ranking.
Since we strongly believe that learning is a subject-specific process, knowledge transfer being qualified by the actual learner's background, our proposed approach is copiously relying on generating a virtual "mental" clone for each student [2]. In case, by comparing the actual student tests' results with his/her clone's ones, significant differences are detected, student's learning procedure should be improved. In addition, new concepts could be easily embedded within the virtual clone, allowing an a priori binding of future lessons to the actual student. Thus, the ultimate goals of the enhanced e-learning (ee-learning) paradigm, based on individual assessment of the student-clone pair's learning progress, will be the development of (1) student-dedicated learning method(s) and (2) student-tailored knowledge transfer.
In our view, understanding is, above all, a continuous interpretation over the evolutionary logical forms (i.e. dynamic notions) students should learn. Students' apprehended logical forms, resulted from a combined perception - thinking approach, are solidified into concepts . However, not all students are congenial to all notions. In fact, any notion is a subjective-rationale form (it is subjective since it is dependent on the cognizant subject, and it is rationale since it cannot be grasped by senses); thus, a learned notion is the generalized (abstract) logical form representing (a) the essence (all abstract attributes) and (b) the quiddity (proximate genus, specific differences and proper) of the apprehended notion. Our goal is to mimic the cognitive adequacy specific for the student's learned notions to the acquired notions by the student's clone. Specifically, for each student, a virtual clone is to be generated, while this clone should acquire the supposedly learned notions by the student. Thus a virtual cognitive space, a repository of each clone's acquired notions, is built with the intended purpose to become a testing and experimenting territory for:
(i) new and specific knowledge to be transfer to the student,
(ii) new and specific learning methods to be applied to the student, and
(iii) predicting student's mental evolution.
In addition, since the cognition [3] is carried out only through concepts (i.e. by conceptualizing the facts) and since this (the cognition) is a multi-stage process, the introduction of some productive logical forms, associated to the clone's conceptualization process, becomes necessary.
E-LEARNING TOOLS FOR ETHNOMUSICOLOGICAL STUDENTS BASED ON MUSIC INFORMATION RETRIEVAL TECHNIQUES
Authors: Simion Adrian , Trausanmatu Stefan
Published: February 2023

The content analysis of audio data is a paradigm in which algorithms are created and deducted from the data, allowing machines to "understand" the content of the audio signals and to process it further. This paper emphasis on applying musical information retrieval methods in order to provide a set of tools that could aid students in Musicology and Ethnomusicology. The analysis is done in a similar way that the famous composer Bela Bartok conducted his analytic study on folk songs, but making this process automatic through machine learning. Aesthetic reasoning has been used throughout this process in the attempt to synchronize the extracted relevant computed musicology data to ethnomusicology theory. By applying aesthetic means that are computed by the machine, we can regard this process an "Automated Artificial Musical Aesthete". Also the input data is being processed by using internal metrics that are relevant to a particular musical genre. The internal algorithm clusters this data finding characteristics that could be particular to more then one genere, thus leading to the link with the Musicology and Ethnomusicolgy fields that are concerned with the broad study of music, emphasizing on on more than one dimension. This set of tools could provide to students insight on the interconnections between the musical genres like social or cultural implications that were not so obvious at first, or simply provide metrics for each genre that could be the start for future research. The authors reused already established open source methods and developed a micro-system in which these tools become modules of a broader system.
PAPER VS. SLIDES: DO THEY HAVE SIMILAR TEXTUAL TRAITS?
Authors: Stavarache Larise , Dessus Philippe , Dascalu Mihai , Trausanmatu Stefan
Published: February 2023

