bluuebunny/crossref_metadata_2025 huggingface dataset:
LEARNING ACTIVITIES TO ENGAGE STUDENTS
Authors: Mustea Anca , Herman Cosmin
Published: February 2023

When we consider e-learning or face to face courses, engaging students is essential for teaching efficacy. The key to e-learning success resides in offering students more than information. In on line courses, even though the content of the course is important, the student's engagement with the set content is more relevant.

Moodle offers a variety of activities that promote or facilitate the student's engagement with the material. There are assignments that require reviewing the content of the course, collaborative activities that promote critical thinking and integrating different perspective on a topic, and also formative assessment activities that facilitate learning. The variety of resources that can be uploaded on a Moodle platform, might also address the variety of learning styles.

When teaching online one should give students "clues" to find answers in the course content that relates to the topic of study. Engageing students in a "knowledge hunt" is like a game of puzzle, they have to find an item, after that they have to understand where should that piece be set.

Encourage students to discuss a topic in a forum, encourage them to reply to other topics and rate other replys is always a good practice to achieve the communication and engagemnet in an online course.

Fullfilling an assignment or submiting definitions to a glossary is an learnig (self learning) and teaching activity, the student has to search for new definitions and has to compose the asignment according to the requirements.

Learning activities must be present in the course and must be clear explained to be understood by all participants.
OPPORTUNITIES AND CHALLENGES OF USING SERIOUS GAMES IN EDUCATION AND TRAINING ACTIVITIES
Authors: Beligan Daniel , Barbieru Dragos , Radu Catalin , Roceanu Ion
Published: February 2023

Games are one of the most widespread forms of entertainment worldwide. Many people feel overwhelmed when faced with the need to learn something heavy or something that they not enjoy. On the other hand, games are associated with pleasure and leisure. Therefore, learning through play, which is ultimately a form of entertainment, it is easier and more attractive. Serious games are a particular case of games that integrate pedagogical objectives, and due to their attractiveness, they are a powerful tool that gives very well results when are used in education and training domain. One of the main motivations to use serious game in different kind of training is because most people enjoy using this approach. Serious Games should be used and they are already used to develop new approaches related to risk prevention and education of citizens to react in case of natural disasters. We believe that serious games are an important tool that ensure the attractiveness but also the necessary impact to educate citizens for the prevention of risks but also regarding the way of action before, during and after a natural disaster situation. In Romania it is not developed yet a culture to educate citizens to react in situations of natural disasters. This paper presents a project in the field of serious games, called MEDGAME designed to cover this gap. The MEDGAME motivation stems from the acknowledgment of the potentiality of Serious Games for education and training and the need to address the challenges related to the citizens' behavior before, during and after emergency situation, especial floods.
SERIOUS GAMES: OXYMORON OR OPPORTUNITY TO INCREASE THE INTEREST TOWARDS EDUCATION AND LEARNING?
Authors: Casvean Tulia maria
Published: February 2023

Since the acceleration of the new technologies development and the telecom portability, a totally different approach of the video games studies is observed. The latest academic analyses and researches clearly differentiate them from the out of the "real world" escapism, being focused rather on the meanings and on the utility of the video games which are currently more and more connected with the social and the materiality of the everyday reality. The huge number of players and the democratization of the access to the technology allowed video games to became a medium that conveys knowledge, creating in the recent years a fast growing market (Alvarez and Michaud 2008; Susi et al., 2007) for educational video games (serious games). However, the specific literature lacks overviews of the possibilities of using distinctive features of the video games (engagement, feedback, context, prior or related knowledge embedment) also in the serious games in order to increase players' interest for learning and education.
The structural and functional specifics of the video games, combined with well-built narrative elements lead to strong engagement of the players towards the proposed topics. Moreover, stressing similar "success recipes" as in video games could highlight the serious games attractiveness, enhancing players' interest for learning.
The objective of this paper is to find, in the general context of video games evolution, new approaches that may expend the current usage of the serious games in larger number of the education fields, driving new ways of improving the learning. The main propose of the paper is to provoke discussions and inspire critical approaches that could bridge theory and practice.
ARE WE ABLE TO CREATE NEW EDUCATIONAL ENVIRONMENT IN THE SCHOOL ENVIRONMENT SUITABLE FOR ALL CHILDREN?
Authors: Jursova zacharova Zlatica , Andreanska Viera , Cabanova Katarina , Vernarcova Jana
Published: February 2023

