bluuebunny/crossref_metadata_2025 huggingface dataset:
A GAMIFIED INTERVENTION COMBINING CBM-I AND SOCIAL SKILLS TRAINING FOR CHILDREN WITH AGGRESSIVE BEHAVIOR: PROOF OF CONCEPT
Authors: Chivu Alina cristina , Nedelcea Catalin
Published: February 2023

Aggressive behavior is a common social issue encountered in children, with high impact on social relations and academic performances. Research links attributional bias to aggression, suggesting that individuals with high level of aggression tend to interpret ambiguous situations as being hostile. Empirical evidence suggests that attributional bias can be modified. With promising results, recent studies starts using Cognitive Bias Modification for Interpretation (CBM-I) to modify this biases. Besides this, one of the most common interventions in terms of aggressive behavior in children and adolescents is Social Skills Training (SST). A combined intervention using Cognitive Bias Modification for Interpretation and Social Skills Training can be an effective approach to aggressive behavior, by focusing on both of its cognitive and behavioral components.
The aim of this paper is to propose an evidence-based gamified intervention for children with aggressive behavior. The intervention consists in a mobile phone application focused both on modifying the biases underlying the distorted interpretation and training of social skills, in order to decrease aggressive behavior, and increase social adaptation of the children. Combined treatments are widely used in psychotherapy and, in terms of aggressive behavior this approach may provide promising results with long-term changes. In our research, Social Skills Training component is oriented on developing adequate social competence, while Cognitive Bias Modification for Interpretation, will help children interpret ambiguous social situations as less hostile, therefore they will be able to engange in a more adaptive response to others.
Theoretical and practical implications for the educational environment will be detailed.
RATIONALE AND DEVELOPMENT OF A PROOF OF CONCEPT GAMIFIED MHEALTH ATTENTION TRAINING APP TOWARDS HEALTHY FOOD CUES
Authors: Podina Ioana , Toma Ana , Cosmoiu Anamaria
Published: February 2023

Among the factors shown to influence patterns in food consumption, attentional biases toward food cues have been found to play an important role in the maintenance of maladaptive eating behaviors, such as emotional eating, overeating or eating in the absence of hunger. As such, attention bias modification interventions have traditionally focused on retraining attention away from food towards neutral stimuli. However, recent theoretical upgrades and empirical findings highlight that maladaptive eating habits are not only associated with biases towards food in general, but particularly to biases towards unhealthy, calorie-dense foods. More specifically, individuals showing maladaptive eating patterns have a higher tendency to automatically turn their attention towards unhealthy food cues in their environment and to perceive them as being more salient. Thus, a more theoretically sound and ecologically valid aim of attention bias modification interventions is to retrain attention away from unhealthy food cues towards healthier ones in a computerised manner.

The current study presents the theoretical rationale and the development of SANATENT, a gamified mHealth attentional bias modification intervention, designed to curb unhealthy eating habits and promote the consumption of healthy food. Within the intervention, a minimum of two and a maximum of six food images appear concurrently on the screen, with a single food item representing a healthy choice. Users are instructed to choose the correct image as fast and as accurately as possible, thus prompting them to ignore the unhealthy food options. SANATENT is envisioned to alter users' attentional biases in their ecological environment, thus being suited to function as either a stand-alone intervention or as a therapeutic adjuvant. Moreover, the application is based on gamification principles of learning, making it more appealing to use and potentially facilitating adherence to treatment.
Practical and theoretical implications, as well as directions for future studies will be discussed.
ROMANIAN TREEANNOTATOR
Authors: Gifu Daniela
Published: February 2023

E-learning is the most popular and effective study method centered on any kind of receptor eager to acquire new knowledge. Due the difference between generations, including the politicians, the language becomes a dynamic organism, meaningful in a social context. It is known that political discourse is influenced by the historical destiny of the society to which is addressed. It copies or it battles with the discursive manner of the great political figures of a certain people. It incorporates the cultural heritage of the listeners as well as the orator's intellectual amplitude. This paper describes a diachronic TreeAnnotator which is a very important linguistic resource in different comparative syntactic levels. It includes a wide range of data (e.g. text corpora belonging to different registers of language) that can be used for training, testing and evaluation of a parser for Romanian. The aim of this study is to create a starting point for joint Romanian language annotations in order to allow quick and easy access to the resources needed for processing political language. This tool considers a political corpus (Ion C. Bratianu, 1857, one of the famous Romanian politicians and prime-minister) annotated at the syntactic level. The concept behind this method is that the manner of adapting political discourse to the social, cultural, economic or religious context of the public is of paramount importance. This endeavor is meaningful and useful for linguists, specialists in political sciences, computer scientists, being helpful to non-native Romanians who want to study the different linguistic phenomena of our language.
ON USING ADDIE/SAMR METHODOLOGY TO IMPROVE THE PERFORMANCE IN BLENDED LEARNING
Authors: Albeanu Grigore , Popentiu vladicescu Florin
Published: February 2023

