bluuebunny/crossref_metadata_2025 huggingface dataset:
LEARNING. IS IT A MOTIVATION FOR STUDENTS? CASE STUDY ROMANIA
Authors: Sabo Helena maria , Muresianu Mircea
Published: February 2023

What it is the Motivation from Students? It is a course, a need from a social success, too promoted in society? Motivation to learn is the primary segment of school success and is a fundamental issue for educational psychology. Product quality and the educational performance depend a lot on the interest of the client, not only by the teacher's role. I think this is important for the quality of human capital and forming a society we are going to. This paper presents you a research from undergraduates in 1st year of the Faculty of Geography, Babes-Bolyai University, Cluj-Napoca, Romania.
The motivation for learning is very important not only in the family for a good example for children but also in society. In this way any teacher wishes to stimulate undergraduate's motivation for learning need to now own motivation (as well she can). I think a good motivated teaching activity may involve the undergraduates in an active way and capture their interest. We need a very good human interrelationship and good competence of the educational system. The goal of the research is to make a descriptive analysis of the motivational factors involved in learning in higher education at the University, to make the teaching- learning- assessing process more efficient and to increase the success of the school.
We have used the method of descriptive analysis as well as descriptive comparison. The goal of processing and interpreting the results was to get to better know the motivation for learning in the undergraduates of our university and to get to act more efficiently to increase motivation for learning and education success.
THE INTERNET AS A SOURCE FOR DOCUMENTING ACADEMIC PAPERS
Authors: Ionita Mirela , Asan Doina
Published: February 2023

The starting point for our paper is a stereotype that is still true of the academic environment, stressing the pre- eminence of books in the process of gathering reference material. Some experts even advise resorting to online resources only after all the traditional ways of documenting a topic have been exhausted. In practice, these approaches prove to be superannuated, as even the most conservative fields of knowledge have shown interest in what the internet has to offer. The way undergraduate students usually gather supporting documentation shows that most scientific papers can be drawn up at an acceptable level by resorting uniquely to online resources. In this paper we are going to examine the way of doing effective documenting work, but we will also shift the focus on some practical aspects, and analyze the right approach to quoting internet sources.
Researching bibliographical sources is important in the students' scientific activity, since each statement within a scientific text must be accounted for. The purpose of documenting a topic is to identify those sources of information that prove useful both in the structuring of the theoretical framework of any paper, and in providing the scientific basis for practical applications.
All the theoretical premises in the literature in the field must be indicated in all honesty, so that any reader can identify them , and any suspicion of plagiarism is ruled out.
We will review the principles of documenting, focusing on those which aim the subject matter, objectives, directions, and methods of doing documenting work, particularly with reference to online sources . We will show what the differences in approach consist in, when we no longer do research in libraries, but look for information by exploiting the inexhaustible potential of the virtual environment. In addition, we will uncover some of the tricks that can be used in order to make more effective the results of search engines, and we will also give some tips on the credibility, and opportune times of various categories of online documenting resources.
If the information provided by the internet has proven useful, and been organically integrated within the body of the paper, then it will have to be acknowledged in the critical apparatus of any scientific text. The ways of recording online sources differ from those used for classical bibliographical resources, only to the extent that there is no counterpart in the printed format, no matter which of the standard quotation systems has been chosen. Taking into account the ever growing trend towards using online resources as sources of information for research and documentation in a formative education system, the present paper has a pronounced practical character.
FREE ONLINE EDUCATION: ONLINE GAMES FOR LEARNING ROMANIAN LANGUAGE
Authors: Ivanic Ivana , Spariosu Laura
Published: February 2023

The aim of this paper is to present additional material that students use for learning Romanian as a foreign language in Serbia. In recent years, at Faculty of Philosophy in Novi Sad, the number of students who learn Romanian as a foreign language has increased more than 3 times. In order to maintain the popularity and the best presentation of Romanian professors have made a long-term plan. One option for students is learning online, even if it is just to learn some basic vocabulary or foreign language practice for a language that they are already learning. The plan involves presenting students in an interesting way, everything that they did not know about Romania and would like to. It turns out that using of technological innovations, we contribute to the quality of teaching and students more draw attention of. In recent years we have a large number of sites with online games for Learning Romanian, and we try to present the advantages and disadvantages of each site. Students receive instruction which site is free to use, which are better. After every usage students make comments, what was understandable, what was easy and what difficult. If we provide to students more opportunities they will be more interested. Using online games in teaching Romanian Faculty of Philosophy has a success. Online games are one way to practice in a way that will help students practice and have fun with it at the same time. There are also many learning tools online. If students need to know a word in another language, it's as simple as doing a search for it or looking it up in an online language dictionary. On the sites students can learn the basics of Romanian, to hear the pronunciation and to do necessary tasks. The goal is to learn more and to have more fun.
DIGITAL LITERACY CHALLENGE IN CONTEXT OF CONTEMPORARY EDUCATION
Authors: Turculet Alina , Tulbure Cristina
Published: February 2023