The rising prevalence of children with the attention and activity disorder points to a need to change the educational environment in the school environment. For many years it is one of the most controversial as well as the most studied disorder of the childhood. There were 4864 children ( 3019 are boys) diagnosed with attention-deficit disorder ( F 90.0 and F 90.1 according to MKCH-10) in 2012 in Slovak republic. The accurate statistics of ADHD incidence within primary school pupils is unavailable due to the situation when children with ADHD are often joined to the group of children with behavioural disorder or specific learning disabilities. It is assumed that ADHD or hyperkinetic disorder is a polygenic disorder ( there are more than 30 genes described that can participate in its origination). On the one hand the progress in a survey of causes has been noticed, on the other hand we register enormous increase of the diagnosis in a child population. General thought, studies and researches insinuate that the majority of ADHD children do not require special educational services, however nearly all of them need the specific school environment regarding the organisation of their learning process in order to make it productive and successful. In the following article we discuss the presumable causes of this phenomenon - from the progress in neuroscience through the problems with diagnostic criteria ( the differences between MKCH-10 and DSM-V classifications), problems with not unified psycho diagnostic process, informed vs. not enough informed teachers and parents, the distinguishing the ADHD disorder from not mastered child behaviour. At the same time we discuss the influence of new technologies on education of children with ADHD in the school environment.
VIRTUAL LEARNING COMMUNITIES TO ENHANCE THE ENJOYMENT OF LEARNING
Authors: Manasia Loredana , Parvan Andrei
Published: February 2023

The paper aims at presenting the results of a correlative research conducted on students in upper secondary education. The study highlights the low level of the enjoyment of learning in formal education and proposes a complementary solution to traditional instruction: social and collaborative learning instructional strategies delivered in a virtual learning community. Thus, the paper presents the experience of a virtual learning community whose residents are high school students. The participating subjects were selected randomly from a sample of students with low levels of the enjoyment of learning. The psychographic profile of the subjects reveals the prevalence of negative emotions related to learning and other school activities such as frustration, boredom, sadness, irritation, and tension. The strategy designed to set-up, develop and animate the virtual learning community blended a virtual learning environment (Wikiclassroom (C)) with collaborative instructional methods and techniques. The activities covered a nine months period. A hybrid research methodology was designed to assess quantitatively and qualitatively the effects of the participation in the virtual community. A correlational within subjects design was conducted in order to compute the size effect. The quantitative research was based on the pre-test and post-test use of the ENJOY questionnaire. Narrative data - collected through in-depth interviews and netnographic techniques - revealed a phenomenology of the low levels of the enjoyment of learning related behaviors. The research proofs the that the use of virtual learning environments in traditional instruction has a positive effect of the enjoyment of learning, by stimulating involvement, curiosity, cooperation and students responsibility in learning. Based on the research findings, the paper discusses the implications for the teaching process and proposes further research directions.
STUDENT-TUTOR INTERACTION IN VIRTUAL COMMUNITIES - PSYCHO-SOCIAL APPROACH
Authors: Mitu Cristinadana
Published: February 2023

The present paper aims at investigating both the skills of the e-learning system and the role of the managing staff, the tutor respectively. It also aims to identify mechanisms and methods of communication in the virtual community between students and tutors so that each student can gain insight into the information provided in accordance with their education, culture and areas of interest. Through the diversity and complexity of context, the Web environment promotes collaborative action at the level of the educational act, through the interaction of the student with the instructor or other students. The penetration of new communication technologies in education has led to the rethinking and reorganization of the educational systems, implicit with regard to the role of teachers. Thus, the e-learning system was developed which, compared with the traditional one, offers new ways of transmitting knowledge. Teaching in virtual learning space requires a change of paradigm, so, if the traditional teaching model is centered on the teacher who tries to transfer knowledge to his students, in the e-learning environment teaching is centered on the relationship between teacher-student and student-knowledge.
The paper will also approach the method of presentation of the educational content for mobile-learning platforms. The main element that has to be taken into consideration at the time of the creation of such content is the fact that the m-learning has its peculiarities, among which the most important is the diversity of external factors that can distract, interrupt or disrupt the educational activity. That's why the content should be dosed in small structures to synthesize the ideas. A virtual group can meet the most unexpected categories of students that the instructor is meant to co-ordinate and to help them communicate in authentic way.
Traditional education claims the prerogative of direct dialogue between teacher and students, which create an ideal framework for modeling personality, for maintaining the strong spirit of competition, but also for providing mutual psychological support. Without claiming exclusivity, virtual education offers new opportunities for communication and training, becoming more and more popular. Participation in an online course is regarded as a real life experience. The extraordinary interaction between students and tutor in a virtual community in which everyone participates, is considered the educational challenge of the twenty-first century!
STUDENTS' PREFERENCES IN USING THE INTERNET CONTENTS
Authors: Stanisavljevic petrovic Zorica
Published: February 2023

