bluuebunny/crossref_metadata_2025 huggingface dataset:
AVATARS AS MOTIVATIONAL FACTOR IN SIMULATION GAMES
Authors: Baalsrud hauge Jannicke , Barenbrock Anna , Thoben Klausdieter
Published: February 2023

User motivation and engagement while playing serious games remains challenging. Advances location-based technology has brought new opportunities for game-based, context-regulated experiences. Much effort has been made to model and manage the user context data, devices, and pervasive spaces, in order to enhance user experience. Research indicates that avatars have potential beyond representing the player on screen and interacting with the digital world. The interaction between an avatar and a player contributes to higher user engagement and a more pervasive experience. This article will look at how Simulation Games used for educational purposes can profit from avatars. The article is outlined as followed: it first analyses the potential avatars have on increasing player motivation and game enjoyment as well as on the player behaviour within different game genres. In a second step, we analyse and identify different types of simulation games, which mostly do not integrate an avatar. Based upon the outcome of the first part, we transfer the gained knowledge about avatars in avatar-focused games to simulation-based games with an educational focus on engineering, in order to increase player engagement towards learning games.
STUDENT MODELLING IN A WEB-BASED PLATFORM FOR LEARNING GAMES COMPOSING
Authors: Atanasov Valentin , Ivanova Anelia
Published: February 2023

The aim of this work is to outline the necessity for designing a new type of student model intended to serve a WEB based platform for interdisciplinary learning games composing as well as to introduce the process of synthesis of the model. Using the benefits of the computer game in the classroom without conforming the didactical aspects, could produce results slightly different from the main pedagogical objectives. Because of the specific nature of the game and playing there are not established yet standards supporting the learning process based on computer games. This circumstance determines the complexity of the synthesis of a student model that is to be built in a learning game. This paper discusses the idea about a WEB based platform for learning game composing which follows a new model of the student in a learning game, based on a certain didactical model. Methods: The model is synthesized on the base of a preliminarily defined didactical model and outlines the basic fields, corresponding to the process of acquiring knowledge using a learning game. A substantial differences between traditional e-Learning and game based learning approaches are examined. Results: The basic concept and notation of the proposed student model is presented and further the model is described in details. The model is organized in three areas, reflecting activities, individualities and knowledge of the students: Interaction area, Archetype area and Competence area. The model areas are embraced by a Stimulus environment giving the context of the model, namely that the model represents a student who learns while playing a learning game. The main advantage of the model is the convergence of the computer game and the didactical approach in a stimulus environment for learning. The proposed model could be used not only for a learning game referred to a specific subject domain, but also for a WEB-based platform for interdisciplinary learning games composing.
MICROWORLD ENVIRONMENT OF SMALL LANGUAGE AS ,,LIVING LABORATORY" FOR DEVELOPING EDUCATIONAL GAMES AND APPLICATIONS
Authors: Czakoova Krisztina
Published: February 2023

The character of the 21st century classroom is undergoing a significant change. Today's classrooms call for teachers who can adapt to new conditions and new technologies of the future. Teachers of tomorrow need to be skilled not only in the use of new technical means and technologies, but also be able to provide quality learning by using modern digital technologies in education. Learning paradigm based on constructivism sees not only the pupil’s disposition for learning, but it also highlights the importance of interaction and individual contact with the environment. The paper suggests a practical way of how to integrate new digital technologies into the instructions of different subjects and strengthen the bonds between computer science, informatics-based subjects, and other subjects at primary schools, through developing educational games and applications in the microworld of small languages. Those small "virtual laboratories" allow discoveries through testing and experimentation thereby support the learning by doing, as well as the active learning. Draft concept of the methodology of teaching and preparing future teachers (without programming skills) for developing own educational applications and games in Imagine Logo microworld environment has been studied, verified and exerted in the framework of qualitative research strategy: Design-Based Research. We focused mainly on the design, content and structure of teaching in the first five weeks of semester, when participants should acquire basic knowledge and skills in the use of construction elements of Imagine Logo environment. Into the content of five teaching units are allocated the following elements: motivation, exposition, fixing and diagnostics, which are dealt with during the activities aimed at different phases of teaching. The subject is proposed as an introduction into the study programme (curriculum) of teacher training for primary education.
PROTOTYPING DIGITAL EDUCATIONAL GAMES
Authors: Gheorghe Ancuta florentina , Crintescu Monica , Cirnu Carmen elena , Beligan Daniel , Stefan Ioana andreea , Stefan Antoniu
Published: February 2023

