bluuebunny/crossref_metadata_2025 huggingface dataset:
E-LEARNING FOR TEXTILE DEFECTS ANALYSIS
Authors: Niculescu Marilena , Visileanu Emilia , Surdu Lilioara , Guimaraes Francisco , Radulescu Ionrazvan
Published: February 2023

In order to achieve a teaching process with good performance indicators, for an optimal insertion into the socio-professional environment of the learners, it is necessary a stimulating instructional environment. Recent developments in the field of communication and information technologies have changed essential needs both in terms of acquiring knowledge and capacity to respond to them and the way they are offered as study programs to the educational institutions. The main change relates to the supply of education centered on student needs, which places him in the center of the educational process.

This paper presents in its first part some considerations about the e-learning technologies (common administrative tools for e-learning, software used for distance learning) and in the second part it refers to the content adequacy of a textile course, based on modern methods of teaching, so to enrich the methodological tools of the teacher and ensure sustainable acquisitions.
An e-learning course for Skills Development in Textile Defects Analysis was developed, sustained by the Leonardo da Vinci Programme from seven European countries, included Romania. The e-learning course is intended for textile workers, unemployed textile workers and students.

The development of this project offered essential, specialized information referring to the products and processes in the textile industry and to the ways to rapidly identify textile defects. On the other hand, the use of audio-visual aids, photographs, multimedia graphs, comparative methods had contributed to the increase of attractiveness of the course and to a better identification and classification of defects in textiles products. So, the person who learns obtains knowledge, and on another side he forms those abilities that are needed to practicing.
FEEDBACK RESEARCH OF USING E-LEARNING IN THE COURSE "UPHOLSTERY"
Authors: Parilova Hana , Tesinova Pavla
Published: February 2023

Course "Upholstery" is lectured for Czech University of Life Sciences Prague. Regarding to permanent increase of interested workpeople for study at university, e-learning course was created. Paper deals not about own course but reactions of students on it. Paper considers upon propriety of e-learning teaching for various groups of students with respect to their professional classification, study programme, age and mode of study. Students of university study "Upholstery" in full-time and part-time study mode nowadays. Teacher is external employee of the university from different town and e-learning is used not only for communication with students, for transfer of technical information but also for insertion and evaluation of seminar works of students. Paper contains conclusions from research of satisfaction of newly established e-learning course in "Upholstery". Research was done in the two years during course utilization. The main goal of the research is improvement in the e-learning web pages of the course. Whole research was based on knowledge application which students adopt while using e-learning for their work and also for living. Research investigated anonymously how students apply recommended literature sources, how they work with text references, how they use or not use training tests in e-learning. It was investigated also style of learning of students with using computers of printed study materials. Recommendations are summed in the conclusion, how properly complete and improve existing course for next years. Some conclusions are suitable generally for all teachers and at the same time for authors of future e-learning courses.
CLOUD CHALLENGES FOR THE E-LEARNING PROCESS
Authors: Banciu Doina , Cirnu Carmen elena
Published: February 2023

This paper presents features that are influencing the quality of the e-Learning services and the way those features are influenced by the application of the principles/concepts of a Cloud based e-Learning system in the teaching - learning process. The analyzed elements that influence the quality and the way those elements are created on a Cloud-based platform, are detailed within the contents of this article. There have been analyzed four sets of indicators that could determine the quality index in higher education. The article also includes the analysis of sets of features that were chosen based on real e-Learning situations, showcasing at the same time the clear facts that prove that the process itself requires adequate computer resources. The results show that the Cloud based e-Learning system could offer improved quality with reduced costs by comparison with the traditional educational system.
Evaluating the quality of e-Learning systems is difficult because e-Learning systems have a multidisciplinary nature, and most aspects related to the quality of the teaching - learning process at a distance can not be taken into account without ongoing monitoring and a global assessment of said system . Although the quality of the content holds an important place in the evaluation of e-Learning systems, which is also unanimously agreed. It has not reached a consensus on the evaluation methods and criteria for the evaluation of the information in the e-Learning systems [3],[4].
The general perception of the user regarding the quality of services is based on assessing the service quality dimensions of the e-Learning interface between said user and service quality, quality system, the quality of information provided by system, quality of interaction results or benefits obtained by the user with the service [2]. The quality system and the quality of the information together form the interaction quality. The quality of interaction refers to the process of supplying the service and includes aspects of the interaction of the user and the interface through which the service is offered.
ECONOMIC CULTURE AS A NECESSARY BASE FOR DEVELOPMENT OF E-LEARNING IN ENTERPRISES
Authors: Cirnu Carmen elena , Potocan Vojko , Nedelko Zlatko
Published: February 2023