In contemporary society the Internet is an inevitable part of life of young people. The largest part of their leisure time the young, especially students, spend browsing various Internet contents which can be used for different purposes. Bearing that in mind, it should be interesting to examine the preferences of students regarding the use of the Internet contents, which was the main aim of this research. The results presented here are merely a segment of a more extensive research conducted by the Centre for Sociological Research of the Faculty of Philosophy in Ni?. The descriptive method was used in the research, and the main instrument was the evaluation scale designed especially for the purposes of this research. The research sample included 149 students of the Faculty of Philosophy from the Departments of English language, Journalism, Sociology and Psychology.
The results of the research confirmed the general hypothesis that the young use the Internet to participate in social networks and seek entertainment contents. The hypothesis stating that students actively use the Internet contents for the purposes of a more successful studying, for gathering new information, downloading books and articles and for acquiring knowledge from any other area has also been confirmed. The research has shown that students rarely use other contents and services such as Internet banking and shopping. When it comes to various departments, the data point to the presence of statistically significant differences in using the Internet contents. The conclusion of the research is that students mostly use the Internet for the purposes of entertainment, as well as to comply with the study obligations. Likewise, bearing in mind that it is the students that we are dealing with, it is necessary to work more on the use of the Internet for the purposes of teaching and learning on the faculties.
LEARNING AND LEADERSHIP, KEY SUCCESS FACTORS IN THE GLOBALIZED ECONOMY
Authors: Andronie Irina elena
Published: February 2023

The global socio- economic environment is confronting at present with a series of chalanges, from the unemployment to the increase of inequity between social classes and is marked by a lack of leadership both in developed and developing regions, leadership being considered a key factor in obtaining positive economic performances, both at country and company level.
In this context there is a growing necesity to adopt a new approach on leadership and to build solutions adapted to the particularities of each company. Developing an effective leadership program at company level is a process that includes a number of stages and is not possible without highly trained and competent people.
As a consequence, only by creating an efficient learning system it is possible to have both highly trained specalists and leaders capable of performing effectively in the knowledge based economy.
The present paper makes a comparative analysis of the learning systems in some of the world's regions (Europe, North America, Middle East, Asia, Latin America etc.) related to the perception on leadership in these areas. There are analyzed indicators such as the percentage of higher education enrollment, the quality of the educational system, the quality of management schools, the degree of internet access in schools, the availability of research services and the level of staff training. These indicators are then correlated with the leadership indicators from the same regions, aiming to extract conclusions regarding the influence of the learning system on the leadership and, in this way, on the economic performances of organizations.
REFLECTING ON E-LEARNING: A DIFFERENT CHALLENGE
Authors: Drange Tom , Roarson Frode
Published: February 2023

The student teacher relationship is changing towards a more digital environment. It enables a new form of innovative learning, but is not without its challenges. Not only does the learner have different views on how to communicate, but the educators must also make use of technology they might not be so familiar with. This paper presents experiences, problems overcome and identified challenges ahead in digital education. It bases itself on experience from more than 15 years in e-learning from vocational, secondary and university college level, and we will use real-life examples to discuss best practices when it comes to using text, pictures and videos in an online educational environment in a way that best supports the teaching environment. We will through this paper present the view from the lectures perspective, both on teaching environments and technology. Traditional teaching centers around a teacher standing at a black board or a projector presenting directly in front of students. This is not directly available in an e-learning environment. In contrast, one of the most significant challenges with e-learning is that students online do not have the teacher / instructor available for questions at any given time in class. To avoid students sitting back with questions, the online environment should use text, pictures and video in such a way that it answers all questions students might think of - and that it accounts for most situations that arises when students are following instructions. In addition to this we have also implemented a hybrid form of teaching, using live-stream and real-time chats in order to bring back the possibilities for students to ask questions during lectures. This will include the online students in the campus-based environment, thereby propose best practice guidelines for online education and training.
E-LEARNING PORTALS AND MOBILE PERSONAL LEARNING ENVIRONMENTS AS NEW LEARNING ECOSYSTEMS
Authors: Gheorghiu Dragos , Stefan Livia
Published: February 2023