Games are types of media that engage players in structured conflicts, based on sets of rules, which enable players to reach game goals, and obtain the corresponding reward mechanisms. As games are dynamic systems, they have a level of uncertainty that results in unequal outcomes depending on the player strategy. Creating long-term engagement in games is a challenge and building up motivation becomes even a more critical issue when prototyping Digital Educational Games (DEGs) that should seamlessly integrate specific learning objectives the players should reach by playing the game. There is no perfect blend of formal, dramatic, and dynamic elements that should be part of a DEG. Therefore, designers are challenged to employ their knowledge and creativity to construct captivating and fun experiences that expose learners to consistent sets of stimuli to guide and hide the learning flows. How can learning be made more effective through DEGs? How can DEGs be prototyped to exploit games’ capabilities to engage players? How can learning objectives be met without compromising the engagement? How should rewards mechanisms and assessment metrics be defined? The authors address these questions and present a prototype of Tingo, a DEG constructed to support foreign language learning. The game integrates a multilingual dictionary and provides user-friendly customization mechanisms that enable teachers to reuse the game structure and adapt the content to teach new languages. The paper integrates a case study that describes key game mechanics and workflows that support the learning experience. The work presented herein is funded by Unitatea Executiva pentru Finantarea Invatamantului Superior, a Cercetarii, Dezvoltarii si Inovarii (UEFISCDI Contract no. 19/2014).
THE CONTRIBUTION OF THE E-LEARNING PROJECTS TO THE QUALITY OF LIFE IN FOUR REGIONS FOR DEVELOPMENT DURING THE PROGRAMMING PERIOD 2007-2013, ROMANIA
Authors: Catana Aida , Manea Daniela , Titan Emilia
Published: February 2023

ICT infrastructure was one of the priorities of the Operational Programme for Increasing the Economic Competitiveness in Romania during the programming period 2007-2013. A total funding of 469,435,674 euro out of which 383,170,104 euro from European Regional Development Fund were allocated to support a positive impact of ICT on competitiveness. In this framework the e-Learning was considered one of the key mechanism for the development of the labor force and economic development at country level. At the beginning of the programming period, the rate of using Internet in Romania for attending courses and training sessions related to employment opportunities was 9.4%, two times lower comparing with the EU25 rate which was 17.7%. The four regions for development includes counties which have the highest level of economic development as Cluj or Brasov or have the lowest level as Giurgiu and Vaslui in 2007. The e-Learning projects financed by the Operational Programme for Increasing the Economic Competitiveness in Romania had an important contribution to the quality of life of the citizens living in these four regions. The education contributes to the quality of life as a factor for progress in life and moreover the level of education and the participation in lifelong learning can determine the job individuals will have. In this framework, the relevant indicators used for measuring the quality of life and their evolution were analyzed for the programmimg period taking into account the available data for 2007-2013. Thus we will present the contribution of the e-Learning projects to the quality of life in four regions for development during the programming period 2007-2013, in Romania.
INCREASING STUDENT/STUDENT AND STUDENT/LECTURER COMMUNICATION THROUGH AVAILABLE TOOLS TO CREATE A VIRTUAL CLASSROOM FEELING IN ONLINE EDUCATION
Authors: Drange Tom , Kargaard Joakim
Published: February 2023