The challenge of managing in modern organizations is to achieve and sustain mix between the people, technology, knowledge and behavior that organization possesses. In that framework e-learning has become an important way of transferring knowledge in modern society, which importantly influences on operating of all organizations. Creation and implementation of e-learning in organizations is dependent upon set of different interrelated internal and external factors. Recently, researchers and practitioners focus their intention also on behavioral viewpoint of e-learning and in frame of that expose the importance of values, culture, ethics and norms (VCEN). We focused our discussion on culture and economic culture as less developed fields of e-learning. Culture tends to crucially influence development and application of knowledge, skills, talents and other resources in organizations. In the current very competitive and increasingly global economy success of e-learning activities are interdependent with innovative culture. E-learning as special type of knowledge management is also importantly related with culture in general, and especially about economic culture as a base for understanding of efficiently creation and implementation of e-learning in organizations. The contribution discusses two theses: (1) that culture importantly influence on creation and implementation e-learning in organizations; and (2) that e-learning of organization is depend heavily from prevailing economic culture in organizational environment.

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NEW TRENDS IN THE DEVELOPMENT OF MLEARNING WITH FOCUS ON TABLETS AND OTHER MOBILE DEVICES
Authors: Kopecky Kamil
Published: February 2023

In the last four years there has been a huge entry of m-lerning educational technologies, technology pioneer in this area has become especially Apple Inc and its iPhone mobile device, the iPad and iPad mini. With these mobile devices was both intensive expansion and development of interactive applications that allow intuitive operation, use creativity and are effective tools for teaching children and adults, on the other hand, there was a massive technical developments in this area, which led to an increase in graphics options these devices (hi-resolution), speed, use of GPS instruments, gyroscope, accelerometer and other technologies, which by this time were not available to regular users and mass deployment. Mobile technologies also allow mass access to the successors of the current LMS courses - the so-called MOOC (massive open Oline course). They began to be used in the academic environment - such as the universities of Harvard, Stanford, Berkeley, MIT, UCLA, Yale and others.
The paper focuses on new trends in mlearningovÃ½ch forms of education, taking into account the onset and development of tablets and other mobile devices. It focuses on the current forms of presentation and sharing educational content, the learning environment accessible via mobile devices, the current trends in this area. This paper also describes selected m-learning instruments associated with the platform IOS (iPad / iPhone) also deals with the educational environment of iTunes-U and MOOC. On the issue of post viewed from the perspective of theory and practice, taking into account the latest trends and knowledge related to e-learning and m-learning.
ICT USE AND ATTITUDES AMONG SECONDARY EDUCATION TEACHERS IN ROMANIA
Authors: Ogrezeanu Andrei , Ogrezeanu Andreea
Published: February 2023

Secondary education in Romania has moved quickly over the last decade from a practical inexistence of ICT in schools to a decent level of endowment and access (although with enough room for improvement). Has the improved ICT access raised the actual level of ICT use in education? What makes some teachers use ICT more than others?
This paper investigates the determinants of ICT use (and intention of use) among secondary education teachers (ISCED 2-3) in Romania. It makes use of data from one of the first representative surveys of its kind of secondary education teachers in Romania. Data (unused in prior academic research) about 1053 teachers from 150 schools was collected, under the supervision of this paper's authors, within a nation-wide, EU funded, e-learning training project. The paper reviews and applies the main theoretical frameworks used broadly by international research literature on technology adoption in education and other areas,primarily the Technology Acceptance Model (Fred D. Davis) and Innovation Diffusion Theory (Everett M. Rogers). It explores the role of variables such as: perceived usefulness (of ICT), ease of use, personal innovativeness, technology compatibility, visibility, etc. To obtain these results multivariate techniques such as Ordinary Least Squares and Structural Equation Modeling are employed.
We expect our study to make a double contribution. From an empirical point of view it produces evidence from a country that remains largely unstudied by the research literature on technology adoption in education, attempting to place the wider theoretical models in Romanian context. From a theoretical and methodological perspective, the main theories in the field are not just tested alternatively (by turn) but put to the test simultaneously to obtain a pooled and hopefully improved model.
POSSIBLE NEGATIVE IMPACTS OF UTILIZING ICT FOR EDUCATIONAL AND NON-EDUCATIONAL PURPOSES
Authors: Takac Ondrej , Vegh Ladislav
Published: February 2023