The current paper presents a case study describing a learning ecosystem which comprises a specialized web portal called Time Maps, designed to collect and distribute information on ancient technologies, as well as a mobile personal learning environment (MPLE), designed with the purpose of gathering resources from the portal's pool of educational information, based on user's personal learning needs and interests.
The portal is an educational web tool structured as a set of web pages presenting different archaeological sites and offering different educational resources (mainly video films) describing in detail the technological stages of several technologies specific to certain local periods of habitation, i.e. prehistory and Iron Age.
The educational resources of the portal are organized in several layers to suggest the local stratigraphy. As a Content Management System (CMS), the information is organized in data collections and categories, under the headings of virtual museums of artifacts, technological gestures, or artistic performances. Resources accessible on different pages are interconnected, resulting in an informational mind map. A part of the educational information is also distributed using the social web, i.e. on the dedicated Facebook and Google+ pages of the schools participating in the project.
Personal learning environments represent a modern educational paradigm, with the learning process strongly centered on the learner, as he/she is selecting the educational resources and is establishing the individual learning pace and objectives. Generally speaking, personal learning approaches gather content from heterogeneous sources and ecosystems, from different educational websites and/or social networks. Our approach addresses this educational strategy differently. First, we propose the large scale use of mobile devices (smartphones, tablet PCs), as efficient learning instruments well suited to the users' mobility, and to contextual information displays. Secondly, apart from the traditional use of mobile devices for accessing the mobile version of a learning web portal, we propose a new strategy, that of creating a specialized application which supports the development of a mobile personal learning environment. This application is designed as an interface with the portal and uses a middleware service whose role is to filter and extract resources from the portal depending on the declared user's profile and learning objective.
The present paper describes the design of the mobile personal learning environment and of the "extractor service", the implementation/deployment of the tandem system (web portal - MPLE) and several experimentations involving children from participant schools.
The paper also contains results and evaluations, conclusions regarding the utility of the proposed learning ecosystem in the case of the vocational education, and further proposed work.
COPYRIGHTS IN ROMANIA
Authors: Marin Dramnescu , Stavre Ion
Published: February 2023

The continuous development of the internet, the wide availability of online services, as well as the intuitive, facile, and almost instantaneous utilization of available data from the virtual environment have generated an incredible dissemination of information. These elements have also brought people closer, have cancelled borders and traditional barriers between states and have facilitated a novel manner of socialization. At the same time and in an equal facile manner, the internet has also generated specific problems, some of which are yet unresolved. A problem that requires an urgent solution is the serious infringement of copyright and ownership rights. The copy/paste phenomenon has been gaining ground and the ways to control it are not efficient. The main effects are the inhibition of creativity, superficial research and supporting plagiarism. On the other hand, the Internet has radically transformed the media and at this moment there is no single viable business model for the media exclusively on the Internet. Copyright becomes an issue that must be fundamentally solved in the new circumstances of the Internet. Thus, a balance must be reached between free and purchased information. This article aims to identify new solutions, more adequate and more efficient, through which the plagiarism phenomenon is reduced. A synthetic vision on the copy / paste phenomenon is showcased, vision which highlights the results and their impact over current research activities and on scholars' creativity. Thus, the necessity to promote and consolidate ethical dimensions towards ownership, by means of proper referencing of the research works that was appealed to (i.e., free or purchased information), is argued.
On the other hand, the Internet has radically transformed the media and at this moment there is no single viable business model for the media exclusively on the Internet. Copyright becomes an issue that must be fundamentally solved in the new circumstances of the Internet. Thus, a balance must be reached between free and purchased information.
This article aims to identify new solutions, more adequate and more efficient, through which the plagiarism phenomena is reduced. A synthetic vision on copy / paste phenomena is showcased, vision which highlights the results and their impact over current research activities and on scholars' creativity. Thus, the necessity to promote and consolidate ethical dimensions towards ownership, by means of proper referencing of the research works that was appealed to (i.e., free or purchased information), is argued.
CULTURAL DIMENSIONS OF USING A LEARNING MANAGEMENT SYSTEM BY NON-NATIVE ENGLISH SPEAKING INTERNATIONAL STUDENTS IN JAPAN
Authors: Vasilache Simona
Published: February 2023