In large, blended learning combines the usage of online educational resources with traditional classroom approaches. However, blended learning exists on a continuum between 100% face-to-face and 100% online for training, student participation, and course delivering/accessing. Establishing the percent of blend is compulsory.

The performance of blended learning classroom can be improved not only by technology mediation, but also developing well suited educational resources to be integrated during learning tasks. ADDIE/SAMR methodology deals with the development strategy of blended learning oriented courses according to the life-cycle steps (Analysis, Design, Development, Implementation and Evaluation) taking into account SAMR transformation model by the following operations: Substitution, Augmentation, Modification, and Redefinition.

The methodology was used to develop a computational intelligence course for a master program in modern technologies in information system engineering. The learning environment is supported by Blackboard platform, where communication is mediated by e-mail, and forum.

The perceptions and satisfaction of students enrolled on platform to participate in the blended manner to the course were registered and analyzed. The following data were collected: Educational resources format; Educational resources usability; Educational resources clarity; Educational resources accessibility; Calendar of meetings in class; Interaction maturity in class/online; Teams development; The adequacy level of assignments; Comparison of work in class / assignments; Preference for traditional courses.

Computer-based assessment practices proved value in increasing the student participation and motivation and to provide feedback to students in a timely manner to help them to identify weaknesses, reflect on their strong behavior, and improve their learning strategy. Results are presented through a comparison against traditional version of the course. Moreover, details on student performance, tutor rating, student self evaluation are obtained and discussed.
TEACHING COMPUTER ENGINEERING CONCEPTS TO NON-TECHNICAL STUDENTS
Authors: Culic Ioana , Radovici Alexandru , Vaduva Janalexandru
Published: February 2023

Currently, most of the work fields benefit from the use of computers and from implementing ways to automatize many of the existing tasks. The result is that many various fields of study have introduced computer science classes in their curriculum, from electrical engineering to architecture. However, one of the issues all these universities have is that it is generally difficult for the students to understand the computer science concepts that they are taught and to make the connection between these theoretical notions and their field of study. In this paper we propose an approach that allows instructors and professors to introduce computer science notions to students having non-computer science backgrounds, such as civil engineering or fine arts students. The solution we created is an open-source platform that consist of both a hardware and a software component which work together, enabling students to build applications related to their field of study. The hardware platform we suggest is a Raspberry Pi expansion board which allows students to connect various peripherals without the need to understand all the electrical notions on how the elements work. This way they can control sensors and actuators such as LEDs, photoresistors or solar panels in an intuitive way. The platform is designed to support physical, 3D printed elements, such as houses or traffic lights structures which help the teacher adapt the laboratories to the students' field of interest. Complementary to the hardware platform, we created a software solution which is meant to enable teachers to build and deploy the infrastructure for an entire group of devices, such an entire laboratory, while students can program and control their assigned device in a visual manner.
PROVIDING SEMANTICALLY-ENABLED INFORMATION FOR SMES KNOWLEDGE WORKERS: MULTI-AGENT-BASED MIDDLEWARE
Authors: Popa Ramona cristina , Goga Nicolae , Pavaloiu Bujor ionel
Published: February 2023

The objective of this research is to present a Multi-agent-based middleware that provides semantically-enabled information for SmES knowledge workers.
Market currently offers several instruments for enabling knowledge management such as database management systems, data warehouse, intranet and extranet knowledge portals. However, these technological solutions do not take into account that knowledge management practices in small and medium companies are more congruous with apprenticeship-based learning rather than the formal training typical of big companies.
This software is based on the European project E! 9770 PrEmISES and it helps small and medium enterprises to better exploit their information spaces.
One central piece is the ontology component. In our days, ontologies are playing an important role. Many computer science domains, including software engineering, online learning, education and knowledge extraction are using ontologies in order to organize and share information in a semantic way.
PrEmISES was the capability to couple with the existing data systems that are used by small and medium companies and in this way, to enhance them with a semantic layer/engine. The engine is used to find organizational documents within companies and make the searches more accurate by the use of ontologies.
Premises is an improved software with educational purposes, based on the ubiquitous learning paradigm, that uses ontologies in order to find and organize relevant organizational documents, based on the employees work profile. In this way, employees can benefit of a fast-educational process (i.e. online learning) based on their individual work profiles
The engine is semantically enriched, meaning that it is searching for the specified words/query plus for semantically related concepts.
In this paper we present PrEmISES architecture. We will present the main components and the main steps that were followed in order to develop the ontologies that were used for the ontology component.
DEVELOPING INTERCULTURAL COMPETENCES BY MEANS OF A TECHNOLOGY-MEDIATED LEARNING MODEL
Authors: Trofin Roxana anca
Published: February 2023

