bluuebunny/crossref_metadata_2025 huggingface dataset:
CLOUD E-LEARNING
Authors: Velicanu Anda , Lungu Ion , Diaconita Vlad , Nisioiu Codrin
Published: February 2023

The paper presents the main characteristics of a cloud-based e-learning system, by comparing it to other e-learning architectures like service-oriented architecture, event driven architecture, distributed computer. The first part of the paper shows these architectures and the way they fit to e-learning systems. The second part describes the main technologies that are used for developing such systems, while the third part is dedicated to e-learning databases. Finally, the last section takes an overview of the specialized e-learning functionality that cloud computing brings.
In this paper we clarify why cloud computing isn't a simple user-client architecture, why the security reaches a high level in cloud computing and why it is so important to keep all the users' needs in a pool of resource data. An important part of the paper is where we deal with cloud computing weaknesses and how they affect the e-learning process. The main problems are the internet access, students and professors' data that is kept on suppliers' servers. Overall one should be able to distinguish an authentic cloud computing e-learning system by its functionality, availability, portability and, of course, interface.
E-learning systems use all the advantages of a cloud computing architecture: the infrastructure, the platform and the services, and the paper details all these components that lead to a cloud e-learning architecture. The characteristics of a e-learning system in cloud may differ depending on the type of cloud architecture: public, private or hybrid. Moreover, from this point the philosophy and the implementation of the system take different turns.
A SEMI-VIRTUAL LEARNING ENVIRONMENT FOR REMOTE ACCESS
Authors: Tomov Orlin
Published: February 2023

Remote access to complex laboratory equipment and the possibility of remotely driving experiments and measurements represent appealing issues of great interest and relevance for research, educational, and industrial purposes. The range of topics potentially involved is very large, including, among others, applications in all fields of engineering, as well as of medicine, biology, and physics [1]
Nowadays, the modern learning technologies like e-learning and life-long learning are getting more and more popular. Many current distance learning technologies are passive in that the communication typically flows in one direction, which is only from the instructor to the student, and there is no feedback or delayed feedback in reverse direction [2]. Virtual labs are the element that changes this architecture and allows feedback from the students and increases the interactivity process.
In this aspect the role of the virtual labs is growing rapidly. Many universities have their online laboratories. Such are the virtual lab on the course "Computer Organization", in the University of Rousse [3], the virtual laboratory in John Hopkins University[4] and many others.
When we talk about e-learning or any other kind of distance education, reasonably arises the question about the laboratory equipment utilization and its remote access. Engineering education without the "touch" to the laboratory equipment is impossible.
In one hand, in almost every university lab there is a plenty of hardware equipment that is being used only when traditional classes are being conducted. What we need here is to find a solution to remove the boundaries of the real classroom and to provide remote access and feedback to this equipment. It must be reachable for the students, which are interested on making experiments or playing scenarios whenever they would like and no matter where they are located.
The paper is focused on some details of building a remote access system for e-Learning purposes. The system grants remote access for the students to hardware development boards. It combines some features of the virtual e-Learning systems with the benefits of the classical teaching technologies. This is a key factor for the virtualisation process of engineers' training.
VIRTUAL PEDAGOGICAL AGENTS IN THE CONTEXT OF VIRTUAL EDUCATIONAL ENVIRONMENTS: FRAMEWORK AND THEORETICAL MODELS
Authors: Apostol Silviu , Manasia Loredana , Stefan Catalin , Soica Oana
Published: February 2023

Teaching and learning are highly social activities. Seminal psychologists such as Vygotsky, Piaget, and Bandura have theorized that social interaction is a key mechanism in the process of learning and development. In particular, the benefits of peer interaction for learning and motivation in classrooms have been broadly demonstrated through empirical studies. Hence, it would be valuable if computer-based environments could support a mechanism for a peer interaction. Though no claim of peer equivalence is made, pedagogical agents as learning companions - animated digital characters functioning to simulate human-peer-like interaction-might provide an opportunity to simulate such social interaction in computer-based learning.
In this paper we ground the instructional potential of pedagogical agents in several social-cognitive theories, including distributed cognition, social interaction, and Bandura's social-cognitive theory. We discuss how specific concepts of the theories might support various instructional functions of pedagogical agents, acknowledging concepts that these agents cannot address.
Based on the theoretical perspectives, we suggest key constituents, roles and functions for designing pedagogical agents in virtual learning environments. Also, we relate to some experimental agents or theoretical examples.
Using the experiences of teams involved in the development of commercially available or in the design of theoretical agents, we present our vision of designing and implementing such a pedagogical virtual agent in the context of the SAPIENT applied research project (Intelligent Tutoring System-Evolutionary Approach in e-Learning). In the proposed project the virtual pedagogical agent is automatically customized to address several features of each learner, such as appearance, age and gender.
The role, appearance, dynamics, communication channels and envisaged behavior of this virtual agent will be discussed along with the possible techniques to be used in its development.
APPLIED MATHEMATICS -EVALUATING STUDENTS' PRACTICAL KNOWLEDGE IN A VIRTUAL LEARNING ENVIRONMENT
Authors: Grosu Corina , Grosu Brindusa luciana , Grosu Marta
Published: February 2023