Numerous learning management systems exist that support the process of e-learning all over the world. Japan is no exception and the University of Tsukuba in Japan employs manaba, a cloud-based collaborative learning system developed by the Internet service provider Asahi NET, Inc., which allows switching between English and Japanese interfaces. The University of Tsukuba is also the home of several undergraduate programs taught entirely in English, as part of the Global 30 Project. While all students in this program are international students, the vast majority of them are non-native English speakers.
Our paper focuses on the impact of using a Japanese/English learning management system on the studying habits of non-native English speaking international students in Japan. We conducted an empirical study involving 30 international students and we collected data regarding the students' experience with the manaba learning management system. The subjects in our study, Global 30 social studies undergraduate students, come from more than 20 different countries, on 4 different continents, with only a small number originating from English-speaking countries.
Based on a number of questionnaires, the aim of our study is to reveal the subjects' views with regard to manaba on aspects like: overall usefulness, difficulty of using one language interface or the other, level of interaction with the course instructor, usefulness of features like reminders, notifications etc.
Furthermore, we intend to observe how different cultural backgrounds influence the way that learning management systems are approached by different students. Last but not least, we intend to analyze the extent to which the e-learning content is accessed using a mobile device as opposed to a personal computer.
We believe that our paper can offer an interesting view on the cultural dimensions of using a learning management system in a Japanese heterogeneous academic group.
UTILIZATION OF THE SMART BALANCE MASTER IN THE EVALUATION OF THE BALANCE AT THE DOWN'S SYNDROME CHILDREN
Authors: Balan Valeria , Georgescu Madalina , Cernea Magda
Published: February 2023

The Down's syndrome children present a serious insufficiencies at the motor and psychomotor level which have negative influences on daily life. These insufficiencies must be identified with the help of the classical tests or the apparata or devices which stress the deficit and give the solutions for education or correction.
Balance represents the capacity of keeping the body in a balanced position and remarking its balance after the change of place and the solicitations with large amplitude.
The Down's syndrome children have a short balance which can be evaluated with the help of the tests which enter the structure of the standard batteries (Brockport, FUNFitness developed by the American physiotherapists and applied by the Special Olympics International, a.o.) or with the help of the very precise electronic equipments.
Such equipment is SMART Balance master which supplies an objective evaluation of the balance and its rehabilitation too. The evaluation and the rehabilitation of the balance is realized on a platform where the children fix their feet and it is surrounded by a visual framework can be fixed or moved depending on the test conditions. The platform and the visual framework which surrounds it are link to a computer. The computer sets the Down's syndrome children in six conditions by a specialized soft. A child receives a score for every test condition. The final result is an average of all scores that the child has obtained for all six test conditions. The result is expressed in percent. The 100% indicates a perfect balance.
The research is made and published under the aegis of the National University of Physical Education and Sports of Bucharest, as a partner of the programme co-funded by the European Social Fund within the Operational Sectorial Programme for Human Resources Development 2007-2013 through the project Pluri- and interdisciplinary in doctoral and post-doctoral programmes Project Code: POSDRU/159/1.5/S/141086, its main beneficiary being the Research Institute for Quality of Life, Romanian Academy.
LATERALITY EMPHASIZING THROUGH CINEMATIC PARAMETERS ANALYSIS ON KARATE SHOTOKAN ATHLETES
Authors: Patru Maria luminita , Ioan Negulescu , Baitel Irina , Liviu nicolae Angelescu
Published: February 2023

Starting from the sense that laterality represents the functional innegality of cerebral hemispheres asymmetry, and from the sumption that this functional asymmetry although can be subdued by training, it not receed completly,we will try to emphasize these aspects on advanced athletes practicing martial arts, black belt level. The hypothesis of this researchis that laterality can be highlighted bytheinstrumentalityof cinematic parameters analysys of the movements that we consider automatized. For this purpose we used MOVEN from Xsens equipment for human motion tracking using inertial navigation sensors. We have done position aquisitions for the subject's segments and these data underlied on callculation of fist's pathway and joint angles further analized. Data aquisitions took place in Biomotry department in National Institute for Sport Research from Bucharest.
Equipped with MOVEN Xsens equipament, four athletes karate Shotokan practitioners, registered at Sports Club AIKO Bucharest, with an experience of 5 to 15 yearsof practice, performed Heian Nidan kata. On each athlete has been done three data aquisition sessions. Then, having an eye on the avatar recording offered by the dedicated software of the MOVEN equipment, we choose the time sequencesin which we analyzed and compared joint angles on elbow (arm - forearm) and in shoulder (arm vertical axis) and knee (upper leg - lower leg) boyh on the left and right side for emphasize the differences in identic postures (times 1, 2, 3 to the left and 4, 5 and 6 to the right). This angles has been calculated both for the right and left limbs.
E-LEARNING TOOLS APPLIED IN TEACHING ADVANCED DESIGN MODULE OF CAD SYSTEM
Authors: Avadanei Manuela , Loghin Emil constantin , Dulgheriu Ionut
Published: February 2023