Within technical universities, the language courses role is to teach both linguistic competences, as well as transversal competences, such as the intercultural competences, the discursive competences put in place in the professional communication and textual competences.
Similarly, the institutional education context meant for the future engineers is more open to the integration of technologies.
The technology-mediated learning model (Guichon) combines two types of thinking patterns, that of the means provided by technologies, and the one of didactic objectives, and it permits to build the training direction by taking into account the psychosocial factors.
Our aim in this study is to present a technology-mediated learning model meant to develop the intercultural competences of the future engineers, but equally their discursive and textual competences.
Several premises underlie our endeavour; firstly, the fact that the language is an assembly of procedures that express and transmit meanings, secondly, these meanings are built and decoded by the interlocutors according to the cultural grids specific to the collectivity, thirdly, a public having developed technical knowledge permits a better valorization of the psychoaffective aspects of education, and, finally, the current instrumentation for the acquisition of the language that essentially represents an instrument of transaction among individuals allows them to act as social actors.
The present study will present the model for the creation and exploitation of authentic documents, the competences driven, the new roles of the actors : teacher ~ learner mediator, due to their technological competences, as well as the activities carried out.
It will demonstrate how technologies can be dynamically integrated within a language course in order to teach specific competences.
ENHANCING SELF-REGULATION SKILLS IN E-LEARNING ENVIRONMENTS
Authors: Canter Maria
Published: February 2023

In order to become independent learners, the students must develop self-regulation learning competences.
The self-regulated learning process is closely connected to the student, the environment and the teacher, and it has been scientifically proved that it can be of three types: internal, external or mixed; thus, the internal one can be associated with the goal or the intrinsic motivation of the student, the external one deals with external factors and the mixed one relates to both the student and the teacher equally. An external factor can be the learning environment, in this case, the e-learning system.
Analysing the features that e-learning systems need to become an appropriate environment for the improvement of these competences in students, I have discovered a lack of representation in this research area.
The paper introduces such a mechanism which is designed to develop the students' metacognitive competences, the ones connected to self-regulated learning, an aspect which has not been approached so far in the e-learning environment. The mechanism used for developing the self-regulatory competences is the feedback, offered automatically and periodically by the e-learning system.
We consider feedback as being the communication between the system and the learner, derived from a task or a process and it is individual, adapted feedback.
The feedback module was designed, implemented based on the eFront e-learning system and tested. The module is automatically executed, once the time for monitoring student activity has run up, which can be correlated with the periodicity of offering feedback automatically (in the case of the tested prototype - one week). Based on the monitoring time during execution, the database interrogation is performed and only the student tasks that were completed within that particular time interval are considered. Depending on student profile, the feedback messages to be sent to the student are created, both in the form of internal messages and in the form of e-mail or text message. For every feedback message sent, an entry is created in the database so as to allow for later monitoring of the students' evolution based on the feedback sent to them.
USER VERIFICATION BASED ON THE ANALYSIS OF HIS IMAGES IN THE DISTANCE LEARNING SYSTEM
Authors: Loktev Daniil , Loktev Alexey
Published: February 2023

In this paper an algorithm for user visual verification based on the analysis of images of his face is considered. Continuous verification of the presence of the user and his position in front of the workplace is necessary to control the user in the process of distance learning and assessing the independence of the student passing control works. A modified Viola-Jones algorithm for user face recognition taking into account the image blur analysis is proposed, that allows evaluating the spatial characteristics of the user and exclude the possible replacement of the real user with his photo. To determine the distance to the surface points of the object in the image in real time, the use the algorithm of dynamic camera focusing, which leads to a change in the blur of the image of the object without changing its location in front of the workplace with the camera, it is proposed. For the operation of the proposed algorithm in real-time the technology Ajax and the modified Marilena source based on the OpenCV computer vision library are used. The architecture of the developed system consisting of three modules - a verification module, a web application and a connecting front-end application - is presented. At the same time, user verification controls the entire system and manages it depending on the functions assigned to it. To implement a web application an ActiveX component that has a number of necessary interfaces with the containing web page is created. As one of the possible options, it is proposed to use Adobe Flex SDK, which is a modern programming model based on common language standards, which supports the most commonly used design templates.
NEW APPROACHES TO THE ORGANIZATION OF EDUCATIONAL PROCESSES FOR ENGINEERING DIRECTIONS IN TAJIKISTAN
Authors: Smirnova Elena , Vahhobov Abduvahhob , Sidikov Vosidjon
Published: February 2023