Abstract: Every e-learning teacher proposes presentation slides to learners who often stem from larger and more complex lecture notes. Delivering both these learning formats has become the cornerstone of every university e-learning course, and even MOOCs (Massive Open Online Courses) are often based on them. However, discrepancies between these formats in terms of complexity have not been quantitatively analyzed so far. This study aims at performing a detailed comparison between these modalities using variations of textual complexity metrics as background, ranging from surface, syntactic, morphological and semantic factors. The analyzed corpora are automatically extracted from MOOC materials and encompass multiple domains: history, politics, geography and culture, in order to induce diversity and to observe different inter-domain presentation characteristics. As an overview, there are high variations in terms of proportions (slides per lecture note page), underlying structures and individual word complexities. Although words on slides generally tend to be less complex than on lecture notes (nor too simple), the significant reduce of stop words and of connectors shifts the balance in terms of frequently used quantitative complexity factors. If the initial decrease in individual word complexities should denote a decrease in the perceived difficulty, the latter computational perspective determined by the elimination of irrelevant words that usually tend to be small in length, artificially increases the perceived complexity level. Moreover, the lower cohesion between bullet items from presentations, in contrast to adjacent sentences from the same paragraph extracted from lecture notes, negatively influences the overall variation of the complexity scores. In the end, we conclude by providing a set of required metrics for supporting teachers in the adaptation of their learning materials.
FROM MOODLE TO OPEN EDUCATIONAL RESOURCES: EDUCATE TO SEISMIC RISK IN ITALIAN PRYMARY SCHOOL BETWEEN EXPERIENCE AND PROSPECTS FOR DEVELOPMENT
Authors: Bruni Filippo
Published: February 2023

The paper aims to present an experience carried out in an italian primary school in relation to the seismic risk prevention under a particular point of view: the transition from a traditional platform for e -learning to a perspective related to open educational resources.
The project "Tutto trema! Gemellaggi e percorsi di digital storytelling tra scuole del Molise e dell'Emilia Tutto trema" (Everything is shaking! Twinning and paths of digital storytelling in Emilia and Molise schools" was born from the need to find new ways to educate from an early age to the prevention of earthquake risk in the Italian regions that are particularly sensitive to this issue. In this sense, we used, as digital tool, a moodle platform in a lower age group (7-8 years old). Using moodle have been carried out a series of activities: starting from a description of the fears and experiences of children, it has gone to the creation of materials published in the platform. Were made drawings, images, videos, documentation of educational activities related mainly to issues of a scientific nature and at least partially reusable for further educational pathways.
The project was presented and accepted for its development within "Piano nazionale scuola digitale", the plan promoted by the Italian Ministry of Education for the promotion of digital skills. In particular the project "Everything is shaking" been included in the action classes 2.0 that includes the creation of a learning environment innovative compared to the traditional classrooms .
Echoing the comments of the OECD regarding the evaluation of Italian politics in relation to the spread of digital resources in the school, the project "Everything is shaking" wants to develop in the direction of production routes and materials that can be replicated and reused in other contexts.
The perspective offered by the open educational resources is therefore of great interest in showing a threefold perspective : find open educational resources already made in relation to the issues dealt with, adapt and change in relation to specific contexts , build new ones, remaining in an open perspective.
HIERARCHISATION OF THE TECHNICAL COMPETENCIES REQUIRED FOR USING THE MOBILE TECHNOLOGIES AND WEB2.0 IN THE TEACHING ACTIVITY
Authors: Chicioreanu Teodora daniela
Published: February 2023