The present paper introduces an innovative e-learning project developed on the Moodle platform, a three phased learning approach (method) aimed at encouraging students to discover the spectacular applications of Mathematics. The first phase of the project involves a multiple choice test with image based real-life scientific applications corresponding to mathematical notions belonging to the first year course in Mathematics. This test, administered at the beginning of the university year, has the role of evaluating the extent of the preexistent mathematical culture specific to each student. The second phase consists in a reapplication of the same questionnaire during the second term of the first year, when students have acquired the necessary mathematical background required in the test, but still lack explicit and grounded notions of specific applications of Mathematics. The last phase consists in a research team project, elaborated by students, each team being given the choice of investigating one of the practical applications of Mathematics mentioned in the test. Among the research objectives of our work , the following are the most important: i) Virtual learning -based evaluation of applied Mathematics level of knowledge at freshman Mathematics students and ii) Virtual learning -based evaluation of applied Mathematics level of knowledge and integration of theoretical notions at second term first-year Mathematics students. It also encourages students' team work and collaboration and promotes students' use of the internet and web-based resources for scientific research purposes. Moreover, another target of the project is familiarizing students with Mathematics' applications in science and every-day life and establishes the connection between the current use of modern technologies like Google maps search and queries in a Data Base Management System and paths of minimal length or Hilbert's curves.
THE IMPLEMENTATION AND USE OF ICT FOR SUPPORT FOR TEACHING STUDENTS - SPECIFICALLY GEOGRAPHY
Authors: Solcova Lucia , Magdin Martin
Published: February 2023

Implementation of ICT in the educational process has allowed us especially in the last decade to fully develop cognitive and psychomotor skills of students. A typical example is the use of multimedia, through which the learner gradually formed and developed their skills in the area of sensory perception.The authors address issues of multimedia in education in Slovakia and the Czech Republic (Milková, Magdin, Hubálovský ...) indicate that, multimedia applications can be of great assistance in achieving active engagement. Multimedia provides teachers with an excellent chance to demonstrate and visualize the subject matter more clearly and comprehensibly, as well as enabling them to prepare study material that optimizes students' study habits. Moreover, various multimedia applications appropriate to course subject matter may be created by students themselves based on a script given by the teacher and this close cooperation between teacher and students can deepen students' interest in the subject. In the paper we discuss the possibilities of using multimedia teaching specific applications ("blank map"). This multimedia program is determined for support for teaching students, specifically Geography. In the teaching of geography are used also non-textual and image components material. The geographical textbook contains also pictures, graphs, photographs, diagrams, maps, cartograms and cartodiagrams chart and ?blank map?. Some of these elements only illustrate and supplement the curriculum, others may its clearness and visibility very significant contribution to the understanding of its essence. The condition is a level of graphic quality and appropriate textual description, which also may include additional questions or suggestions for the role of self-teaching activity. Working with the map should be part of teaching for teachers and students for practical learning activities during each lesson. It is necessary to illustrate curriculum appropriate examples show how is given process or phenomenon of spatial distribution on the surface. Regularity in the use of maps is essential for students and therefore to acquire the ability to work with maps of different size, scale and content. From what students know see from the map, we can conclude that truly understand the concept of a geographical fact.
PERCEPTIONS OF EFFECTIVE COMMUNICATION ON THE MOODLE PLATFORM AT UNIVERSITY LEVEL
Authors: Pricope Mihaela
Published: February 2023