With advances in technology and the increased penetration of Internet access, a change has occurred within education. Offering education through online services has increased dramatically over the last few years. Noroff Education, a Norwegian private education provider, started offering online vocational education within IT network and security, and media disciplines in 2002, extending this to include university college level education in 2012. Over the years, the online student intake has grown and there are currently about 400 students taking one, - or two-year programs online. Since online education allows students to study from anywhere, this has meant that a proportion of the students have special needs. The authors have found that using tools available, including a Learning Management System (Moodle), Instant Messaging (Slack/Discord) and email, have helped to provide support for these students. The combined use of Learning Management System and Instant Messaging has created a classroom feel outside of the physical classroom and has encouraged communication among students as well as between students and teachers. Prior to introducing Slack and later Discord, the Instant Message communication tool of choice was Skype. However, this did not foster those relationships in the same way and did not assist in creating a virtual classroom feeling. Using tools available has allowed the authors to increase communication and care for the students and allowed for more personal interaction and guidance. This paper focuses on discussing how this has created an environment where increased communication and interaction has led to a better educational journey for all students in general and those with special needs in particular.
PROBLEM SOLVING COMPETENCE DEVELOPED THROUGH A VIRTUAL LEARNING ENVIRONMENT IN A EUROPEAN CONTEXT
Authors: Marchisio Marina , Barana Alice , Fioravera Michele , Rabellino Sergio , Pardini Claudio , Brancaccio Anna , Esposito Massimo
Published: February 2023

In modern societies, life itself is a problem solving. OCSE-PISA defined the problem-solving competence as the capacity to engage in cognitive processing to understand and solve problem situations where a method of solution is not immediately obvious. Hence in teaching Mathematics, and in general scientific subjects, it becomes important to adopt new methods centred on student learning, which are able not only to deliver knowledge but also to enhance the competence in problem solving. It is essential to start from simulated real-life problem situations in order to explain new concepts, since it enables students to understand the application of Mathematics as well as to enhance their ability to regulate problem-solving processes. The University of Turin has adopted problem solving digital methodologies using a virtual learning environment integrated with an advanced computing environment, automatic assessment and a web conference system. This set of technologies promote interaction among students and help teachers guide and coach their students in creating, conjecturing, exploring, testing and verifying. In the Erasmus+ Project SMART – Science and Mathematics Advanced Research in good Teaching - the University of Turin shared these methodologies with other European partners (Strategic Partnership Key action). The aim of this exchange of best practices is to obtain Mathematics and Science teachers who are more involved in the methodology and consequently students who are better equipped to develop coherent mental representations of problem situations, more flexible in incorporating feedback and in reflecting. In the paper, examples of interactive material produced and tested in the Project are presented and the results of the experience are discussed.
A DIATRIBE IN FAVOR OF A PARADIGM SHIFT IN EDUCATION
Authors: Osman Silvia
Published: February 2023

We live in a day and age in which information and technology witness a huge leap of development. Entire generations of pupils and students are accustomed to using means and devices of the 21st Century in searching for information and general knowledge. Moreover, they are continuously bombarded with manipulative messages coming to them in an endless stream of data which pressures them to stay updated and connected to the source. Who is guiding them while surfing through this ocean of information and knowledge? Who is setting landmarks and guiding posts for them? Their rhythm and pace is alert and vivid and they expect nothing less from the schools and lectures they attend. Is education keeping up with the times? It is obvious that the good old ways don’t work anymore. The absolute need for a paradigm shift in education dawned a while back, while specialists in the field identified a deep fracture at the very core structure of a system in absolute need for deep reformation. Now is the time the paradigm shift in education becomes instrumental for the wellbeing of society at large, since the outcome of the obsolete educational processes affects generations of young, beautiful, restless minds, dependent on and glued to technology and modern virtual environments. We, educators, need to wake up and start changing and shifting things around or the future will vilify us. We need to realize that our job as education facilitators is to develop means to skillfully interact with these new generations, continuously bearing in mind that conveying information without building transformational relationships within the educational process, knowledge becomes void of valuable content. Boosting creativity through Blended Learning and Flipped Classroom, encouraging the use of Summative Intelligence and peer / self-evaluation within the learning environment are the building blocks of the Interactive Transformational Education method the present paper aims to briefly introduce and describe within the economy of this format.
DISCOVERING SCIENTIFIC LITERATURE THROUGH ACTIONABLE RESEARCHER PERSONAS ON ACADEMIA.EDU AND RESEARCHGATE
Authors: Rughinis Cosima , Rughinis Razvan , Toma Elisabeta
Published: February 2023