Nowadays, the fashion trends, types of fabrics, technology and consumer needs are more and more complex and diversified. The new models must be manufactured in a short time, in small orders but in many sizes. On the market, the apparel companies are dealing with similar competitors and with sophisticated and educated consumers, who are looking for individual products, specially designed for their lifestyle and social level. This problem is solved by using specialized IT applications, which by their accuracy and efficiency offer important assistance in manufacturing processes. These applications require special technical equipment and a high level of qualification for the users. In garment manufacturing processes, the pattern making is the first stage in the development of a new model for a product. A person who is doing this activity must have a good deal of knowledge about fashion, about fabric properties, anthropometry and manufacturing technology. If this activity is done manually, it takes a lot of time. If it is done by using advanced IT applications for the clothing field, it requires special skills and abilities, in order to choose the proper tools to design the patterns. The software companies from the apparel field have developed advanced modules for designing 2D or 3D patterns and for this reason, the users must acquire new knowledge in a correct and accurate manner, either with tutors or by themselves.
This paper presents an interactive lesson about teaching advanced modules of CAD from apparel industry (the Made to Measure Module from Gemini CAD Systems) for students from Faculty of Textiles, Leather and Industrial Management, who attend a master program, which is linked with garment pattern making. The users must have the basics information about designing process, in order to be able to understand and use the functions of this module. This demonstrative lesson is also suitable for all the persons who are developing individual and customized production (made- to- measure) from garment industry.
The gradual interactive e-learning demonstrations (according to the garment complexity) offer the learner/ student the possibility to understand, choose and apply the proper design tools for making patterns, adapted to the shape of the human body (posture and conformation) and to the complexity of the model.
THE INTERACTIVE METHOD TEACHING OF THE LESSON "PRINCIPLES OF KNITTING OUTERWEAR FABRICS AND GARMENTS WITH AUTOMATIC FLAT KNITTING MACHINES"
Authors: Dan Dorin , Blaga Mirela
Published: February 2023

The aim of the work is to create and use an animated graphical interface with interactive objects, in order to help the student or pupil to understand quickly and correctly aspects related to the construction, operation and adjustment of different mechanisms of automatic flat knitting machines.
The interactive method of teaching presented in this paper represents the outcome of the process of the innovating the working methods applied in the knitting laboratory of the Faculty of Textiles, Leather and Industrial Management of Iasi. The method applied successfully makes use of the benefits of computer-aided training and provides students with the following interactive animations: the drawing knitting scheme for 1x1, 2x1, 2x2 rib and tubular start up, explaining the principle of the fabric take-down by means of main take-down, auxiliary take-down and take-down comb, description of the raking device and how to control the bed positions, description of the yarn control unit and how to individually adjust the tension arm, knot detector for large knots, knot detector for small knots and thread brake disc, interactive visualization of knitting path on the knitting system cams, and interactive identification of the knitting elements in the needle bed, visualization of the action of the stitch presser who prevents the fabric from moving up when the needle raises. The drawings were made with Corel Draw graphics application and the animations and the interactivity were made with Corel RAVE. The program resulted is portable and it may be used online or offline on any computer system.
SOFTWARE APPLICATION USED AS TEACHING INSTRUMENT FOR TECHNOLOGICAL DESIGN IN SPINNING MILL
Authors: Piroi Cristina , Cristian Irina
Published: February 2023

Nowadays, the manufacture of textile products has become a highly competitive activity and the success across the global textile market depends on many factors. Higher productivity, increased flexibility, constant quality products and quick response to the market requirements are competitive advantages that companies can achieve by using IT instruments.
Production of high quality yarns is based on an assembly of technological and mechanical factors that are closely correlated with the characteristics of processed raw material. Designing the manufacturing technology in spinning mills is an important stage within the complex process of yarn manufacturing. It aims at obtaining the spinning plan that ensures the coordination of the equipment's operating parameters and the correlation of its production capacities.
Establishing the spinning plan parameters requires a large amount of work and assumes extended knowledge concerning the raw material characteristics, the spinning technology, the type and technical performances of the equipment, the level of yarns quality. Given the diversity and the large volume of data and calculations required to achieve the spinning plan, the efficiency of this activity may be increased by using specialized software designed for this purpose.
This paper presents a software application used as a teaching instrument for technological design in spinning mills. The PFirLB software gathers all the information and provides the tools required to design the manufacturing technology in tow spinning mills. It is used for student training in order to teach them the skills for technological design, required by their future work as engineers in a spinning mill. The software was created with Microsoft Visual Basic and Visual C++ and runs in a Windows environment.
CASE STUDY: USING THE TRAINING FIRM CONCEPT TO DEVELOP THE BUSINESS COMPETENCES OF SCHOOL STUDENTS
Authors: Hantulie Catalin , Trifan Elena laura , Mustata Ioan cristian
Published: February 2023