We live in world of technological advancement, a digital age and this has an impact on all sectors of activity, including education and communication. In our present-day society, communication has become more and more technology-based, and that is why, universities, as promoters of values, aim to meet the society needs, by implementing new methods of communication.
At university level, there is a Courses Management System which comprises a series of Web applications, that run on a server and that are accessed by means of a web browser. This system offers tools, which the education specialists can use in order to create the course website, and also to control the access to courses, so that only the enrolled students may be granted the access. Besides this access control, the system offers various tools, which could improve the lectures: uploading teaching materials, forums, chats, tests and surveys, home assignments and virtual registration of the grades.
This article defines the technology-based educational communication which takes place in a technical university, and analyses several methods and tools of this type of communication which are offered by the Moodle platform, used in the Polytechnic University of Bucharest. It also describes the benefits and limitations of this type of communication. Our research is mainly qualitative and is based on two focus-groups, which had an exploratory role and on a case study, carried out on basis of the researcher?s observations and of several interviews. The aim of our research is to identify the students? perceptions regarding the effectiveness of the information technology-based educational communication in their faculty.
Although the new IT communication tools represent alternative and effective ways for improving the lectures, the diversity of facilities which they offer can lead to an exaggerated enthusiasm regarding their use in education. We should not ignore the advantages that they bring, but, at the same, we shouldn't use them randomly.
VIRTUAL REALITY-BASED BIOLOGY LEARNING MODULE
Authors: Moldoveanu Florica , Ahmad shudayfat Eman , Moldoveanu Alin , Gradinaru Alexandru
Published: February 2023

Virtual reality finds increasingly more place in education, especially through the three-dimensional environments. Although different experiments were performed with 3D virtual learning environments we believe that research in this area is still in its infancy and the perspective are high due to continuous technological advances. Our learning module allows students to more easily understand, by 3D visualizations and animations, the internal structure of the human body, living cells in the human body, bone structure or hearth sections. The 3D experience is completed with a wide range of multimedia elements like text, voice or digital image with animation. The module offers a collaborative learning environment, which contributes to the socialization of the participants. Their immersion in the virtual space, by means of avatars, improves also the attractiveness of the lesson. When a student is on-line in the virtual world, he has several options for learning about any found object and synchronizes this interaction with the teacher. Such options are YouTube, Wikipedia, Power point presentation, Videos, Hyperlinks. The paper presents the results of an experiment with our learning module, which was conducted with a group of 20 students from the ninth grade at a school in Jordan. The experiment aimed to make a comparison between the traditional method of teaching and learning and the virtual environment-based method offered by our module.
Students appreciated the immersion in the virtual space, flying through the human body cells. They enjoyed the lesson, also, because they were able to communicate with colleagues during the lesson, each hidden behind an avatar. Last but not least, the lesson in virtual environment does not require their presence in the real class in a fixed schedule.
SIMULATION OF COMBINATIONAL CIRCUITS USING MULTISIM - TRANSFORMATION OF TRADITIONAL SCHOOL INTO A MODERN
Authors: Koprda Stefan , Magdin Martin
Published: February 2023

The main aim of education reform in the European Union is the transformation of traditional school into a modern. The task of reform is purposeful and systematic development of skills and competencies especially in the context of a focus on science (Project ROSE - Relevance of Science Education). From the wide range of similar projects such as is project ROSE is a resulting fact that guys are more interested in the technique and everything associated with it, while girls are more focused on issues of a humanitarian nature. In this paper we provided an example of the use of advanced IT to support the teaching of subject Computer Architecture. The traditional form of teaching this course is focused on the memorization of electrical schemes, which represent the functional units of a computer, possibly explaining the operation of its individual components. When transform traditional form to modern teaching methods, we focused on the use of simulation program Multisim that allows to the students a relatively simply gradually develop their critical thinking. In this paper we present a series of examples that we have implemented with students. Examples was focused on non-linear transistor level, combination (AND, NAND, OR, NOR, NOT) and sequential logic circuits (RS), which form the basic architecture of computers. All examples were solved repeatedly with students in the academic years 2009 - 2012. To evaluate the effectiveness of teaching using program Multisim we used a questionnaire in which learners express their views on the quality and method of teaching.
THE IMPROVEMENT OF TRIPLE JUMP TECHNIQUE USING E-TRAINING METHODS
Authors: Stoica Marius
Published: February 2023