We live in a world of digital and computer technologies. With elements of Informatics we meet in various spheres of our social lives, including fields of academic studies and education. For achieving the desired education degree and to fulfill their study obligations, students often need to take the advantage of the Internet and ICT. Utilizing information and communication technologies opens up new ways to obtain information which can lead to independence in the field of study, self-improvement and communication competencies. On the other hand, too much time spent at the computer has a negative impact on physical and mental health. It can lead to addiction, formation of diseases of various kinds and even to the violation of the law in greater or lesser extent.
In this paper we focus on the generation of young college students. For the reason that the statistics in this area are not very developed and broader overview is more a matter of conjecture and speculation, our aim is to carry out such statistics and focus not only on the study time but mostly on the time spent for non-educational activities. Here, of course, we are interested in the reason for which students spend time at the computer in connection with potential addictive symptoms. In the paper we compare our survey with the published current state of the discussed topic, also highlight the potential risks and describe negative consequences resulting from them. Part of the research result will build such a questionnaire for teachers on the basis of which they will manage to designate the symptoms of addiction to the computer or the Internet. There will be important to determine the boundary of the average period of time spent at the computer for educational and non- educational purposes and for purposes unrelated to rest and regular entertainment.
The survey was conducted between the two universities in the Slovak Republic, the statistical sample was represented by students of teacher training courses as well as students of engineering studies. In addition, this survey was conducted on a sample of Slovak -speaking students, and a sample of Hungarian -speaking students. To confirm the authenticity and demonstrability of results, they are subjected to statistical analysis.
CULTURE AND E-LEARNING - GLOBAL CHALLENGES AND PERSPECTIVES
Authors: Topor Sorin , Dinu Mihaistefan
Published: February 2023

Although culture does not have a general definition in the international scientific community, usually culture is consisting from life experience derivates, more or less organized, learned or created by the individuals of a population, including those images or codes needed for own interpretation (meaning) and transmitted from generation to generation. Starting with this definition as o milestone in our analysis, we can identify that the learning process has a major impact on cultural evolution. A significant role in the process of culture evolution is played by communication as the communication methods are extremely important in the classification of learning methods and processes. This way, through communication we can identify a series of transmission and reception channels that help us indicate a bi-directional relation between the learning process participants at large, and specifically e-learning: we discuss about one hand the instructors and educators, and the other hand students.
In the particular case of e-learning, in the culture-communication-learning process relationship a new element worth mentioning, technology considered as the main communication environment in the learning process.
Through the culture-communication-technology-learning process, emerges a cultural values transfer process radiating from a specific educational system (local, national, regional) towards regional/international beneficiaries of the learning process. The cultural values transfer is exercising a direct strong influence on inter- and trans-cultural educations by the instrumentality of online environment. Consequently, a positive contribution is brought to human capital development through cultural awareness and social competence improvement.
Despite this perspective of cultural development through e-learning, there are a series of technologic, economic and infrastructure challenges that will be address in this paper.
THE IMPACT OF OPEN EDUCATIONAL RESOURCES IN EDUCATING CITIZENS ON EMERGENCY RESPONSE
Authors: Anton Mihail
Published: February 2023

The paper presents some of the main findings of a desk research phase conducted within the project Virtual Centre for Education and Training of Citizens in Cases of Natural Disasters through Serious Games (MEDGAME). The purpose of this project is to educate people in an innovative and exciting way, to acquire a proactive attitude, based on knowledge and appropriate skills and proper behaviour in emergencies caused by natural disasters such as floods and earthquakes, building solid scientific foundations and creating a Virtual Centre for education and training of citizens in cases of natural disasters through the Serious Games built on scenarios based on these disasters. The research question of the present study concerns the current situation regarding the social dimension of emergency management in the sense of using a responsible and trained population through online educational resources to act individually or together with other members of the community, along with governmental specialized organizations in various risk situations caused by natural disasters. The main effort is focused on diagnosing the potential use of online educational resources for training of the
population of Romania to respond to emergency situations.
The research question of the present study concerns the current situation regarding the social dimension of emergency management in the sense of using a responsible and trained population through online educational resources to act individually or together with other members of the community, along with governmental specialized organizations in various risk situations caused by natural disasters. The main effort is focused on diagnosing the potential use of online educational resources for training of the
population of Romania to respond to emergency situations.
MANAGING SPECIALISTS TRAINING IN THE AREA OF FORENSIC SCIENCE
Authors: Panfil Georgica , Tical Georgemarius
Published: February 2023