Lately, in Romania, a lot of campaigns for promoting the entrepreneurship were initiated, which led to a development of the knowledge about business and companies. The role of the schools was the most important in these campaigns as there were many students interested in entrepreneurship. This led to the apparition of a new notion, "training firm". This concept was used for the first time in Romania in 1996, as a new teaching method, following the Austrian model. This represents the model of a company, with educational purpose.
Between 1997 and 2001 in Romania there were a few training firms and they didn't have a direct connection with the international web.
Starting with 2001 the number of training firms has increased so that, nowadays, there are over 5000 firms registered in the national agency ROCT - Centrala Re?elei Firmelor de Exerci?iu/?ntreprinderilor Simulate din Rom?nia.
ROCT is an online platform used by the students for all the activities in their companies, starting from the foundation of the company, to promoting their own products, meeting the suppliers, making transactions, online payment and all the other activities that are run in a company.
The ROCT platform has not only the intermediary role, but it is also a way of informing on the specific activities of the different training firms across the country and abroad, on the contests organized in different places, on the regulations concerning the activity of the firms.
This paper is a case study on the activity of the training firms through the online platform and its importance in the exchanges that help students and teachers use ideas and resources from all over the country and even the continent in order to be prepared for the real business world.
NEW BIG DATA MODEL BASED ON SOCIAL LEARNING ENVIRONMENT USING ARTIFICIAL INTELLIGENCE
Authors: Mihailescu Marius iulian , Nita Stefania loredana , Pau Valentin corneliu
Published: February 2023

Because of the advance of the new social computing technologies, known also as Web 5.0, we now face with new challenges for eLearning. We have the opportunity to leverage without limits an important amount of resources specific to learning, such as repositories, people with a huge desire for learning, professors, and so on. In order to have a complete functionality offered by different software and web applications, we have to integrate the right protocols and user interface. The paper will examine these new challenges and we will move to the next technology, which is big data. The advance will be done by including a new model, which will be applied in connection with artificial intelligence. The result of these combination is to generate different statistics and supervised learning algorithms, giving the possibility to design new mechanisms for participation and evaluation of the students and not only. These can be viewed as a type of instructional planning, which can be achieved on certain stages and quality process of the participation. Moreover, the paper provides an overview of the issues that can be triggered in the process of integration and designing. Somehow, the process of integrating different technologies, such as big data and artificial intelligence, could become the worst nightmare that could exist. Is very important to have the right environment, the education system necessities are increasing, and we have to keep the step with them, in order to give the best outputs and to adapt to them very fast. We have focused on different sectors and human environments, such as universities, government, high schools, etc.
THE IMPACT OF THE PERSUASIVE ELEMENTS IN THE DIDACTIC DISCOURSE
Authors: Enachivasluianu Luiza , Malureanu Flavia
Published: February 2023

Persuasive communication is an issue of breadth and complexity, largely discussed upon in specialized literature. A synthesizing perspective defines it as any message that is intended to shape, reinforce or change the responses of another or others. The definition can be obviously applied to didactic communication as well. The teacher has the same goals in mind when in front of the classroom. His discourse has to be shaped using the specific elements that produce the intended effects in the student's behaviour.
The study we provide seeks to identify fundamental elements of persuasion of the didactic discourse and to explore the systematic relationship among the selected elements which occur in characteristic sequences or clusters with other communicative behaviours. Although any element of the didactic discourse is basically persuasive, since it has some significance and an intended function, certain units have a greater impact on communication than others. Using this observation as a point of departure in our study, we made a synthesis of some elements of persuasion based on specialised literature which were further subjected to debates to different focus groups. The results of the discussions provided a framework for identifying and classifying the impact of the units of persuasion on the efficiency of the didactic discourse. The sample investigated included students from high school and faculty school levels. The data collected was processed using the SPSS analysis.
The results of the investigation ensure an objective feedback to teachers who could improve the persuasive component of their didactic discourse by laying greater emphasis on the units investigated perceived as key elements by the student.
SWOT ANALYSIS OF THE EDUCATIONAL SYSTEM FROM ROMANIAN POLICE ACADEMY
Authors: Panfil Georgica
Published: February 2023