In the last years, the specialists in sport area are very interested by the biomechanic tests in athletics.
In this paper we are presented the Ergosim device, wich is able to analyse the movements at the certain speed, from each angle, in every direction, with ideal amplitude.
Through the content of this research issues we are trying to introduce the modern techniques used to increase efficiency of triple jumpers training by optimizing the training process.
Ergosim can be approached at any time and is even indicated by the junior age, making a gradual transition from specific means for children and juniors to the means for senior, in the meaning of the harmonious development of muscle groups and of the lack pressure on the spine and joints, which are very much required in working with dumbbell.
The exercises can be performed with great amplitude, depending on the strength and the speed of the athlet, laying the basis for improving technique with an optimal speed.
Ensuring superior techniques can be achieved by practicing as an optimal model, strictly individualized on Ergosim.
Thus, it can be develop a very good proprioceptive memory, which will result in a relaxed rhythm and an optimal ratio of jumping phases, with positive effects of performance at major competitions.
Ergosim is assisted by computer, adjusting the speed of execution desired, number of repetitions and brake components. The program has capacity for analysis and synthesis, allowing active recording time, the active work, the mechanical work, the active power, the active speed, guided by computer required speed.
VIRTUAL ENVIRONMENT USED IN THE MANAGEMENT OF CHILDREN OBESITY THROUGH PHYSICAL EXERCISES
Authors: Sabau Elena , Vilcu Dana mihaela , Niculescu Georgeta
Published: February 2023

OObesity is one of the serious problems that humanity is facing. Moreover, during our century obesity in children has reached concerning levels. In the case of adults the management of the associated problems depends on one's conscience and willpower. In the case of children, this phenomenon must determine the factors that influence the training and education of children to appropriately intervene in the prevention and treatment of this issue. The assumptions underlying the approach described in this paper spring from the seriousness of the childhood obesity problem, the known causes that led to the extension of the disease, and the growing dependence of the use of technology in everyday life. This paper aims on the one hand, to give a review of the ways in which the situation is reflected in the virtual environment: the different applications, platforms, information sites etc. On the other hand, the paper proposes tackling childhood obesity within a support platform for the management of prevention and treatment of this condition in children. The purpose of this platform (eObesity) is to assist in the treatment of overweight and obesity in children through exercise (programs). The direct beneficiaries are the overweight and obese children and the indirect beneficiaries are the physical education teachers and parents of children with obesity. Experts in the field (physical education teachers, physiotherapists, physicians, students specializing in physical education and sport) manage the interpretive component of the results of the activities. The configuration of the Platform and the management of the users before named are done by an administrator of the platform. The concepts underlying the platform are described in the paper and its general specifications are indicated as well as the current implementation status. The eObesity platform contains general information about obesity: causes, effects, diet, physical activities etc. The novelty and specificity is given by the component of support in the management of physical activity, which is physical education and sport specific through the theoretical and especially through the practical content as it can be seen in the video documents posted. The process of achieving the optimal weight is controlled through physical training modules with partial and final assessments of physical development and fitness, with recommendations for transition to another module. Specialists provide specialized assistance through virtual communication. Our conclusion is that a virtual support platform such as eObesity widens the variety of means for maintaining the health of children, combining work on the computer with the actual physical activity. Therefore eObesity holds a distinct place among the applications that treat this issue. Moreover, one can see a wide range of useage of the platform which facilitates access to specialty care from the home where one can perform physical activities.
MEASUREMENT OF THE STRIKE EXECUTION SPEED IN KARATE-DO BY USING THE QUINTIC INFORMATION SYSTEM
Authors: Petre Razvanliviu , Teodoru Marian daniel
Published: February 2023

Premises: The measurement and assessment, with modern information tools, of some indicators related to effort programming becomes a necessity in the context of the achievement, on the international level, of some limit performances. Hypothesis: The improvement of the strike execution speed determines the obtaining of better results. Objectives: To determine the strike execution speed and to analyze the strikes specific to Karate-Do fighters, by using the Quintic information system. Subjects: Performance athletes, practitioners of Karate-Do. The selected sample (10 male subjects aged 21 to 23 years old) was made up of athletes with very good results in different national competitions. Methods: The characteristic of our research required us to use the experiment method and, within it, we used the Quintic information system, designed to measure the motion assessment and analysis. The Quintic system main components are the personal computer (with a Quintic-4 Biomechanics software) and the digital video camcorder. Results: We recorded the initial and final execution speed and, subsequently, we statistically analyzed the main strikes used in Karate-Do. Through the records and, respectively, the statistical analysis of the main strikes used in Karate-Do, we managed to emphasize (among others) the following aspects: initial testing/final testing: mean for the Kizami Tsuki lunging punch: 6.24 m/s; 6.83 m/s; mean for the Gyaku Tsuki reverse punch: 7.49 m/s; 8.23 m/s; mean for the Ura Mawashi Geri reverse roundhouse kick: 8.39 m/s; 9.17 m/s; mean for the Mawashi Geri roundhouse kick: 11.59 m/s; 12.29 m/s. Our research hypothesis checking performed with the dependent t test (for all strikes) highlights a statistically significant difference between means (P < 0.05). Thus, the null hypothesis is rejected and the research hypothesis is accepted. Conclusions: The information system implementation in the specific training determines the execution speed control, recording, measurement and assessment, which provide us accurate data about this indicator level. The comparison between the initial and the final results validated the research hypothesis and, respectively, rejected the null hypothesis.
WIKI TOOLS IN TEACHING ENGLISH FOR ACADEMIC PURPOSES - IT AND LANGUAGE PROFICIENCY AS PREDICTORS OF ONLINE PARTICIPATION
Authors: Felea Cristina , Stanca Liana
Published: February 2023