Competitiveness Operational Program 2014-2020, the European Union strategy for smart, sustainable and inclusive growth and for economic, social and territorial cohesion, has the second priority axis Information and Communications Technology for competitive digital economy. These actions will promote e-learning and enhancing digital literacy, which will enable people of all ages to acquire knowledge and skills in a particular field. The set of actions will enhance the learning process through greater involvement of students using ICT, thus producing a strong impact on their school performance, with the potential to reduce the dropout rate and increasing labor competitiveness in a global market. Improving digital skills will thus be a major contributor to e-inclusion, creating new opportunities and resources for growth. The actions are directed towards education, as main field, in order to enable the development of skills and digital literacy, increasing use of ICT in learning process (OER, Web 2.0) and developing ICT skills (Operational Program Competitiveness, prepared by the Ministry of European Funds, consultation document, March 2014). These priorities can be achieved through the implementation of projects aimed at using ICT in schools and at the development of digital skills of the educational actors, both in learning process and in the continuing education of teachers. The Romanian country profile described in The Teaching and Learning International Survey (TALIS) 2013 states that only 26% of teachers use ICT for students' projects or class work (vs. a 34% EU average). In these circumstances, we intend to conduct a study, using both quantitative and qualitative research methods, among primary school teachers from several secondary schools from Brasov. The questions we intend to answer are related to equipping of schools with the means of using ICT in the learning process, using of educational software in current learning process, using of multimedia tools, using of Google applications in classrooms, identifying training needs of teachers in terms of digital skills in the context of introducing digital textbooks at primary level.
DIDACTINO- BEST PRACTICES IN TEACHING, MULTIMEDIA AND E-LEARNING TECHNOLOGIES FOR INNOVATIVE DIDACTICS
Authors: Albeanu Grigore , Gherasim Zenovic , Andronie Maria
Published: February 2023

Developing the Teaching, Learning and Evaluation (TLE) methodologies to improve existing best practices in Education is a great challenge. Various resources discussed in this paper are under high speed dynamics when considered the e-Learning process.

This paper describes the strategy proposed by DidactINO (POSDRU -137440) project in using information technologies for communication, multimedia processing, and evaluation practices valuable in didactics for kids, medium and high schools classes, including after school classes.

The course was developed and used according to the blending learning strategy during five classes (about 150 students) and various statistics are available and used during quality assessment.

The following topics were proposed to be used during TLE:
1) The issue on the use of communication technologies, multimedia and e-learning in education;
2) Using communication technologies, multimedia and e-learning in teaching and learning; and
3) Using communication technologies, multimedia and e-learning in teaching evaluation.

Practical stages related to developing lessons, tests, and statistics are followed in order to prove abilities in creating adequate eLearning artifacts. The assesment of the course by the learners proved the high value of the course structure and tools promotted for practical applications.

Preliminary References
1. Albeanu G., Gherasim Z., Andronie M., Communication, Multimedia and e-Learning Technologies in Education, DidactINO, 2014.
2. Albeanu G., Vladicescu Fl., Performability metrics for online services in education, Proceedings of eLSE 2013, Vol. 2, Editura Universitatii Nationale de Aparare Carol I, Bucuresti, 2013.
3. *** Instructiuni de utilizare a platformei integrate de e-Learning BlackBoard, (2014), Republicat in format electronic, Departamentul IT, Biblioteca virtuala a Universitatii Spiru Haret, Bucuresti.
RUNNING OER MOOC COURSES BY EUROREGION SIRET-PRUT-NISTRU USING MOODLE PLATFORM
Authors: Adascalitei Adrian , Jijie Tudor dumitru , Adomnitei Cristian mihai
Published: February 2023