Current paper is intended to provide an analysis of the educational system of Alexandru Ioan Cuza Police Academy. The main directions of this study are related to the strengths, weaknesses, opportunities and threats that are realted to this very sensitive environment. It is obvious that for every university - and in this case Romanian Police Academy is of no exception - there are multiple elements to concur in determining the efficiency, quality of educational act, degree of satisfaction for professors and students, development of the institution itself etc. From the point of view of Romanian Police Academy, there are multiple elements of a specificity related to the domain of Public Order and National Security in which this university is involved. From the point of view of strengths and opportunities, it is obvious that those are residing in the very specifics of the Internal Affairs domain, such as the isolated environment, the level of autonomy, the interest of the superior layers of the ministry for the final product of the Academy etc.; however there is a lot of pressure related to this institution from multiple point of view. Weaknesses and threats are not to be neglected from this study. One can easily notice the fact that the limitations of the Ministry of Internal Affairs are directly reflected towards Romanian Police Academy; the double subordination between the Minsitry of Internal Affairs and the Ministry of Education can be, sometimes, an issues to deal with. Furthermore, some of the law modifications related to the professors 'statute were of a great impact for the realities of the tackled institution. The author also presents some of the possible measures to eliminate threats and increase the stability of this environment.
MODERN PRACTICES OF TEACHING-LEARNING-EVALUATION USED IN THE CONTEXT OF THE CLASS OF STUDENTS. PROPOSALS OF CONTINUOUS TRAINING OF TEACHING STAFF.
Authors: Trif Letitia
Published: February 2023

In the present context of Romanian education, the curricular reform being in full deployment, more and more often is brought up the issue of : authentic, in-depth creative-innovative, participative learning, with forward-looking with and prospective character; the formation and development of operating knowledge and skills applicable in ecological training situations; the emphasis on education (without ignoring training) - the development of social-relating skills, effective learning, etc., an education that would be based on the four pillars: learning to know; learning to do; learning to be; learning to live with others. At the same time, access to information is extremely easy, as a result it is necessary to impart to students effective strategies for planning, monitoring and effective selection of information required for solving various tasks: school, social or professional related, they can be placed in, formally, informally or casually. Thus, teaching students to learn (information and learning management) is becoming a major goal for contemporary education.
These premises have led to the implementation of a continuous training program for teachers of gymnasium during September-December of the school year 2015-2016 for disciplines within the curricular area "Mathematics and sciences". Specific objectives proposed were: the creation of a suitable meta-cognitive climate at the class level; "online" focus on strategies of planning, monitoring, evaluation of cognitive approach in the process of teaching-learning-problem-solving through verbalization (prompting) of meta-cognitive actions, self-questioning, aspects related to planning, monitoring, evaluation, at the level of the internal language (usage by the teacher of the thinking aloud protocol); emphasis on the relationship between meta-cognitive steps and efficiency of learning and resolving problems. And the resources involved: human resources: teachers involved; methodological and procedural resources - online tests and questionnaires applied through open-source platform "Limesurvey"; material resources - computer labs; time resources (45 hours).
(MULTI)MEDIA LITERACY - PERSPECTIVES IN SERBIA
Authors: Pralica Dejan
Published: February 2023

The aim of this paper is to analyze the effects of media literacy in Serbia five years after "The Strategy for the Development of the Public Information System in the Republic of Serbia" came into force. Among other things, the "Strategy" proclaimed the introduction of new ICTs in order to contribute to better informing and education for children and youth. "Medijska koalicija" ("Media coalition") and US Agency for International Development (USAID), with the help of Serbian Ministry of Education and Science, started the project in order to encourage and support the democratization of the society via promotion of media literacy and responsible journalism in the Republic of Serbia. The target groups of the project were both teachers and secondary school students, as well as journalists.
The project resulted in many seminars as well as a web-site which provide permanent support for the establishment of critical understanding of media messages using the most up-to-date learning models such as webinars and other multimedia tools. The web site www.medijsapismenost.org has got specifically organized information for teachers ("UNECO guidelines for teachers", "Digital safety manual", "Net generation webinars", "Basic Media Literacy - teacher's book", "The Century of the Self" - Online Video, etc.) and students ("Video - Media Literacy ABC", "Basic Media Literacy - student's book", "Deconstruction of media messages - webinar for students", "Basics of digital safety","Look up" - 5 minute Video message for "online" generation etc.). This paper will also discuss the practical difficulties the teachers encounter if they want to introduce new learning methods, such as eLearning, into teaching process.