The article tackles the main problems related to the specific environment of initial and continuous trainin g of technicians, specialists and experts in the area of forensic science. It has to be notice that the forensic scientists are a special category of personnel of Police and that they can only develop under the umbrella of law enforcement (there is also a category of "independent forensic scientists", working within the areal of Ministry of Justice, but this domain has nothing to do with initial training of such personnel). Also, the main terms and notions used in this domain are carefully explained and defined, for a better understanding and delimitation of the area - due to the fact that currently there are many concept misunderstood, aspect mainly caused by different media surces to present forensic science as a simple domain, with spectacular results in a very short time frame - aspect which as fake as nocive. . The authors are also presenting the Romanian realities related to the system of training this type of personnel, from the point of view of the institutions with attributes of training (Romanian Police Academy, cadet schools, other institutions dedicated to continuous training etc.), along with some aspects related to the tendencies from other countries. The conclusions are intended to bring up the main advantages, as well as the flaws of the training system, as well as proposals linked to possible enhancements, tacking also the tendencies from different sources to promote the concepts linked to the private section of forensic scientists - thus eliminating the so-called monopoly of the Ministry of Internal Affairs.
COOPERATION BETWEEN BUSINESS AND ACADEMIA IN GERMANY - A CRITICAL ANALYSIS OF NEW TRENDS IN DESIGNING INTEGRATED STUDY PROGRAMS BASED ON E-LEARNING
Authors: Parlow Holger , Rochter Angelika
Published: February 2023

The university system in Germany is currently undergoing profound changes. Private universities of applied sciences are increasingly offering integrated, so called dual-system study programs combining profound academic education with practical on-the-job training in a company. Private businesses highly appreciate those co-operative study programs as they are able to meet their demand on well-qualified and experienced junior staff. Moreover, some companies may even influence the design of study programs to a certain degree. Especially large corporations have recognized the possibility to shape the content and structure of study programs according to their specific needs - provided that a sufficient number of students will be sent to the academic institution. In the course of this development, the locations where students are doing their studies are moved away from the university campus to the student's workplace in the company. Consequently, the amount of time being spent at the university is decreasing. These types of university programs can only be realized by making use of a broad range of e-learning tools being available. E-Learning makes it possible to transfer academic education into a virtual context, e.g. by providing access to virtual seminars via Live-E-Learning at the workplace. E-Learning lectures are integrated into the normal working day of the student - reducing his time being absent from the workplace. The regular and systematic change between periods of academic education at the university and periods of practical work in the company - which has been typical for study programs following the dual-system - is giving way to a completely new form of business-integrating academic programs. This article is going to discuss different issues of this development. The central question to be answered is whether the still dominating model of dual-system study programs can be replaced by a more and more company-integrating model which is profoundly based on e-learning. Advantages and disadvantages for all parties involved will be analyzed leading to a critical reflection on how far cooperation between companies and universities may go.
PERSPECTIVES ON IMPLEMENTING INTERACTIVE ELEARNING TOOLS USING AUGMENTED REALITY IN EDUCATION
Authors: Radu Catalin , Ionitescu Sorin
Published: February 2023