The paper entitled "Running OER Courses by Euroregion Siret-Prut-Nistru using moodle platform" is devoted to E-learning as a Regional Policy Tool.
This paper tries to relate the innovative capacity of e-learning to Information and Communication Technology (ICT) and Regional Development Policies, and to identify and specify e-learning innovations that are directly relevant to the needs of rural SMEs and micro-businesses within the EU. This requires linking various different European policy arenas - Common Agricultural Policy, Information Society, Business polices, Educational Policy as well as Social and Regional policies - and research areas like e-learning, rural studies or small business research.
E-learning providers are also confronted with considerable costs that impede the adaption process, such as:
o Costs of producing software, multimedia content and managing learning platforms are substantial. A major issue is the often-limited recyclability of learning objects and learning scenarios; then if learner groups are small, return on investment may be insufficient.
o Training of trainers: e-learning requires special pedagogical and technical skills (see the following section).
Efficiency: Getting costs down is fundamental. Innovative e-learning includes new approaches to recycling content (content sharing) and learning scenarios.
Modern computers are generally over-specified for the needs of most elearning applications. Servers do not require high performance machines.
Many countries have schemes where older computers are recycled from
industry and commerce to education (ATTWELL, 2004). One possible answer for access to hardware, which some interest, is the possible use of handheld devices, palmtop computers, PDAs and mobile telephones. Whilst many are sceptical due to the small screen size, other researchers have pointed to the intensive use of mobile telephones by young people for a wide range of applications (ibid). Open source software may be a further option.
o Institutionalisation: Institutionalisation of e-learning is crucial. Integration into existing learning arrangements and the development of new institutional structures may both innovate ways to explore the potentials of e-learning.
o Quality Management and Evaluation: Meeting user demands and offering quality is fundamental. Thus, innovative e-learning is about the development of quality standards, quality management and continuous evaluation.
GENERATIVE MODELS FOR COMPUTER PROGRAMMING DISCIPLINES
Authors: Chirila Ciprianbogdan
Published: February 2023

Nowadays the IT industry is more and more present in several areas like: automotive,
telecommunications, finance, medicine, pharmaceutics etc. One of the main problems in
the development of these domains is the lack of highly qualified IT specialists, thus
loosing million euros projects and afferent taxes. Among the IT specialists there is
a significant segment allocated to programmers and testers. In order to train more
IT specialists universities introduced several programs including distance learning and
evening courses. The problem with these students is that they get weak results because of
the limited in class face to face learning amount of time. The use learning management
systems based on learning objects (LO) can ameliorate this problem.
Generative learning objects (GLO) are instantiable generic templates that generate concrete
learning objects. They are considered to be the second generation of learning objects (LO).
They can be used in several learning areas like: economy - accounting, medical science -
nursing, computer science - understanding programming with the help of robots.
In this paper we will present a set of generative models designed for the e-learning of
computer programming disciplines. In order to enable accessibility, enhanced understanding,
creativity stimulation of computer programming we designed a set of generative models which
are based on the GLO paradigm obtaining automatically concrete LOs.
Our focus is set on providing these models to GLO authors with less programming skills together
with the feature of automatic instantiation based on random number generators.
Our models were designed for data structure disciplines in the context of developing programming
competences, namely how to program using data structures like: arrays, lists, trees and graphs.
COMPETENCY-BASED ASSESSMENT OF IT PROFESSIONALS AS A SOFTWARE ORGANIZATION TOOL
Authors: Alexandra Toader
Published: February 2023

Measuring the performance of the IT professionals is one of the most important factors in determining the success of a software organization. As a fact, several studies have been conducted in order to identify the best available solutions related to the assessment of competence in IT domain. The level of IT professionals' performance is still a debated subject despite the expansion of IT Romanian organizations and the factors that influenced its development. Extensive research has been carried out focusing on learning aspects that includes the competency-based assessment. In achieving learning based activities, the human factor is the most important in influencing the success of an IT organization. Based on existing ontology, a competency model was developed by grouping all the PM competencies into three influencing factors: methodical, personal-social and strategic-organizational. An online competency assessment tool was designed and it is going to be implemented in order to measure the professionals' performance in software organizations. The subjects of the study are going to be software developers, working in departments of IT Romanian companies. Their performance is going to be evaluated through the competency-based assessment tool. The competency assessment tool will highlight the opportunities to explore innovative methods in order to assess PM competencies. The tool is focusing in linking the knowledge, the skills, the abilities and the qualifications of the IT professionals. Its benefits are related both with the employees and with IT organization's objectives. For the employees, the assessment tool provides a feedback based on several recommendations that the responder has to achieve in order to be more competitive. For the organization, the tool will help it in achieving its goals. The current paper reveals the role of the competency-based assessment within software organizations as well as the importance of a valid and transparent assessment process, underlying its strengths and its limitations.
E-LEARNING IN ROMANIA
Authors: Condruzbacescu Monica
Published: February 2023