Scholarly social networks such as Academia.edu and ResearchGate.net introduce a novel approach in literature search, bringing authors to the fore as nodes in exploration paths. While traditional literature search occurs in a text-based environment, academic social sites bring forward the authors. They make use of actionable researcher personas to facilitate discovery and encourage user engagement. Still, the topic of search and exploration remains underrepresented in the discussions on academic social networks. Current interface design limits the potential of researcher personas to facilitate discovery, and the potential of literature discovery to enrich researcher personas. We study through observation the profiles of 207 Game Studies researchers on Academia.edu and ResearchGate, documenting a significant space for improving engagement beyond current median levels. By introducing the concept of actionable researcher personas and discussing actual limits and opportunities in its implementation, we contribute to a better understanding of the potential of academic social networks to change literature discovery and create a novel experience of search, centered on authors’ mediated presence. When exploring research publications on the two platforms, authors are no longer attributes of texts: they become contexts for making sense of publications and for charting new routes in the research landscape. Such an author-centric experience of literature discovery can emerge and consolidate in time, as users incorporate novel ways of relating to authors and using their personas as tools for navigation. Higher engagement can lead to richer and more relevant home feeds that, in turn, can create new opportunities to practice an emerging skill of literature discovery through actionable researcher personas.
NEW TRENDS IN E-LEARNING USING ONLINE MARKETING TOOLS
Authors: Stoica Ivona , Orzan Mihai , Boboc Andreealarisa , Bucur (manea) Luiza emanuela , Caranica Cristinanicoleta
Published: February 2023

E-learning have become in short time, a very popular method of learning embraced by universities, schools or other organisations. E-learning system is a contemporary study method who can offer the possibility to learn from distance using online tools. By the time, there have been developed some e-learning platforms in different fields designed to educate those interested. E-learning platforms promotes two types of scientific areas: one is regarding the accessibility of obtaining information from compulsory courses at school, high school and college or the possibility of attending the independent courses designed to educate lifelong human being and the other one investigates the integration of e-learning in any form of education. The purpose of present paper fits with the second scientific area’s mentioned. The paper follows the new trends of e-learning of online marketing tools like social media, blogs, online communities, webcam sessions, online text chat. The first part of the paper refers to the contribution of e-learning system in the context of society development. The second part addresses a promotion perception of different types of e-learning platforms. The last part, in order to highlight the impact of online marketing tools in the context of e-learning platforms it has been realised an online marketing research regarding the usage of online marketing tools in the process education. The online marketing research follows which are the online platforms used in Romania for studying, from who are e-learning system utilised and how are they promoted among users.
USING A VIRTUAL SCHOOL FOR TEACHING AND LEARNING THE BASICS OF 3D MODELING AND LSL SCRIPTING IN SECOND LIFE
Authors: Vegh Ladislav , Turcsanyiszabo Marta
Published: February 2023