This paper is about new approaches to the organization of educational processes for engineering directions in Khujand state University,Tajikistan, carring on now in the framework of the ERASMUS+ Capacity Building for Higher Education just starting a project (# 586060-EPP-1-2017-1-RO-EPPKA2-CBHE-JP). The name of the project is "Excellence in Engineering Education through Teacher Training and New Pedagogic Approaches in Russia and Tajikistan". The Introduction describes EXTEND Center main activities in the framework of the project and how Tajikistan universities take part in this project. The main section is about teaching teachers process. For the training of engineers, new teachers are needed nowerdays. New teaching of technical specialized subjects should not be organized now only as in-line lectures, and all classes and lectures and practical should be organized in specialized real or virtual laboratory classrooms. In practical classes, it is desirable for students to set problem tasks that exist or arise in the workplace or in the scientific field, in order to use the ability of non-standard thinking of students. This part of the article describes the first experience of this approach at Khujand state University. New approach concerns to the methods of student's estimation also. Second section shows the results of students ' assessment which is done not only by the correct results of solving the problem, but also by the style of creative thinking.
The paper describes the experience of the EXTEND center, which provides a close link between the educational institution, industry and science. It is shown how the training programs of engineering specialties are formed on the basis of the requirements formed by the enterprises of the industry.
EXTEND CENTRE’S RESOURCES FOR INCREASING GENERAL DIGITAL LITERACY
Authors: Zerkina Natalya , Kisel Olesia , Lomakina Yekaterina , Lazarou Elisabeth
Published: February 2023

The era of powerful technology progress raises the question of digital literacy of population. The lack of knowledge and basic skills within the majority of potential users among common people slows down the development of the IT industry as whole as far as their products are focused on consumers. It is impossible to educate IT specialists, engineers or any other highly qualified professionals without paying appropriate attention to digital literacy of population. Due to "mass start" of daily IT usage among the population of different age group it comes to influence the informational sphere as well as the learning process as it is the significant part of the education. So there appears a special category of users that may be called as a digital-mass-consumer-user. This category of users is mainly oriented on consuming digital services but is not aware of digital competence. Thus, while developing modern consumer-oriented technologies, it is necessary to improve the level of general public's digital literacy. Extend Centres could conduct such type of courses for general public. The aim of the article is to study the digital literacy as a significant component for modern education process and in particular for specialists in engineering. There were used the method of analysis, interview survey and comparison. Special attention is given to digital etiquette and digital security. These components of digital literacy acquire far too much concern while digital literacy as a phenomenon of both modern digital and social environments affects industrial, economical, social and other areas of life.
A NEW METHOD TO HELP THE HUMAN RESOURCES STAFF TO FIND THE RIGHT CANDIDATES, BASED ON DEEP LEARNING
Authors: Vasilescu Cristian , Suciu George , Pasat Adrian
Published: February 2023

The paper presents a new way of finding the internship candidates'opinion about the company they intend to work in. Candidates go to the company, and Human Resources staff outlines the company's main areas of activity. Afterwards, candidates are asked to express their views/opinions on each field of activity in a few sentences. These sentences are automatically analyzed using Artificial Intelligence (AI), namely Deep Learning (DL). In this case, the necessary analysis is the "Sentiment Analysis" which indicates how much the candidate likes or not to work in each field of activity, as a score in the range from very negative to very positive. This score is used by human resources staff to choose the right candidate for the right job matching their knowledge and attitude towards the job. Furthermore, personalized training programs are suggested to the candidate after the recruitment in order to accelerate their induction to the new work place and the impact of the training on the performance of the new employees is measured.
Therefore, we analyze several different versions of sentiment analysis algorithms based on DL, from different sources: Stanford University, Google, Microsoft and IBM, NLTK, OpenAI, Apache Open NLP, LexisNexis, Amazon. Some of these algorithms are open source and others are proprietary, but accessible using web services from the cloud and we have chosen the most appropriate.
The novelty of this paper is the method of objectively automatically finding the candidates' opinion about the company where they intend to work using the most appropriate algorithm for sentiment analysis which is based on DL.
COMPARISON OF SAMPLE SIZES TO ESTIMATE PROPORTIONS
Authors: Boiculese Vasile lucian , Dimitriu Gabriel , Dascalu Cristina gena , Moscalu Mihaela
Published: February 2023