The major societal changes brought about by the Internet, particularly in the past decade, have played an important role in the rethinking of the teaching/learning process and of students' and teachers' roles in higher education. The authors have been studying various aspects of a blended learning programme for studying English for Academic Purposes they have implemented at Babes-Bolyai University, the Faculty of Sociology and Social Work (2009-present). As a result of technology advance in all areas of life and its increasing presence in teenagers' life (by means of formal and informal education), we can assume that undergraduate freshmen's IT skills levels will allow them to adopt easily the online component. Similarly, we can assume students are also fairly proficient in a foreign language, in our case English, due to the generous provisions of foreign language study offered by Romanian primary and secondary education One of the authors' pilot studies showed that there is a relatively strong correlation between students' profile - (self-reported) higher level of English, previous experience in use of Web 2.0, willingness to work collaboratively - and an increased degree of participation in online activities. The present study aims to verify this correlation across three academic years by means of a questionnaire-based statistical analysis and corroborate the results with the presumed higher levels of IT and foreign language skills of current student cohorts. The authors conclude that IT and language proficiency are good predictors and, in order to implement successfully the online component, further training and support for IT use for learning and language development are needed.
IDIOMS AND COMPUTER CORPORA
Authors: Pastae Veronica
Published: February 2023

Software and computer based learning have become all-pervasive realities nowadays. In the present paper we shall investigate the advantages and drawbacks of computer use in linguistics, when processing very large databases. Our main focus will be on idiom computer corpora. Thus we shall begin by analyzing the idiosyncratic nature of idioms and expand on their main features. Then we shall prove that the often surprising character of idiomatic phrases can be thoroughly explored only through examining sizeable corpus data. Although dictionaries are essentially databases, many of them lack the grammatical and contextual information that a researcher would benefit from. Therefore we shall go into detail about the advantages of quantitative corpus linguistics, which is approximately exhaustive with respect to a certain phenomenon in question. Computers are the best tools available for such an undertaking since, in this manner, authentic language data can be stored, interpreted and evaluated through complex software. To better explore the behavioural patterns of an idiom, a researcher needs to observe as many instantiations as possible of a particular word or string. Computer databases can offer millions of samples of naturally-occurring language, furnishing the researcher with a huge amount of information. But of course, this entire process is not trouble-free. The availability of such resources and the technical skills required to manage computer corpora pose serious problems which must dealt with in the future. However, it is beyond any doubt that in terms of both quantity and quality the future of research will necessarily depend on computer assistance.
SOFTWARE APPLICATION FOR THE DEVELOPMENT OF QUALITY CULTURE IN HIGHER EDUCATION
Authors: Seghedin Neculai eugen , Dragos Chitariu
Published: February 2023

The software application presented in this paper is dedicated to improve the knowledge of students and professors in the quality culture domain. Quality culture is a part of organizational culture and it represents one of the biggest challenges of contemporary academic world. Quality Culture involves a set of attitude reflexes at individual and organizational level, within a framework imposed by written norms and good practices which lead to quality standards in all university structures. The paper presents the basic elements of quality culture in the universities: human resources, regulatory framework and organizational structure. The three components of quality culture are customized both in horizontal and vertical approach of university structure. For example, the normative framework includes the national and European legislation, the Standard Operating Procedures Manual and methodologies, working instructions, procedures and guidelines. It is shown the main indicators for quality assessing of all entities from the university structure. The proposed software application could be used for learning the main terms, principles, standards and methodologies used in quality assurance processes in higher education. Students can access some questionnaires for their self-evaluation, after each chapter. Also, the system could be used for the elaboration of the self-evaluation files for the assessment of study programs. The users can access, for each quality assurance standard and requirement, some supplementary explanations and examples. The software application presented in the paper offers databases with information necessary for the elaboration of the self-evaluation files (lists with equipments, papers, books, human resources, facilities etc.). It is necessary that this soft application has to be permanently completed with information in accordance with the evolution of the university and departments.
TEACHING CAD APPLICATIONS WITH SIMULATED INTERACTIVE LESSON
Authors: Blaga Mirela , Ciobanu Ana ramona
Published: February 2023