The article focuses on the process of e-learning in Romania. Nowadays, e-learning has become a viable alternative to traditional education methods, so that it was adopted by many educational institutions, especially because of the advantages offered by the possibility of continuous training or those of wide applicability in the various organizations. In Romania one can speak of e-learning on a large scale since 2005. This period represents a decade of efforts of various communities, which is the period of completion of various educational projects based on e-learning and Web technologies. The article also presents several platforms and e-learning sites used by pupils, students and trainers. Web offer of open source e-learning platforms has reached an impressive configuration, a number of prestigious universities and institutions adopting such a solution for organizing online courses. The next part underlines the management of e-learning processes. Learning management system (LMS) and learning content management system (LCMS) are known concepts in the education field. LMS is based on languages and Internet protocols and uses a set of rules to manage the training process and a database for storing instruction sequences, objectives and educational pathways of students. LCMS is a system for creating, storing, assembling and delivery of items under the form of learning objectives, a distributed learning environment that allows the interoperability of learning tools and course content on a global scale. In conclusion, we can say that at national level there are two approaches: the purchase of commercial education systems and developing a local framework to use electronic educational material, especially for distance education departments. In Romania, we notice a growing concern from the executive, civil society and the education system (universities and schools) to implement an effective e-learning system, although we must admit that there are many shortcomings in this area.
USING SOCIAL MEDIA IN ONLINE LEARNING - APPROACHES AND EFFECTS
Authors: Silvestru Catalin ionut , Mihaila Alexandru robert , Silvestru Ramona camelia
Published: February 2023

In tackling the digital divide, one of the eight pillars within the Digital Agenda for Europe 2020 is related to enhancing digital literacy, skills and inclusion, in the sense of improving e-skills levels in the labor force, with actions focusing on e-learning, with all actions having as overall aim to generate smart growth and creating jobs.
As internet and social media have been gaining more and more importance in people's lives, with more and more tasks being performed online, and digital competences being more and more needed in professional lives, while aware that people from urban areas tend to be more open to using social networks in Romania, and that the selection of social networks used may predetermine specificities related to the communication processes and interests in socializing online, such means of communication becomes more and more present also in our learning and in our professional lives.
In this framework, we are interested in analyzing the current state of art regarding social media, focusing in particular on the forms of using social virtual networks as tools for online lifelong learning and in assessing the efficiency of social networks as tools for online lifelong learning, including for professional career development. The methodology used is based on quantitative analysis (social inquiry, using questionnaires), targeting especially urban population that is present online.
The results of this research may prove of interest for further development and renewal towards e-learning approaches. Such online learning endeavors may be further enhanced with use of social media, of social virtual networks.
USING CLOUD TECHNOLOGY AND SOCIAL NETWORKS IN E-LEARNING
Authors: Silvestru Catalin ionut , Lupescu Marianernut , Silvestru Dragos stefan , Silvestru Ramona camelia
Published: February 2023

Given that cloud computing brings more advantages than disadvantages in every area that they have been implemented, starting with the cost efficiency, going through flexibility and ending with scalability, we will discuss how cloud technologies could be used in combination with e-learning platforms and what these platforms might gain by implementing and using cloud based technologies.
Many issues related to the limitations and problems that affect e-learning platforms could be solved with the help of cloud technologies, thus we shall discuss problems like technological limitations or service uptime problems that can be solved by cloud technologies. After addressing the matter of cloud computing in e-learning, we also intend to discuss how cloud based e-learning platforms might be able to interact with social networks so as to contribute to lifelong learning.
Our analysis will be based on literature review regarding recent developments in cloud computing in relation to e-learning. E-learning and social networks, in our opinion, will have to work hand in hand so as to enable a faster and more efficient passing of information towards the person that interacts with either the social network, with the e-learning platform or a combination of those two. A efficient e-learning platform, which can be obtained through the implementation of cloud technologies like SaaS (Software as a Service), Iaas (Infrastructure as a Service) or PaaS (Platform as a Service), could be combined with a social network, either well known social networks or more localized and specialized social networks that refer to specific users, for example a social network that can be accessed only by students of a certain college / university.
A WAY TO AN AUTHENTIC, INTERACTIVE AND CREATIVE LEARNING
Authors: Oprea Crenguta lacramioara
Published: February 2023