Sample size is the first requirement when the study starts. One should know the precision needed in order to have a consistent statistical analysis. The minimum number of data in the sample defines the error in estimating the parameters and therefore is related to the confidence interval. In medical area the frequency of an event (event rate, proportion) is often of great interest (have a look on the prevalence or incidence of a disease).There are different ways to estimate the confidence interval of a proportion. One use the approximation with a normal distribution, others compensate the lack of continuity by adding adjustments terms while others use the exact methods based on binomial distribution. Therefore if we have different ways of computing the confidence intervals which are related to the sample size we should take these into account. We have computed the sample size based on 4 confidence intervals: Wald, Wilson, Clopper-Pearson exact method, and finally the arcsin transformation. To compare the results, we have checked the precision on estimating the event rate by the probability of belonging to the range of acceptable proportions (similar to coverage probability). Finally we found that the simplest Wald method which is the most used in literature is practically the worse for extreme event rates but is robust in estimation for proportions close to 0.5.Clopper-Pearson and Arcsine are more trustful if we are to be sharp in computing the sample size. Wilson method is closed to Wald even if for confidence intervals it performs better.
A GAMIFICATION BASED APPROACH FOR USERS' BEHAVIOR CHANGE TOWARDS POWER CONSUMPTION REDUCTION
Authors: Antonache Andra laura , Rosner Daniel , Cociorba Andrei
Published: February 2023

To be able to sustain the ever-expanding energy requirements of our society, changes are needed both in regards to the sources of energy, but also regarding the reduction of waste through public awareness and involvement. The concepts of smart grids and smart meters are hot topics due to the provem improvements they offer and even applications dedicated to the end user offering generic energy-reduction advice have been proven to lead to change in the user's behaviour. The availability of energy consumption information specific to each appliance is necessary to be able to draw clear conclusions, to formulate practical recommendations and to design action points. These suggestions can be integrated in game-like applications that motivate users to engage and reduce their consumption. We propose a device that is able to separate the energy consumption of each appliance in a house by disaggregating data collected when attached to the power meter. There already are successful gamified energy monitoring solutions, but this device will offer granulated data that will elevate the level by offering exact, individual, clear action points. Furthermore, atomized information about the electric consumption of each appliance provides a method for accurate tracking of the results - making available not only the overall efficiency, but also enabling the automatic check of how many suggestions the user followed, how much improvement one has done and quantifying these to obtain the metrics for success and to be able to follow a real-life progress path without user input. The interest of the public in ecological, environmental issues is rising, but understanding the impact of every-day actions on our electrical fingerprint is difficult without field knowledge or a monitoring method. Our solution is meant to both empower the public to make informed decisions and to quantify their progress to enhance the drive and motivation through gamification methods.
DIGITAL ACCESSIBILITY IN LEARNING-INTENSIVE ENVIRONMENTS
Authors: Stefan Ioana andreea , Stefan Antoniu , Judd Neil , Gheorghe Ancuta , Howard Lawrence
Published: February 2023

Web accessibility has become a priority in educational communities. Facilitating access to digital education information, and services enables more students to be included in complex learning flows that can significantly improve their competencies, thus enabling them a better integration on the labour market. More and more tools are being developed to increase the flexibility, findability, and ease of use for learning content, as well as answer to specific user requirements. However, designing with accessibility in mind and applying accessibility mechanics remain challenging and many elements are often overlooked. This research considers existing barriers in making digital learning content accessible to larger user bases and presents a fully interactive tool designed for people with cognitive and physical disabilities, which can be integrated in a website, ensuring that the information displayed is accessible for those using assistive software such as screen readers, switch control and scanning. The tool resolves website accessibility issues efficiently, economically, and with a focus on enhanced usability, having as a main objective to offer the possibility to use web resources on an equal basis. The Accessabar addresses different disabilities and includes key facilities such as: Text to Speech, Speech Recognition, magnification, change of the font size and style, screen tinting, convert text to audio and can manipulate text and objects on the screen making them accessible to all. By presenting content in a different way, such as controlling the website experience using verbal commands, the Accessabar assist the user in writing, spelling, reading and navigating, providing access to the highest level of accessibility
USING INTERACTIVE WEB-BASED ANIMATIONS TO HELP STUDENTS TO FIND THE OPTIMAL ALGORITHMS OF RIVER CROSSING PUZZLES
Authors: Vegh Ladislav
Published: February 2023