The current rapid advancements in wearable devices hardware and software technologies offer both new opportunities for education, but can also come with challenges for the education providers. Current selling trends among the wearable gadgets indicate a rapid growth in user demand, especially among teenagers and students. The increasing availability of display technologies like OLED and Quantum Dot technologies is opening the doors for the development of new flexible devices, adapting normal surfaces for user interfaces and offering new possibilities of interactivity. The devices' miniaturization, along with the increase of processing power and video cameras performance, can be used as new tools in education, that can add dynamic virtual generated content to information from the real world and provide knowledge on-demand to mobile users. One efficient way to implement such a tool is by using Augmented Reality (AR) software with mobile devices, such as tablets, smartphones of phablets. In this paper, a series of tools are presented, that can be used by teachers and trainers to add 3D generated content by mapping it to objects from the real world, using software tools to process the visual information received from a video camera, analyse the visual content, dynamically add the 3D content depending on the parameters of the real world "markers" and to display the results on the mobile device's screen. The development workflow is also presented, describing the work process from creating a marker to publishing the result as a standalone application that can be installed on an device running Android operating system. The demo application implements these technologies to demonstrate the presented concepts and to provide an example of enhancing a course material in wind energy field by implementing AR to increase the interactivity with the students, increase the self-learning experience and stimulate the students' curiosity and understanding of the technical studied aspects.
ELEARNING FRAMEWORK FOR UNDERSTANDING CRYPTOGRAPHY AT ALL LEVELS
Authors: Duta Cristinaloredana , Gheorghe Laura
Published: February 2023

Nowadays security is needed in order to transmit confidential information over the network, which means that is required in everyday life of humanity. The best way to ensure data confidentiality is by using cryptography, which is considered an essential component in many modern applications. In this context, it is important for developers to understand how to efficiently and correctly implement security mechanisms and also how to apply them properly. In this paper, we present an eLearning platform for teachers, students, developers and other users interested in cryptography. The application allows users to experiment with cryptographic algorithms, and to learn how to implement, apply and evaluate cryptographic concepts. The eLearning framework encourages users to develop their own cryptographic algorithms and to verify them, by including a wide variety of cryptographic mechanisms for symmetric and asymmetric algorithms and many analysis tools. For instance, it allows users to analyze the randomness of the generated data, to determine the performance in terms of speed and throughput, and to evaluate the cryptographic properties of substitution and permutation functions. Moreover, the framework allows the user to test all the cryptographic algorithms that are included and to add new cryptographic algorithms for testing, without requiring the application to be modified. Additionally, it provides flexibility, which means that the existing or new algorithms can be fully parameterized by the users. Also the cryptographic eLearning platform allows users to track the execution of complex algorithms on real world examples in a step by step detailed view. It is an easy-to-use application, which offers a consistent and rich user experience.
EXPLORING THE POTENTIAL OF QR CODES IN HIGHER EDUCATION CONSIDERING THE ATTITUDES AND INTERESTS AMONG ROMANIAN STUDENTS
Authors: Albastroiu Irina , Felea Mihai
Published: February 2023

QR (Quick Response) code is the trademark for a two-dimensional barcode used to encode and decode data at a rapid rate. QR codes are readable by smartphones, digital tablets, and other electronic devices with cameras and can be scanned to provide access to websites, information and applications. The use of these codes for various purposes is currently a popular topic in both research and in practical applications. Higher education is also poised to benefit from the momentum created by the uptake of QR codes in the corporate world and popular culture. Briefly, the potential of QR codes in education is related to their ability to allow learners to use their mobile devices to link to specific information quickly and easily. Our paper summarises previous research regarding the use of QR codes in higher education and presents ways to use these codes as a support for expanding and delivering resources to students, for interactive discovery and for making learning more engaging for students. Also, the findings of a research among students from The Bucharest University of Economic Studies will be exposed in our paper. The objective of the survey was to identify students' readiness towards the use of mobile devices for learning, their technical possibilities and their willingness to use QR codes in learning context and their perceptions regarding the usefulness of such instruments in some specific learning situations. Taking into consideration the research findings, our paper will also offer recommendations for Romanian students and teachers regarding the use of QR codes.
CASE STUDY - OPENSIMULATOR FOR 3D MMO EDUCATION
Authors: Gradinaru Alexandru , Moldoveanu Alin , Asavei Victor , Pistirica Sorin andrei
Published: February 2023

The technological advances in the last decades led to radical changes and paradigm shifts in the modern society, replacing the former way of thinking, organizing and acting. More and more traditional services migrate towards internet and cyberspace, the number of those who use digital services growing exponentially in the last several years. In this context, education is one of the main concerns of the society: people must learn and adapt continuously to cope with the current economic and social environment. In this regard, traditional methods are no longer sufficient, so various other forms of education emerged in order to supplement the traditional ones: online education, skills-oriented education, collaborative learning, education at work etc.