school of the future intends to be the place where students would learn with pleasure, participating creatively in building their own knowledge. From this point of view, the teachers are the main factors involved in stimulating students to learn in a creative and interactive way.
In this regard we propose a new concept, the interactive-creative learning, as an evolutionary process based on receptivity to the new experiences identified and resolved through exploration, deduction, analysis, synthesis, generalization, abstraction, concretization, focusing on achievement of the connections between meanings and requiring a deep intellectual involvement, psychomotor, affective and volitional. Thus the student discovers, imagines, builds and redefines the meanings, filtering them through the prism of his own personality and using higher mental processes of thought and creation. It occurs as a result of the individual and collective efforts, of the interaction between the educated and others, based on social exchanges in the achieving the new. Many studies demonstrate that learning is most effective when students are involved in this process. Training strategies that engage the students in learning stimulate the critical thinking increase the level of awareness and responsibility on their part.
The interactivity is based on mutual relationships and refers to the process of active learning in which the student acts on information to transform it into a new, personal and interiorized one. In a constructivist sense, the one who learn re-builds new senses by exploring the educational environment, solving problems and / or applying the information acquired in new circumstances.
The present study does not wish to tell you what you should do but to present what you can do to stimulate interactive-creative learning of students in the school: interactive teaching strategies, theater games and more.
POSSIBILITIES TO USE THE COMPUTERIZED ASSESSMENTS FOR IDENTIFYING THE EFFORT CAPACITY AND MANAGING THE FUNCTIONAL EXERTION IN MOTOR ACTIVITIES
Authors: Urzeala Constanta , Teodorescu Silvia , Tomescu Valeriu
Published: February 2023

The purpose of this study is to highlight the importance of diagnosing the capacity of effort in persons who practice leisure motor activities, for an appropriate management of the effort, corresponding to their functional capacity and level of adaptation to the type of demand.
In this sense, three protocols of computerized testing can be used, which are applicable to those engaged in activities of the sports for all type, such as: jogging, swimming, triathlon, long distance skiing, mountain climbing, cycling, etc., in which aerobic endurance represents an important component.
The first protocol of computerized assessment involves the VO2 max Test, which represents the measure of the aerobic power criterion. This method refers to the measurement of maximum oxygen uptake by indirect calorimetry, unlike other aerobic fitness tests through which this component is but estimated. It also can be achieved the direct measurement of maximum heart rate, by recording the heart rate during testing.
Because this is a maximal test which necessitates a certain level of physical preparation, it is not recommended to persons with health problems, injuries or low levels of cardiovascular fitness.
The second protocol of computerized assessment is the Bruce Stress Test, which is generally used on the treadmill, as an effort test meant to investigate the cardiovascular capacity. The main benefit of this assessment tool is the identification of the fitness level by means of the cardiac function. This protocol also presents a modified variant, which starts from an exercise volume smaller than the standard test, and is commonly used for the elderly or the sedentary persons.
The third protocol of computerized assessment is the Quark CPET, through which the body's physiological response to the effort is identified and which has high quality components of super-quick analysis that ensure an incomparable accuracy, reliability and also a real analysis.
In conclusion, we consider that the utilization of these tests for identifying and measuring the cardiovascular fitness among persons practicing leisure motor activities allows: identification of the efficiency of different instruction methods through which the capacity of aerobic and anaerobic is developed; monitoring the energetic costs of diverse motor activities; determining the efficiency of the biomechanics of motion when performing motor skills such as walking and running; monitoring the energetic cost in the case of some routine activities. We underline the increased spreading of computerized devices for monitoring the body's response to the effort in the development of leisure motor activities by the followers of the leisure motor activities, as an evidence of their interest in the efficiency of the chosen activities and in surpassing their own body's limits related to the demanding effort.
WHY BLENDED LEARNING MODELS IN ROMANIAN SCIENCE EDUCATION?
Authors: Craciun Dana , Bunoiu Madalin
Published: February 2023