To acquire algorithmic thinking is a long process that has a few steps. The most basic level of algorithmic thinking is when students recognize the algorithms and various problems that can be solved with algorithms. At the second level, students can execute the given algorithms. At the third level of algorithmic thinking, students can analyze the algorithms, they recognize which steps are executed in sequences, conditions or loops. At the fourth level, students can create their algorithms. The last three levels of algorithmic thinking are: the implementation of the algorithms in a programming language, modifying and improving the algorithms, and creating complex algorithms. In preliminary research related to algorithmic thinking, we investigated how first-year undergraduate computer science students of J. Selye University can solve problems associated with the second, third and fourth level of algorithmic thinking. We chose these levels because these levels do not require to know any programming language. The tasks that students had to solve were for example: what will be the route of a robot when it executes the given instructions, how many times we need to cross a river to carry everyone to another river-bank. To solve these types of tasks requires only good algorithmic thinking. The results showed that students reached 81.4% average score on tasks related to the execution of given algorithms, 72.3% average score on tasks where they needed to analyze algorithms, and 66.2% average score on tasks where students needed to create algorithms. The latter type of tasks were mostly various river-crossing problems. Even though, that students reached a 66.2% average score on these tasks, if we had accepted only solutions with the optimal algorithms (minimal number of river crossing), they would have reached only a 21.3% average score, which is very low. To help students find the optimal algorithms of river crossing puzzles, we developed several interactive web-based animations. In the last part of this paper, we describe these animations, we summarize how they were created and how they can be used in education. Finally, we conclude and briefly mention our plans related to our future research.
MANAGERIAL SNAPSHOTS BASED ON THE OPINIONS OF THE TRAINEES IN THE POST-UNIVERSITY EDUCATION ENVIRONMENT - IMPLICATIONS FOR THE IMPLEMENTATION OF THE AGILE WORKING ENVIRONMENT
Authors: Badea Dorel , Macovei Crenguta , Iancu Dumitru , Manescu Gabriel , Moraru Ginamaria
Published: February 2023

The article brings to attention specific aspects of management science, which resulted from the completion of a research based on questionnaire applied in 2019 at the postgraduate level in some higher education institutions in Sibiu. In addition to highlighting the differentiations between the civilian and military management culture, contributions are made to identify implications in the field of implementing agile working environments, a highly debatable managerial concept, at the same time a way of thinking that is gaining ground not only in IT projects area. It is emphasized the importance of carrying out topical studies, in a permanent manner, at institutional level and with a high degree of semantic interoperability between different categories of stakeholders (higher education institutions, educational service providers, business environment, professional organizations, student organizations), representative at national level for decision makers in the public and private fields (including partnerships), at theoretical and practical level, in the area of management. Subsequently, trends for new learning environments are emphasized in the context of redefining the relationship between human and technical resources as the main factor in redesigning organizational performance. The use of the ANOVA method to test the statistically significant differences regarding the concepts subjected to the analysis in this questionnaire, according to the type of postgraduate program that the students follow, highlighted differences regarding: the contribution made in the operations of the organization, their perception of the link between management and the technology of the organization, the perception of failure in an organization, the degree of adherence to the ethical code of the organization they belong to, the intensity in which the subjects use the authoritarian leadership mode.
THE PROCEDURAL COMPONENT OF THE DISTANCE EDUCATION TECHNOLOGY FOR THE FORMATION OF EDUCATIONAL COMPETENCE
Authors: Yelashkina Natalya , Zagraiskaya Yulia
Published: February 2023