Simulation plays an important role in developing e-learning tools for teaching technical contents. Nowadays, the advanced textile technologies are based on Computer Aided Design (CAD) activity performed with specialised software, where programming skills are achieved by a sustained training.
Working time in the knitting laboratory is sometimes constrained by either student schedule or PC availability. More, the high investment in such software limits its acquisition at personal level. Therefore, creating alternatives for self training and assessment increases the quality of the education in a specialised field and gives independence to the learner.
"Storyline" software from Articulate offers an IT solution for building interactive simulations of the lessons, accessible on the student environment. What makes the difference between similar solutions is the existing active buttons, exclusively for the presented lesson, as part of the recorded computer screen activity.
In this context, the paper focuses on the teaching CAD applications, regarding the design of spacer knitted fabrics, made on M1 plus pattern station, from Stoll GmbH, Germany. Technical data, such as: machine class and type, fabric structures, panel dimensions, stitch densities, yarn careers, machine setup are explained, following the main steps of programming.
This class of fabrics can be produced on electronic flat knitting machines, under advantageous economic conditions, by exploiting the simplified manufacturing process, the high quality of the product and lower costs with the machinery. Due to the advantage of the modern technology, the properties of the spacer fabrics can be engineered, by using different types of structures, raw materials, and finishing processes.
THE 3D INTERACTIVE VIRTUAL ENVIRONMENT IMPLEMENTATION FOR GARMENT PRODUCTS PROMOTION
Authors: Aileni Raluca maria , Salistean Adrian
Published: February 2023

This paper propose a new modeling concept in garment product promotion. The design concept suppose to make a copy of a real shop in the virtual environment and to enable users to visit this store rooms and interact (translation, rotation and individual body simulation) with objects-garment product products. The virtual reality is often used to describe a wide variety of applications commonly associated with advanced image quality, 3D environments. The 3D Virtual environment is a term that applies to computer-simulated environments that can simulate physical human body presence in places in the real world. The primary virtual reality environments are visual experiences, displayed either on a computer, but some simulations include additional sensory information, such as haptic devices. The virtual environment for garment product simulation covers remote communication environments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual artifact either through the use of standard input devices such as a keyboard and mouse. The simulation of the environment - assuming that we refer to the e-shop area, can be similar to the real store. This virtual environment involves gaining access and rapid communication between various modules that provide 3D scanned objects and clothing products, 3D simulation CAD; patterns obtained on virtual models. The software development for virtual world involves graphics hardware acceleration and sometimes supposes that the user have headed mounted displays and database gloves. The positive aspect of implementation of the 3d clothing stores is that it can reduce the waste of time allocated for showcase products and user trying garment on body - the body obtained by scanning 3D virtual.
INTERACTIVE LABORATORY FOR COMPUTER-ASSISTED STUDY OF WARP KNITTING MACHINES
Authors: Dan Dorin , Ursache Mariana
Published: February 2023

The paper presents a laboratory module that contains an interactive graphical software package for the study of the warp knitting machines. The package includes the following modules: an interactive photo album which is used to demonstrate the destination of warp knitting machines, an interactive module for the presentation and description of the working knitting elements in case of a warp knitting machine, animations that present correlated movements of working knitting elements caught in a cycle for the three types of needles (spring bearded, latch and compound) and interactive presentation of a warp knitting machine in laboratory assemblies highlighting the main mechanisms of it. AVI movies that show a knitting machine in running order is also used. Interactive graphic programs were carried out using CorelDraw and Corel RAVE application and saved as flash files. Laboratory module was designed based on an XML file taken as a model, amended contents needs of the laboratory and then used for transformation in the HTML laboratory module using ModulEst application. Laboratory module has an interactive graphical structure and contains navigation icons for direct access to the bibliography, webography, glossary, summary help page and test for self-programming and verification. Learning modules are designed as additional learning material and is based on student-centered education principle. The module can be used in knitting laboratory work. Laboratory module can be accessed online or can be used offline. The e-learning interactive tools presented in this paper represents the outcome of the process of innovating the working methods applied in the knitting laboratory of the Faculty of Textiles, Leather and Industrial Management of Iasi.
MULTIMEDIA APPLICATIONS FOR FOOTWEAR DESIGN
Authors: Costea Mariana , Mihai Aura , Mocanu Razvan , Bogdan Sarghie , Harnagea Marta catalina
Published: February 2023