Technology influences how people using the computer in their daily activity think and behave. Knowledge is more accessible than ever thanks to the internet. Its true potential however has only just started being noticed. WEB2.0, live web, hyperlink, 2.0 software, active web, writing and reading web. Internet has become a global, active, connected computer, allowing everyone not only to contribute, but also to change the nature of information.
The strong impact caused by the avalanche of new technologies on the formal educational system required the latter's adaptation to this context by renouncing the paradigm of "teacher-centred learning" and by "providing learning and training opportunities or educational programmes through electronic means" specific to the use of information technology in the classroom activity, long-known generically as computer assisted training (CAT). CAT turned into e-learning (m-learning), developed and now covers an ample set of applications and processes, as well as the web-based learning, virtual classes or online collaboration, content distribution, etc. Under the new conditions, the Teacher becomes a Mentor, the student's partner in the latter's learning activity.
This work shows to which extent the teaching staff and the students, respectively, developed the 15 dimensions of the technical competence required for integrating the new web2.0 technologies in the professional and personal activity. The level analysis resulting from this research (sample: 350 higher-education teachers, 250 students and 60 employers) shows that every competence contributes differently to the elaboration/conclusion of a personal teaching style by using innovative working strategies. The models incorporating conceptual maps, the modern means of communication, viewing and relating via m-learning and the new web2.0 technologies increase the degree of new information sensitivity and reception, they increase the stimulation, imagination and enthusiasm indexes by changing the Teacher-Student relations, increase the involvement level in the student's collective activities and they render the educational process effective.
OPEN EDUCATIONAL RESOURCES - HOW OPEN THEY ARE?
Authors: Ivanova Malinka , Grosseck Gabriela , Holotescu Carmen
Published: February 2023

Right now the open education is reality, distributing high quality free for use knowledge over the world. Open Educational Resources (OERs) are shared in a wide variety of forms and sizes - from a learning instruction to open courses and virtual laboratories. An initiative, starting in 2001 with an announcement of Massachusetts Institute of Technology to ensure free access to many courses, nowadays it gains big popularity, involving many institutions and initiatives. At this time, it is talking about OER communities, OER platforms and OER digital repositories. Students, educators and researchers benefit from OERs reusing, remixing, revising or redistributing this treasure. Emerging the question related to the level of OERs free usage, adaptation and distribution without the user to come under the strikes of copyright law or "How open are OERs?" In this paper, the creative commons licenses are discussed to understand the rights from the side of copyright owners and from the other side of OERs users. For this purpose, the licenses that can be used for protection of copyright owners: Attribution (BY), Attribution-Non-commercial (BY-NC), Attribution-Share alike (BY-SA), Attribution-Non-commercial-Share alike (BY-NC-SA), Attribution-No derivatives (BY-ND), Attribution-Non-commercial-No derivatives (BY-NC-ND) are described. Then, the case studies from educational practices are explored and analyzed to understand how the OERs are copyrighted. And finally, the consequences of the intellectual property law violations are examined and summarized. The paper will be useful for educational professionals who have already started OERs initiatives or who have intention to do that. Also, it can help students when they use or share digital resources.
USING MOODLE FOR THE DEVELOPMENT OF MASSIVE OPEN ONLINE COURSES
Authors: Mustea Anca , Herman Cosmin , Naaji Antoanela
Published: February 2023

In the last few years there has been an increasing development of Massive Open Online Courses led by faculty and IT specialists from top universities such as Stanford, Massachusetts Institute of Technology, Caltech, Harvard and others. Hundreds of courses are available to people all over the world on MOOC platforms such as Coursera, edX, or Udacity. European MOOC platforms are also developing rapidly.
Most of the courses are developed in English language, but there are also other languages available. What we propose is the development of a Romanian MOOC platform using Moodle as the e-learning environment. The reason we propose Moodle for such an initiative is because it is the e-learning platform mostly used in Romania, familiar both to teachers and technical advisers and administrators.
The paper presents an example of using Moodle for the development of a Romanian Massive Open Online Course, emphasizing the ease of use for all the actors involved: teachers, learners and administrators. The facilities offered by Moodle in the development of online learning experiences and of a Romanian MOOC platform are also discussed.
The paper focuses on technical aspects regarding the configuration of the platform according to the pedagogical requirements demanded by such courses as well as a proposal of a course template to be filled up with graphical elements, video sequences and also quizzes in different formats. We will underline the configuration aspects of some standard Moodle instruments used in MOOC concepts such as: forums, glossary, thematic database, etc. By using this structure, we developed a course to contain all these elements.
OER: POLICY AND BEST PRACTICES FROM ROMANIA
Authors: Pavel Valentina , Manolea Bogdan , Bucur Andra , Voicu Ovidiu , Constantinescu Nicolaie
Published: February 2023

This paper builds on the practical experience gained during a 6 months project focused on awareness activities on open educational resources (OER) for librarians and academics in Romania. The aim of our project was to train the participants about OER and Creative Commons licences and their advantages, as well as encourage them to search for CC materials, find out how to use them and, more importantly understand how and why it is useful to produce materials under open licenses.