This article observes the process of distance education and the main characteristic features of it. Studying foreign languages with the help of telecommunications makes any student solve lot of problems. The authors tried to create a specially oriented technology for the formation of educational competence among university students. The technology is characterized by a number of components: the conceptual basis, the substantive and procedural parts. The technology for the formation of educational competence is theoretically justified by reasoning relating to both the specifics of the object being formed - educational competence, and the features of its functioning in the context of distance education. It is conceptualized. This technology provides for the formation of distance education forms of learning competence among students, the purpose of which is to remove difficulties that arise in the process of students' independent learning activities, accelerate (optimize) them, and increase their effectiveness.
The procedural aspect of the technology involves examining the sphere of practical interactions between a teacher and students in various types of activities, organized on the basis of clear goal-setting, systematization of training.
In order to justify the proposed approach the authors have studied this kind of interaction to justify its (approach) urgent need, to justify its scientific basis. A number of principles were established, according to which the process of formation of educational competence among students will be implemented.
The procedural component of the technology required the study of the approaches. The authors identified principles that were substantiated from the standpoint of their suitability for the formation of educational competence.
INFORMATICS SYSTEM FOR INTELLECTUAL PROPERTY RIGHTS PROTECTION IN THE TECHNOLOGICAL FIXTURES DOMAIN
Authors: Seghedin Neculai eugen , Chitariu Dragosflorin , Munteanu Adriana , Bocanet Anamaria
Published: February 2023

Fixtures are used for orientation-positioning and clamping of parts during machining in production systems. This systems are composed of machine-tool, cutting tool, part and fixture, It is unanimously accepted that the most versatile component is the fixture. Thus, the creative act manifests itself most fully in the case of devices. As a consequence, it is necessary that the process of creation is followed by a process of protection of creation, from the point of view of the intellectual property law. In this paper an informatics system for selection of the modalities of intellectual protection for the novelties that are obtained in the field of technological fixtures. Firstly, the elements that characterize the fixture from the technical, economic, ergonomic, aesthetic and environmental point of view are identified. Then, for each feature, the ways of protecting the intellectual property for new achievements in the fixture domain are highlighted. Regarding the elements that characterize the fixture, those which are related to the supports, clamping / centering- clamping mechanisms, actuation, etc. are highlighted. Regarding the supports, the following aspects are highlighted: material, thermal / thermo-chemical treatment, shape, dimensions, placement, degree of universality, degree of standardization, etc. Tightening mechanisms are characterized by: the range of the clamping stroke, the magnitude of the clamping force, degree of universality, mechanical efficiency, etc. The drive system is characterized by nature (manual or mechanized) or type (mechanical, electrical, magnetic, electromagnetic, hydraulic, pneumatic, pneumatic, vacuum, etc.). The modalities of protection of the intellectual property are listed, after which the informatics system is presented; the proposed system allows the selection of the proper methods of protecting the intellectual property considering the novelty character of the elements that can appear at various levels in the designing of the technological fixture.
MODELING AND VIRTUAL SIMULATION OF THE OCULAR REFRACTION PROCESS FOR IMPROVING THE INFORMATION ACQUISITION MECHANISM - A STUDIES REVIEW
Authors: Baritz Mihaela ioana
Published: February 2023

The learning, information acquisition, processing and storage mechanisms form, at the level of the central human system, a complex, flexible, dynamic and self-regulating system to ensure the information transfer in the best conditions. Therefore, the path of informational transfer between the environment and the central system, being realized through the visual system requires a high level of functioning of all the component modules. Thus, in the first part of the paper, the main functional aspects of the visual system that participate in the process of ocular refraction are identified and analyzed. By systemic and conceptual approach of these parameters, the areas of functional sensitivity can be identified and the active mechanisms of verification and intervention can be understood. In the second part of the paper the procedures for modeling and virtual simulation of the ocular refraction process are presented, starting from the foundation of the ocular models using the principles of theoretical optics and then approaching flexible and easy modeling variants. These models can be combined and their results can be complementary and / or correlated with other practical and real evaluations. In the final part of the paper are presented the results obtained in the foundation of modeling processes for learning the mechanisms of ocular refraction but also the way of correlation with the experimental evaluations. In the next research steps and through the development of high performance computer systems, these virtual models and simulations can become dynamic interactive learning procedures and to add the real experimental observations and evaluation.
A NEUROLINGUISTICS EXPERIMENT BASED ON A NOVEL PSYCHOLOGICAL ASSESSMENT TOOL
Authors: Popovici Alexandrufilip , Mirzea Adelina , Grigore Dumitru , Goga Nicolae , Petrescu Ionel , Dragomir Ramona , Dinu Marinel cornelius
Published: February 2023