Information and Communication Technology (ICT) has proved its value in the Romanian education environment leading to significant changes in the teaching-learning-evaluation process. With the help of ICT teachers can better tackle at least three fundamental tasks: ensuring the necessary materials and distribute course related information through announcements or emails; enhancing the quality of the students' learning experiences outside the classroom by using ICT resources for communication and collaboration, evaluation and course management - blended learning (BL); and supporting self-directed learning through interactive and collaborative learning activities - online courses.
BL can be used in primary, secondary and high school science education to design activities that rely on problem based learning, project based learning or activity based learning. In tertiary science education BL can be integrated in the structure of theoretic activities (lectures). Moreover, BL is also a good choice for applied activities where experiments can be combined with simulations or remote lab assignments.
In this study we present various models for the design of mixed/blended learning activities that can be applied within the Romanian educational system for primary, secondary and also tertiary level physics education using current ICT resources. We consider general BL models proposed in literature which we then motivate and investigate in the context of science education in Romania. We base our analysis on the assumption that combining traditional learning/teaching methods with ICT aids students to better understand the notions taught in school and helps them build their own knowledge base more efficiently. We also describe the reasons why blended learning is currently not used on a wide scale in science education especially at primary and secondary level and propose solutions to overcome some of the identified problems.
SOFTWARE APPLICATION CALCULATING THE THERMAL PROPERTIES OF CLOTHING
Authors: Farima Daniela , Curteza Antonela , Buliga Valentin
Published: February 2023

In order to ensure the overall thermal comfort of the human body, one must make sure that a constant balance is maintained between the processes of thermogenesis and thermolysis. Therefore, the quantity of heat produced within our bodies in a given period of time must be equal to the quantity lost by various means (conduction, convection, evaporation, radiation) in the same time interval. Much of the heat that the human body generates is lost through clothing; thus, one should pay attention when choosing apparel products in order to make sure that the clothing maintains an adequate thermal balance. Calculating the thermal properties of clothing structure consists in determining the value of the total thermal transfer coefficient Kimp (Kcal/m2hoC), and the value of the thermal resistence coefficient Rimp (m2hoC/Kcal). The determining algorythm is complex and time-consuming. This paper proposes a software application that consists of a data basis in which a range of activities are specified (sleeping, standing, light work, moderate work, hard work, walking etc.), with certain values for: the amount of heat lost by the human body while undergoing these activities U(Kcal/h), environment temperature (oC), body height (cm) and weight (Kg). When the user selects the type of activity and the specific body indicators, the application automatically displays the amount of heat lost through clothing by means of thermal flow q(Kcal/m2hoC), total thermal transfer coefficient Kimp (Kcal/m2hoC), thermal yield indices, thermo-isolation capacitance indices, and the value of heat resistance imposed for the clothing structure Rimp (m2hoC/Kcal). By using another software application for calculating the heat transfer taking place within a clothing assembly, it can be calculated the thermal resistance values Rcalc (m2hoC/Kcal) and the total thermal transfer coefficient Kcalc (Kcal/m2hoC) for a fezable item suited for the designated activity.
By comparing the calculated values of thermal resistance for the clothing items to those imposed by the body state, it can be concluded whether the said items correspond to their intended purposes or not. The smaller the difference between Rcalc (m2hoC/Kcal) Rimp (m2hoC/Kcal), the better the choice of clothing for the designated activity of the human body is.
MOBILE APPLICATIONS FOR CONCEPT MAPS: ANALYSIS AND PROPOSED CRITERIA FOR ITS USE IN EDUCATION
Authors: Baelo Roberto , Valle florez Rosa eva
Published: February 2023