A rather new, but growing, form of education is the use of massively multiplayer online (MMO) 3D virtual worlds to provide an immersive and entertaining, more practical approach, based on simulation, rich user experience, interaction and collaboration. The technology behind these virtual reality systems is pretty complex, so creating your own application is, in most cases, not possible and will require a serious amount of time, money and human resources. A solution to this problem is to use frameworks dedicated to virtual worlds creation, such as Open Wonderland, OpenSimulator or Virtual World Framework. These frameworks contain pre-built open-source projects that provide a working server architecture and multiple features and services for creating and customizing virtual worlds.

OpenSimulator is currently one of the most used virtual worlds frameworks as it is based on SecondLife and has a strong back-end server architecture able to handle hundreds and even thousands of users.

The purpose of this paper is to explore and explain how the OpenSimulator framework works, summarize all the provided features, as well as to present several relevant examples that are using the framework to create rich virtual environments. The paper will also explain some problems that we have encountered when we used the current OpenSim viewers (clients).
GO!CODE - A WEB EDUCATIONAL PLATFORM FOR LEARNING PROGRAMMING
Authors: Ionut marian Dragomir , Alexandru marian Lita , Darius grigore Donisanu
Published: February 2023

We live in a world where the technology evolves really fast. There are a lot of programming languages that are developed and the need for programmers is increasing every day. The learning of a new programming language is a process that requires a lot of time, work and study, therefore the need for a support application for learning a programming language is emerging.
This article presents the Go!Code application, a Web 2.0 educational platform developed for students or for any person who wants to learn programming. The purpose of this application is to be a guiding tool for the students who want to work more by themselves.
The platform provides different levels of learning appropriate for the students, from beginner to more advanced programming skills. This is done by using separate servers for each difficulty level in order to allow the student to gradually progress from one level to another, more advanced one, by solving increasingly more complicated problems. It can be configured as a support tool for a variety of programming languages. By solving each individual problem, the students accumulate points according to the quality of the solution given.
The platform has currently two modes of operation: training mode, where the student can join and solve problems anytime, according to their own programming pace, and a race mode, where the problems have to be solved in a competitive way. In a limited time, the student has to solve as many problems as he can. This mode can be used for programming contests or for exams.
The paper describes the Go!Code platform and the challenges involved in developing it.
RECONFIGURABLE CELLULAR HARDWARE FOR COMMUNICATIONS - AN EDUCATIONAL PLATFORM DRIVEN BY VIRTUAL INSTRUMENTATION
Authors: Machidon Octavian mihai , Sandu Florin , Chitic Mihail
Published: February 2023

Recent research has developed service-oriented solutions for reconfigurable hardware, with a top-down functional approach supported by virtual instrumentation systems like "NI LV" - National Instruments LabVIEW. The broad spectrum of Cloud-based management and deployment of such solutions - including resource-intensive "Cloud compilation" in case of using FPGA - have a great potential for ODL (Open and Distance Learning), as being distributed and easily interfaced with our "target user" that can be a trainee not very professional with HDL (Hardware Description Languages). The paper goes beyond consolidated solutions using NI LV like RIO (Reconfigurable Input-Output), aiming to approach also the processing, not at the level of modern SoC (Systems on Chip), but on cellular-"tissue"/"fabric" structures like CA (Cellular Automata) or IFA (Intelligent Fabric of Automata). The authors are presenting a demonstrator based on Xilinx Spartan family of FPGA, with prototypes of elementary processing machines built to be easily put together in scalable configurations. There are approached the memory segmentation solutions, oriented for the employment of communication data-bases, e.g. tables for flows identification, classification and routing in modern streaming. The specific FPGA configurations are oriented on the use of the micro-automata for digit processing, with predictive calculations like those using PCRE - Perl Compatible Regular Expressions ("regex") - in order to recognize the "digital fingerprint" of multimedia flows. There are discussed use-cases oriented to packet processing in groups of virtual machines that execute specific tasks of routing, fragmentation, encapsulation, coding etc. with an event-driven control that can be extended to "policies" that are able to be dynamically modified.
TRAINING TEACHERS TO USE MOBILE (HAND HELD) TECHNOLOGIES WITHIN MAINSTREAM SCHOOL EDUCATION IN ROMANIA
Authors: Mocofan Muguras daniel , Huber Daiana
Published: February 2023