The aim of this article is to present an innovative tool of multimedia applications for footwear design. The challenges of this multimedia tool is that the content of virtual lessons has to be designed/adapted to the identified training needs and the manual method for designing and getting patterns has to be understandable by using computer simulations or animations. The main stages followed in achieving a proper pedagogical tool are: development stage, correction stage and internal evaluation stage. It will be a new kind of training application for students, trainers from VET schools or tutors from industry. The main advantage of this training tool is that it gives the opportunity for practice and the trainees/students can adopt their own rhythm for learning. Each lesson is given step-by-step. The knowledge regarding footwear design is progressively transferred to learner, from simple to complex. These multimedia applications have been developed in English but it will be soon available in five other languages: Croatian, Greek, Portuguese, Spanish and Romanian. It has immersive approaches in order to deliver a high demanding practices and exercises content. The modules offer theoretical knowledge and practical demonstrations. This multimedia training tool can be used by universities, footwear companies, colleges and training institutions all over Europe and elsewhere, because the authors are integrating in an organized and illustrative way, all the steps required to acquire quickly and in a technologically advanced manner the skills necessary for shoe design, and pattern construction and which will be a more effective educational approach than in an ordinary classroom.
LEARNING THE BASES OF CHEMISTRY IN A CONTENT RICH, GAME BASED 3D MMO VIRTUAL ENVIRONMENT
Authors: Ahmad shudayfat Eman , Moldoveanu Alin , Gradinaru Alexandru
Published: February 2023

Virtual, immersive and multiuser virtual environments are already accepted as a powerful and efficient solution of e-Learning. However, we are still far from the moment when they will be easy to create, considering the average competencies of educators, and until their nature will be well understood and optimized for the learning purposes.
This article describes the creation and refining of a complex 3D MMO virtual environment dedicated to chemistry, which combined content and pedagogy to explore new possibilities for modern, immersive and game based learning.
We used our experience from previous experiments in designing the layout of the 3D environment and the details of the user interactions, with the purpose of maximizing the immersivity and the involvement of the student in the learning process. The solution combines rich information related to the chemistry topics, embedded in the 3D space which can be freely explored by the user, with a serious of mini-games useful both for fixing the information and for the evaluation process. Particular attention was given to the synchronous multi-user nature of the interaction, which presents distinct advantages in terms of collaboration during learning, but also challenges regarding the design of the games to ensure consistency and efficiency.
The first prototype of our system was tested with a selected group of target students and their feedback was used to refine the details of the 3D layout and user interaction. Then, the resulted improved prototype was tested on a larger audience and complex feedback was gathered.
In this paper we describe in detail the development process, the solution - both at user level and technical level - and the experimental results, highlighting the advantages of our approach towards creating efficient 3D MMO learning environments.
OBSTETRICS ELEARNING: THROUGH THE USE OF VIDEO AND OTHER MEDIA TO ENHANCE LEARNING STYLES IN OBSTETRIC STUDENTS.
Authors: Coffey Donnchadh , Tabirca Sabin , Greene Richard
Published: February 2023

This paper presents an insight into the use of eLearning in Obstetrics Education and its advantages for practical application. The content available to existing obstetrics students attending practical and theoretical classes are established as the paper progresses into beneficial factors of video and eLearning as a source of valuable subject matter for these students as well as scope for new media interaction. Interaction in edifying methods promotes learners' efficiency, motivation and cognitive efficacy. A well designed e-learning programme can motivate learners to become more engaged with the content through assimilating cognizance, skills and postures more expeditious. E-learners have been shown to demonstrate incremented retention rates and ameliorated utilization of content, resulting in a more preponderant achievement of objectives. E-learning additionally offers the advantage of more preponderant integration of media technologies to accommodate diverse learning styles. Computer technologies have increasingly impacted medical edification, most recently through the electronic distribution of videos, that are utilized extensively for a wide range of edifying activities including demonstrating anatomical dissections, clinical procedures, assessments, providing access to online lectures for use in asynchronous learning, as well as videoconferencing of patient scenarios.
Technology is an integral part of society today. Advances in technology are apparent in every discipline a few more acute than others but ultimately most have some technologic application. The field of medicine tackles an array of technological sources and there are advances in every field of this study. Video technology has been used universally in medical education.