The learning orientation towards the acquisition of basic competencies represents a shift in the ways of learning. In order to solve the problems of everyday life (present and future), the emphasis is on the achievement of basic skills that integrate formal (academic), non-formal and informal learning. In addition, they attempt to encourage the development of lifelong learning.
In this paper, we use the "Digital Competence" and "Learning to Learn" as a starting point for the analysis of different mobile applications (apps). The "Digital Competence" is based on the acquisition of skills to obtain, process, organize and communicate information with the intention to transform it into knowledge, using different resources and based on ICT supports. Meanwhile, the "Learning to Learn" competence is based on the acquisition of the necessary skills that allow us to regulate our own learning processes in an autonomous and efficient way. The development of this competence involves assimilation and awareness of the abilities that come into play in learning as finding, understanding, selection, analysis, synthesis and association of relevant information.
According to the latest contributions of neurocognitive and constructivist psychology, mind and concept maps are highly useful strategies for the development of the competencies mentioned above. This study is based on two objectives: 1. Perform an updated review of the major scientific contributions related to the development and implementation of concept maps with educational purposes; 2. Analyse the most frequent apps that are used which allow the development of concept maps. In this way, we obtain information on the relevance and variety of work areas in which mind maps are used, defining criteria analysis for the apps. Based on these criteria, apps are analysed according to the intended purpose.
The procedure used comes from a review of the most relevant scientific production on the topics addressed (250 retrieved documents), included in the database Web of Science (ISI) and Scopus. The recovered production is analysed according to the areas of knowledge, education levels, years, countries and major conclusions. In addition, we developed a matrix analysis including forty apps for the development of concept and mind maps. These apps have been analysed according to the degree of compliance with the following criteria; usability; accessibility, visual design, interaction design, portability, cost, support/setting and synchronization.
Finally, the paper concludes by synthesizing the most important contributions and giving a series of recommendations for the use of mobile applications for the elaboration of concept maps with educational purposes.
INCREASING ORGANIZATIONAL INTELLIGENCE - A TECHNOLOGY-BASED LEARNING MODEL
Authors: Dobre Teodora , Hahaianu Florentina
Published: February 2023

The complexity of the international system, which can be explained by the high number of variables which interact

and influence each other, determines a context in which security becomes an objective more difficult to

attain. Thus, the organizations responsible with maintaining security are placed under the sign of

constant adaptation and reform. Formally referring to this ability of managing the outward complexity

generated by the security environment as being ,,organizational intelligence", the present paper focuses

on analyzing the process through which intelligence and military organizations learn to adapt.

The first part of the paper explains the concepts of complexity and organizational intelligence,

identifying the core elements that need to be addressed when discussing about institutional

transformation and adaptive response. The conclusions indicate that increasing the level of

organizational intelligence and the capabilities of spontaneous adaptation on the long term implies the

development of an innovative teaching methodology. The evidence gathered from theoretical research

indicates that the technological advancements provide a formal apparatus for dealing with complex

systems and using technology within the educational processes has the potential of enhancing the

efficiency and competitiveness of the organization.

The second part of the paper focuses on the sustained efforts made by the intelligence and military

organizations from Romania and abroad to build technology-based models for learning. Subsequently,

the paper proposes an innovative model for training future intelligence practitioners, advancing the idea

of using virtual reality software that replicates, through modeling and simulation, real events and

situations, thus helping trainees to contextualize their learning experience.
DEVELOPMENT OF COMMUNICATION COMPETENCIES REQUIRED IN BUSINESS THROUGH BLENDED LEARNING
Authors: Nita Mircea aurel , Solomon Ionela gabriela
Published: February 2023

The article aims to highlight the importance and necessity of developing competencies, especially communication competencies in business and knowledge society. We started our research from the key competencies of communication in the mother tongue, communication in foreign languages, social and civic competences, cultural awareness and expression. These are recognized as part of lifelong learning and are seen as a combination of knowledge, skills and attitudes. These competencies described above, need to be cultivated in order to adapt to the changing of the labour market. In education and especially in higher education system, communication competencies are developed through blended learning, so that the young students will attain a level that equips them for adult and working life. This type of education also provides a basis for future learning. The practical part of the paper highlight and present, how key and transversal competencies are developed through blended learning, during an online course of Intercultural Communication in Business, on the online Moodle Platform. One of the main objectives of this course is to adapt students' knowledge and communication skills with the needs of the current economy and society. Another objective why we choose to create disciplines in blended learning format, refers to the integration of transversal competences, including the communication in learning and teaching. The article purposes to show the advantages, disadvantages, limits and uses - also known as ADLU Analysis -, for this way of teaching and learning by the help of the online Moodle Platform, for this discipline of Intercultural Communication in Business.
ARGUMENTATION IN A SECOND-SCREEN EDUCATIONAL PLATFORM.DOCX
Authors: Jascanu Veronica , Jascanu Nicolae
Published: February 2023