Hand-held technologies are becoming commonplace within everyday lives but can also be used for powerful learning experiences inside the classroom and outside of the traditional education environment. We start training of teachers to embed mobile technologies within mainstream learning in and out of the classroom by providing training on hand-held devices for both teacher trainees and existing teachers. Our MLEARN programme challenge the teachers to think creatively about mobile learning and will develop their confidence to try new ideas within the whole school curriculum.
Research suggests that there has been under investment in training for teachers in ICT generally, and that in a world where young people are avid and constant users of some new technology and much social media, teachers who are confident in the use of hand-held technology will be able to respond quickly to change and to channel the interest and IT skills of young people into education.
Our vision recognises technologies are becoming commonplace within everyday lives but can also be used for powerful learning experiences in and outside of the traditional education environment. Our aim is to embed mobile technologies (handhelds) within mainstream learning in and out of the classroom by integrating training on mlearning within initial teacher training and in service training/continuous professional development programmes to challenge teachers to think creatively about mobile learning and develop their confidence to try new ideas within the whole school curriculum.
New technological developments have the power to transform society, the way we learn, work, play, communicate and interact. Teachers are crucial change makers in this process, and it is important to see how they interact with new technological environments (mobile/handheld technologies) in both their engagement and delivery practices. Evidence from recent research shows the lack of investment in teacher training which would empower them to utilise these technologies.
YOUTUBE AS A RESOURCE FOR CONTINUOUS EDUCATION OF JOURNALISM STUDENTS
Authors: Pavlovic Dragana , Obradovic Neven
Published: February 2023

Journalism as a profession has undergone significant changes with the emergence of the new technologies and the new media. Future journalists will have to be able to acquire a large number of skills in order to be able to their job, in comparison to journalists who successfully worked only ten years ago. What further complicates the education of journalism students is the fact that the changes that have occurred are not final, but the process is constantly changing, and the education system, no matter how modern and flexible, is not able to provide students with all the necessary knowledge and skills, because no one cannot predict the direction which the change will take. It is therefore of utmost importance that students learn how to independently search for resources to acquire new knowledge, which will be essential in future.
The aim of this research is to examine students' attitudes to the use of YouTube as one of the possible platforms for continuous education to which they could turn to after graduation to acquire additional skills. The instrument was specifically designed for the purposes of this study; a survey sample included 162 students from the Department of journalism.
The results varied in relation to the year of study. First-year students were generally ignorant of all the possibilities that this service may offer in the field of education. In the second year of study through course on Modern media technology YouTube is introduced during the teaching process and the research shows that students who have passed this exam are more likely to turn to this platform later in life for acquiring new skills. The general conclusion is that the teaching process in the field of new technologies should introduce YouTube and similar platforms in college curriculum, which would help the students to adapt to the future educational needs.
AN APPROACH TO IMPROVE ELEARNING PLATFORMS ACCESSIBILITY
Authors: Stancu Mihai , Popa Emil marin , Butean Alex
Published: February 2023

Nowadays e-learning has made an extraordinary progress, especially through online open courseware platforms such as edx.org, coursera.org, khanacademy.org, udacity.com, ocw.mit.edu, class.stanford.edu, etc. In order to engage students for the learning process, these platforms use multimedia rich content, like videos, pictures, interactive exercises, etc. However, accessing these learning resources requires a constant high-speed internet connection, making them unavailable to students in developing countries. Also, a broadband internet connection, such as the one required by these platforms is often prohibitive for students coming from financially challenged families. In this paper we present the concept and experimental features of an innovative solution which allows recording and rendering of low file size educational content. Our idea is based on providing a virtual blackboard on which the presenter is allowed to write and draw. By tracking mouse movements, clicks and repeated actions we can establish scenarios and then save the data for later playback. The audio is kept and embedded in the presentation. The output file is then compressed and stored on a server from where it can be retrieved later. The educational content can be quickly downloaded even on slow connections. Since recording and playback are performed entirely client-side, using web services, the educational content can be viewed on any device that supports modern technologies. Furthermore, unlike the existing platforms which require the user to be online in order to access the educational material, our solution will allow the user to download the lessons once, and use it many times for the entire learning process even if he is offline. By extending the accessibility of eLearning platforms, we bring a significant improvement to the education especially for those who need it most.
PREPARING FOR GEOINFORMATION SOCIETY
Authors: Ionita Angela , Niculescu Cristina , Visan Maria
Published: February 2023