We will focus on best practices from Romania and abroad and it will discuss policy issues related to OER at a national level, specifically by identifying key actors and their interests and how these are reflected in the national debate on digital textbooks. We will include information on the newly created OER Coalition that was set up at the national level at the end of 2013.

Starting from explaining the open licenses up to how the resources are aggregated the workshops held aimed to clarify confusing aspects with regards to open education resources and also how to these are affecting the educational process. An important point for consideration was given to the rise of the MOOCs as tools for individual training as a complementary educational process to the traditional one.

More efforts were put into giving insights with regards to different types of resources needed to put together training and learning materials that one would call an open educational resource. Starting from different open media outlets (Wikimedia Commons, Internet Archive, etc), up to the different grades of open licensing applied to the final aggregated resource many revealing inroads were unfolded to those who attended the workshops and also to many others given the media resulted from the workshops and the freely and openly distributed materials created during the project.
E-LEARNING ABOUT THE EU: EMERGING ISSUES & FUTURE DIRECTIONS
Authors: Barbu Monica
Published: February 2023

As society delves further into the second decade of the XXI century and the importance of youth participation and involvement on the internet within the information society becomes more and more evident, so does education and higher learning for new generations become more and more important.
Therefore, in light of the recently renewed EU enlargement paradigm, the purpose of this article will be the documentation and presentation of free online education, thus a new wave of free learning. One of the most interesting aspects of this investigation, amongst others, is the impressive amount of prestigious international universities that offer a high number of courses in a wide range of subjects, such as Leuven Centre for Global Governance Studies, European University Institute in Florence, etc.
According to the reviewed literature , there are some opinions that would state that distance education can provide a richer and more engaging educational experience than it is possible within the confines of a classroom, as such a process would require creativity and innovation in the design and development of Internet-delivered materials, especially since materials may have to stand alone, and in the use of delivery technologies. The same issues of quality and effectiveness that exist in the classroom occur in distance education, often compounded by the delivery mechanism and lack of contact between students and teachers and between peers.
Distance education existed long before the Internet, but it has become more prevalent and has changed significantly through technological advances. All sectors, especially higher education, corporate training, and continuing and professional education, want to take advantage of Internet technologies to provide education, training, and collaboration capabilities to geographically dispersed populations to enhance educational experiences and increase enthusiasm for learning.
GOOD START IN EARLY EDUCATION. RELEVANT PRACTICES FROM ROMANIAN INSTITUTIONS
Authors: Ciolan Laura elena , Ciolan Lucian
Published: February 2023

An impressive amount of research literature supports the idea that a good start in education is essential for further development and performance of the child. Moreover, the early education ranks high in economic efficiency by bringing high rates of return of investments. As a priority sector in education, early childhood education is an integrated combination of approaches and activities, having its own dynamic and specificity. In this paper we are investigating the general context and principles for a good start in early education, exemplifying and by analysis of the current regulatory and curricular framework in Romania and bringing examples of relevant practice from a research conducted in an international project, involving six European countries, focused on analysis of educational environments in early education. Targeted development projects could be a useful tool for nurturing innovation and for validating good practices that could afterwards be conceptualized and disseminated in a horizontal way among practitioner-researchers. The examples used here are coming from a project called Early Change, in which a standardized instrument for evaluation and analysis of the educational environment in early education was used: the ECERS-r scale, initially developed at University of North Carolina, US. The scale was translated, adapted and used in a number of early childhood education institutions (mainly kindergartens) in Greece, Cyprus, Portugal, Denmark, Finland and Romania. We present here just some extracts on how examples of good practice were developed as result of project activities in Romania. Further comparative results of the research will follow, based on key indicators and sub-indicators calculated at national levels.