The use of video in medical education encourages teaching and learning in an array of different environments. Video Technology is a widely used medium for demonstrative, training and educational purposes. Video has been used in medicine since the 1950's providing a signal reference for CRT (cathode ray tube) technology. As video is a more viable and obtainable technology resource, it is used extensively in medicine. Video is now easily compiled and distributed through the means of online support making it an accessible interactive type of learning for medical students. Medical education has adopted video technology as an essential learning resource next to online learning, online learning tools and video tutorials are more prevalent in the curriculum of major Universities.
TECHNOLOGIES FOR MONITORING STUDENTS BODY POSTURE AND PHYSIOLOGICAL PARAMETERS DURING LEARNING
Authors: Harutyunyan Paruyr , Moldoveanu Alin , Moldoveanu Florica , Butean Alex
Published: February 2023

Follow to our sitting position during learning or working time, during extended periods of highly focused learning, we often ignore to keep correct, healthy positioning of the body (including correct spinal position, the legs, hand, neck). Unfortunately this not only leads to fatigue and less capability for sustained learning, but even open a possibility for several health problems arising in the future. It is important to perform corresponding actions, apply a conscious effort to sit or even stand in the right position. Good posture allows the student to breathe properly, increases concentration and thinking ability. It helps to learn or work more effectively, without causing premature weariness or pressure on the back and the entire body.
Same kind of issues can arise from fatigue created by learning without pause, eye tiring, lack of proper air conditions or hydration.
The market for health and wellness devices is rapidly expanding. Special medical devices and gadgets can monitor a person's condition during studying on front of computers. They can alerts when things start to go wrong. Such devices have been developed for two markets: individuals who want to be on center of attention every minute and chronically ill people who need constant monitoring. Today's technologies playing major role in all aspects of human life, and it is time to concentrate more for developing new innovative solutions for this domain.
This paper provides a systematic overview of devices and systems that can assist in detecting such issues and even help correct them, actively supporting healthy and efficient learning.
TOYS IN THE CLASSROOM: USING EDUCATIONAL ROBOTS AS A TOOL TO SUPPORT EDUCATION
Authors: Andruseac Gabriela gladiola , Adascalitei Adrian
Published: February 2023

The economic development, the increase of computerized calculation power, research in the field of bionic and biophysics have allowed the unrecorded development of robotics. Ten years ago, most of the robots operated in the field of industry, representing expensive investments with complex functions and capacities of finest execution and speed. They usually were used in welding, manipulation and set up, in various operations regarding the construction of machines. The economic and competition's demands have determined their large scale exploitation. Education as an essential activity in the evolution of a society could not have been neglected by the technological phenomena, having knowledge of essential transformations which are found in new methods, models and paradigms of modern education. The use of robots for supporting primary education up to graduation at university has become, in the recent years, an interesting field for researchers in the education science all over the world. This paper aims to explore the possibility of using robots as an efficient training-educational tool for teaching technical subjects and not only these. It analyses the available solutions at the present moment which refer to the robots used in education. Characteristics, costs, strengths and weaknesses of some available solutions was compared and evaluated to introduce a guideline for an efficient method to support learning using educational robot. The advantage of "robotic revolution" is found in the potential of interaction with the system and creation of changes within its parametres. Development of educational robots is still in its early stages. To complete our understanding of educational robots, we should explore potential benefits of using robots for education, optimal design of them and any limits and challenges that must be addressed.
THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER
Authors: Constantin Valentinadaniela , Stoenescu Roxana denisa , Popescu Manoela
Published: February 2023

Games play a significant role in every aspect of human life by offering social interaction and entertainment. Serious games give user the possibility not only to experience situations that in real life are impossible but also to develop and improve skills. Learning is a major objective of serious games, also encountered in many video games, usually accompanying the entertainment function. In the last decade, gaming has become a profitable industry, targeting consumers all over the world. Nevertheless, little is known about Romanian gamers. The present study examines the demographic and psychographic characteristics of Romanian gamers, using a quantitative research employed among subjects aged 18 to 35 years. The purpose is to highlight the attributes that differentiate Romanian gamers from others, especially American and also to examine if there are common features between the communities of gamers. Therefore, the study aims to create a complete profile, based on essential variables that can validate the main hypothesis, Romanian gamers fit into the global trend in terms of demographics and lifestyle. Additionally, the study explores the stereotypes created around gamers, in order to identify the characteristics which conducted to the appearance of clich?s, the goal being to investigate the degree of truth involved by the matter. The article intends to portray the Romanian gamer in order to bring to light a market segment not well addressed. The main findings reveal interesting conclusions about aspects such as gender, intellect, lifestyle and some unique characteristics that distinguish Romanians from other gamers. Moreover, the surprising results answer a few key questions about game consumers and they may represent a starting point for future studies regarding Romanian gamers.