Switching to Spatially Enabled Society and Government or Geoinformation Society and Government is irreversible, and affects all aspects of society and interrelationships between stakeholders and partners, institutions and citizens being in different hypostasis: from researchers, professionals for every citizen. In this framework must be recognized that all activities and events have a geographically and temporally feature, and use geospatial data, information and services efficiently and effectively in decision making and organizing businesses.
In the Geoinformation Society there is a continuous and intensive demand for widely available capabilities to use open material, coming from heterogeneous sources, for processing, analysing and sharing it, especially in an interdisciplinary approach. Relevant tools need to be freely and openly available and the related infrastructure -- after all tools need somewhere to run, and data needs somewhere to be stored -- should be capable of effective deployment by distributed communities. And, which is most important, there is a strong need for understanding the content of the open materials accessed or resulted from the processing and analyzing in order to create the sharing premises by different communities of professionals.
Using the potential of geoinformation technologies can creates new service markets; may facilitate the provision of services by the private sector rather than the public sector, including a new partnership between academia and the private and public sectors; can accelerate administrative decision-making procedures; may consolidate the current research and open new perspectives for research. But first of all, must be recognized the change in education in terms of at least two aspects: teaching/learning about geospatial information and teaching/learning geospatial information technologies and the associate challenges.
The purpose of this paper is to discuss the change in education under influences of characteristics of Spatially Enabled Society and Government, spatial thinking, presentation of issues related to training versus learning, some geospatial knowledge models and tools and educational resources in order to build the premises for the create well-educated citizens in Spatially Enabled Society and Government. Few use cases using applications based on Intergraph Co. technologies have been selected.
CLUEFARM, A SPACE FOR EDUCATION
Authors: Mocanu Mariana , Ionita Anca daniela
Published: February 2023

CLUeFARM is an intelligent, integrated, cloud services-based system, using advanced computer technology, automation and communications to increase product quality and business development in the area of farming. The added value generated by the system results from the creation of a virtual space that can be shared by several categories of companies:
- Agricultural farms, greenhouses particularly
- Companies providing information and training services to farmers
- Companies supplying equipment and agricultural materials, for modern technology-based advertising for agricultural products, seeds, tools, etc.
- Associations of farmers, interested in a virtual environment for collaboration between farms / companies
- Other entities interested in working with listed categories (e.g. local/central government services).

The platform offers an environment for a domain centered informal education, for all the users interested in farming or farming related activities. Apart from increasing awareness regarding issues of common interest and possible threats, the learner can shape the learning process, both through direct access to the information stored on the platform, and by interacting with other users through the forum. Therefore, there will be support for social interaction, with the objective to support a community with shared interests, but also with the possibility to bring one's own contribution to the organization of information. Every user can help to enriching the knowledge base; a domain specific ontology assists the contributors in the correct placement of information, which will be validated through a voting procedure.

The paper presents the platform architecture, with focus on the information and training services, as well as the access and update techniques. Specific information validation procedures are also described.
HOW DOES TIME SHAPE A VIRTUAL COMMUNITY OF PRACTICE?
Authors: Stavarache Larise , Dascalu Mihai , Trausanmatu Stefan , Nistor Nicolae
Published: February 2023

Informal and self-regulated learning are the processes that trigger learners to pursue their goals and transform their day to day questions and reflections into thoughts oriented towards achieving results. Nowadays, most people take advantage of online resources through opinion sharing or by taking part in building knowledge and expertise while debating different topics of interest. Online knowledge building communities (oKBC) emerge and evolve in a similar manner to face-to-face communities, but their specificity relies on the fact that they are developed on, and maintained using technologies over the web. The concept of oKBC is intertwined with concepts such as shared interests, shared expertise, building social connections and growing the knowledge about the topic, all orbiting around social collaboration. This process of pulling and pushing information drives collaboration through all the stages of personal development, assimilation and evolution. In this paper we aim to observe the development of virtual communities, integrative and non-integrative, following a multitude of dimensions: analysis of members' activity, detection of the degree of involvement within the community, finding key topics that can change the normal routine of the community, and creating an interaction network that connects the members and links the underlying information. Finally, as main scope of this paper we set the target to observe the timeline evolution of these communities by crawling them on a regular basis and by using a predefined crawling schema that is preserved throughout the analysis period. A crawling schema is defined by: preserving the infrastructure parameters of crawling, respecting the time quota for the crawling process and through structure preservation of the information extracted.