The science of neurolinguistics represents the study of brain activity as related to the control, acquisition, and production of language. Neurolinguistics looks to the mechanism through which the brain processes language concepts. It is an interdisciplinary field at the intersection of linguistics, neuropsychology, communication, computer science, and the theory of languages. It is taught in the field of learning foreign languages but it is of interest in other educative disciplines such as psychology, computer science, etc., as well. Neurolinguistics is based both on experimental methods and theoretical models.
In this paper, we present a novel neurolinguistics experiment done with a psychological iOT tool, namely MindMiTM System, which is described in a patent. MindMiTM System is based on the bio-potentials measurements (response and levels of skin potentials) taken from the hand's fingers with the help of a finger scanner (for both hands) with monopolar electrodes. All the data needed for a psychological measurement is collected in approximately five minutes. Based on the gathered data, the psychological profile is computed through an innovative method. The system was calibrated on 5000 subjects. The method is based on relevant variables related to personality traits such as the level of cortical arousal, the lability, and amplitude of electro-dermal response, etc. The algorithm based on those key variables computes a kernel of psychological indicators that reflect cognitive, emotional and social abilities.
For the first time in the reported literature, we used the MindMiTM System for a neurolinguistics experiment. The experiment is based on interpreters translating the same text in Romanian, English, and German. We present the core technology of the system and the results obtained. The system itself can be used also in educational settings by students in psychology, linguistics computer science, etc.
INDIVIDUALIZATION OF LEARNING USING THE SMART EDUCATION PLATFORM AND APPLICATIONS
Authors: Vlasin Ioan
Published: February 2023

In the years when technology offers the possibility to create products that are more and more specialized and adapted to the needs of the client, the desire for education to be able to offer such a benefit is justified. But without a good quantitative and qualitative knowledge of the preparation, of the progress of each student, without a continuous monitoring of them, it is not possible to speak of an individualized education. The platform and the applications for students and teachers made under the name Smart Education allow for a common monitoring process, teacher-student preparation, display of contents for learning and tests, grouped by disciplines, general competences and specific competences. Education can thus go from one imposed to that which is achieved through cooperation, adapted to the intentions, possibilities and pace of development of each student. It can thus be thoroughly constructed, with the specific responsibilities correctly assumed: of the student for the effort and the interest for his own preparation and of the teacher for his most adapted support.
The first part shows briefly, what is meant by smart education and why it is important to individualize education. The following is a way of collaborating and monitoring the results obtained and the progress made in the teacher-student couple in the direction of developing the students' competence in different fields, according to the school programs. In order to facilitate the collaboration, a platform has been built that apart from learning materials and tests, there is also a section with double monitoring of the student preparation.
Using an application made for the Android operating system the students can go through the materials proposed for the study, solving tests and mark the mastery skills. Teachers can validate the competences what they have verified, view test results etc., using another Android application. Each descriptor / skill within the specific competences mentioned in the curriculum has a certain number of credits associated. In this way, the credits can be centralized on the specific and general competences. An overall, qualitative and quantitative picture of the preparation of each student is obtained, as well as the progress over a set period. In this way, at all times, the teacher and the student have an accurate picture, up to date on the level of competence in all the fields pursued, and the first big step for a good individualization is made.
GAMIFICATION IN TRAINING AND TEACHING OF UNIVERSITY IT-STUDENTS
Authors: Zerkina Natalya , Chusavitina Galina
Published: February 2023

The article deals with the use of gamification technologies as a modern teaching tool with great pedagogical potential. Gamification has become an essential part of modern life and society. The paper specifies the origin of the term "gamification" and compares "gamification" with the other game practices. Historical aspects of the gamification concept development in higher education are analyzed and summarized. The effectiveness of gamification as a new way of organizing training and teaching in comparison with traditional technologies is substantiated. The advantages of gamification include: high motivation for student participation in the educational process; increasing of group and individual independent work; maximizing of practical orientation in educational activities to solve professional problems; simulation of students' future professional activities, etc. The authors describe the most popular means of gamification and gaming technology. The possibilities of gamification of Learning Management Systems and Learning Content Management Systems are examined. According to gamification forums on the Internet, the most popular Learning Management Systems platforms are Moodle (https://moodle.org/ ), Schoology (https://www.schoology.com ), ClassDojo (https://www.classdojo.com ) and Edmodo (https://www.edmodo.com). Wordpress (https://ru.wordpress.org/ ) is the leader among Learning Content Management Systems. The authors illustrates realization of training process with application of gamification elements on the basis of Learning Management System Moodle on examples of personal experience. Complex methodology is applied as a means of identifying, assessing and analyzing. To retrieve primary studies as comprehensively as possible, we deployed a search strategy to find publications systematically. As ontologies are the primary concern, the search focuses on papers that develop ontologies for 'gamification'.