Television watching is a social experience. People watch the same TV programs and they are talking about shows and movies, discussing, analyzing and recommending. With the rise of the SmartTV platforms the domain of Augmented Entertainment is changing. There are new ways to watch and discuss about television shows, to integrate the web experience with the TV one. There is an opportunity to involve the user and make it an active entity during or after the show.
A second-screen platform focused on education is an innovative concept. The challenge is to define a coherent environment involving classroom and residential setups, SmartTV and mobile devices, web applications and educational content management systems.
The human knowledge sustains the complexity of the society. A man's knowledge development occurs through social interaction, from an early age. It has multiple dimensions, argumentation being an essential component. By argumentation, the knowledge is consolidated and transferred between people. The common debates involve relevant assumptions and conclusions for a problem that needs to be analyzed. Argumentation is essential for the human condition. Each and every day we are confronted with conflicting information and we are forced to deal with the resulting inconsistencies. Often, we weigh and select information according to our personal preferences. For these we have a list of pros and cons for each option and argument. And when we are not sure about the information, we can try to look better for information or advice in order to be able to make a decision.
EduSOFA is a second-screen educational platform. It provides a debate like system for encouraging more valuable discussions. Using the platform, the viewer is involved in critical thinking activities, building communities of learning around concepts and educational information. The debate engine is implemented as a multi-agent system similar to a debate tree. The software implementation uses the actors paradigm and it is based on AKKA distributed framework. The debate engine computes automatically, from the debate tree structure, two measures: Degree of Interest and Degree of Confidence.
AN INTERCHANGE FORMAT FOR SECOND-SCREEN EDUCATIONAL PLATFORMS
Authors: Jascanu Nicolae , Jascanu Veronica
Published: February 2023

The development of a second-screen platform focused on education is an innovative concept. The innovation is to provide a consistent educational environment involving the SmartTV platform, mobile devices, web applications and a portal for educational content management systems. A preliminary analyse indicates that the platform will have a major positive effect on online education market. The platform is expected to be used on a daily basis in both the residential and financial institutions and private companies to train employees. The platform can deliver specific educational content for all ages and social categories. It will be used by both consumers and producers of educational content and media trusts. Depending on the type of content, the platform can address various economical and socio-political sectors.
This paper presents an interchange format for specifying the multimedia content, format that extends the standard EPUBv3. The EPUBv3 vocabulary has been extended with special tags for describing, cataloging and relating the multimedia content with the television show. By extending the EPUBv3 vocabulary, the educational content could potentialy be visualized on a plethora of devices, from ebook readers to tablets and SmartTVs. During the RO-Twirl European Project, a special viewer was developed for Samsung SmartTVs. Also, a connector has been implemented for the WebLab SOA Platform, exposing the multimedia content to data-mining engines.
The potential for an open interchange format for multimedia educational content is great. It could be used in a stand-alone scenario, embeded in SCORM archive or connected with TinCan servers. The proposed format is very versatile. The content could be created manually, using an authoring tool or it could be created automatically with content extracted from different media sources and web services. During the European Ro-TWIRL project, an entire ecosystem of tools has been developed for creating and managing the content in this specific format.
Acknowledgements
This work is part of the ITEA2 European Project TWIRL - Twinning virtual World Information with Real world data sources
MANAGEMENT OF ELEARNING PLATFORMS SECURITY
Authors: Mihai Ioan cosmin , Giurea Laurentiu
Published: February 2023

The existence of many cyber-attacks targeted to online environment, make eLearning platforms security a major concern. To secure an eLearning platform there are three interconnected strategies: prevention (the actions taken before an attack), detection (the action taken during an attack) and response (the action taken after an attack). This paper focuses on detection, providing different strategies to detect if eLearning platform security was compromised: intrusion detection, malware detection and suspicious activities detection.
An attack tree is developed to simulate and to observe the impact of cyber-attacks on eLearning platforms. The attack tree lists and develops methods by which an attacker can cause a security incident on platforms. The attack tree is useful to explore certain attack paths in depth and to generate intrusion scenarios on a website. To conduct a cyber-attack to an eLearning platform, each edge to the internal node structure of the attack tree must be traversed. The internal nodes of the attack tree represent the seven stages of the intrusion model Kill Chain, which was defined by researchers from Lockheed Martin. This model consists of seven stages: reconnaissance, weaponization, delivery, exploitation, installation, command and control and action on objectives. The external edges of the tree that connect the leaf nodes, represent optional attack vectors. The results from the simulation attacks are used to presents the management of eLearning platforms security against cyber-attacks. An eLearning platform security is affected when the integrity or availability of the platform's files are compromised or additional malicious activity has been detected; for example malware infections, redirections to malicious websites or other suspicious activities like phishing or spamming. While there are no solutions to guarantee the security of eLearning platforms, this paper describes the attack vectors and presents various solutions to detect indicators of compromise.