Since the appearing of multi-user virtual environments, there were many attempts to use those in education. In the modern, 3D, multi-user environments, like the Second Life virtual world, users can move, communicate, create, and modify 3D objects using their avatars. Organizing online conferences and lectures is probably the most common usage of virtual worlds for educational purposes. However, except for this type of passive learning, the Second Life virtual world offers possibilities also for student-centered, active, creative, constructive, and collaborative learning. In this contribution, we introduce a virtual school that we developed in Second Life. While we created different areas of this school, we were focusing mainly on the possibilities of teaching the basics of 3D modeling and programming in Linden Scripting Language (LSL) - which are the two essential skills needed for developing user-created contents in this environment. Besides the educational tools for teaching and learning these subjects, we also created some interactive didactic games for practicing English as a second language (ESL). In this paper, we describe our observations, summarize the possibilities of using virtual worlds in computer science education, and we mention some of the pros and cons of using Second Life as an educational platform for teaching and learning 3D modeling and programming. Because the virtual area of the school is publicly available for every user of Second Life, we also wanted to know who visits our educational space. For this reason, we created a questionnaire, which is available 24/7 in the entrance hall of the school. The questionnaire asks for some demographic data, user’s activities in Second Life, experiences related to 3D modeling and programming, and future interests in online courses in this environment. The results showed that users have a positive attitude to learning in Second Life, many of the respondents are interested in 3D modeling and LSL scripting courses. The detailed results of the questionnaire are presented in the last part of the paper.
LEVEL OF STUDENTS' CRITICAL THINKING ENGAGEMENT IN AN ONLINE INSTRUCTIONAL MULTIMEDIA DEVELOPMENT SCENARIO-BASED DISCUSSION FORUM
Authors: Abdul rabu Siti nazleen , Aris Baharuddin , Tasir Zaidatun
Published: February 2023

The present study identified students’ level of critical thinking engagement (CTE) via a scaffolded asynchronous online discussion forum (AODF). It involved 31 fourth year students studying Instructional Multimedia Development course at the faculty of education of a Malaysian public university. Observations were made based on three major problem solving scenario-based tasks (PSST), which involved adapting instructional design theories and models, project management, and multimedia design fundamentals. These assessments covered a period of 10 weeks and supported by instructor scaffolding. Using a qualitative content analysis approach, the students’ transcripts (consisting of 662 posts with 1025 segments) were coded into four critical thinking engagement processes: clarification, assessment, inference, and strategies. Results showed that the most frequently used critical thinking engagement process was clarification, followed by assessment, strategies, and inference. However, although clarification was the dominant proportion, the total of low-level and high-level critical thinking engagements increased from one task to another. Low-level engagement related to clarification process declined when high-level engagement related to assessment and strategy processes increased. Further interview analyses revealed that apart from the online scenario-based discussion approach being a new experience for these students, they were also not trained to write higher-order thinking answers as they were used to only recalling facts. However, the promising trend of gradual increment of high-level engagement with a downward trend in clarification demonstrated that instructor scaffolding plays an important role in supporting students’ critical thinking engagement via AODF.
ONLINE COURSE CUSTOMIZATION USING ONTOLOGIES
Authors: Lupse Oana sorina , Crisanvida Mihaela , Stoicu tivadar Lacramioara
Published: February 2023

Currently, more and more people prefer to acquire new knowledge based on online resources. This gives the liberty for individuals to choose a particular course focused on what they really want to learn. The work in the current paper supports this kind of independent persons guiding them in selection of the most suitable course: verifying if they have enough knowledge for the course and suggesting courses to better match the knowledge they want to gain. Using ontologies we create links between people abilities (level and type of previous education, general knowledge, etc.), and each course content. , The application presented in this paper suggests, based on an individual‘s selection and on the results to an initial test, the modules needed to reach the expected knowledge. More, the application suggests an alternative path to gain basic abilities for what the user wants to learn. The initial test contains questions about the elementary knowledge for the selected course. The ontology application and the links between users, courses and initial test are developed in Protégé, an open source ontology project, and the application for the courses are developed using ASP.NET pages, C# language and  Azure SQL  database, and Microsoft Azure cloud. The ontology links all users and courses data, and supports users to understand the new information according to their previous knowledge. The benefits of the application consist in supporting individuals to select the best course for a given situation and understand better the new information according to their basic knowledge.
ULTRA SLOW MOTION INTELLIGENT TRAINING - ONE YEAR TRAINING RESULTS. CASE STUDY.
Authors: Radescu Petre , Teodorescu Silvia , Babalau Iulian
Published: February 2023

Ultra slow motion intelligent training (USMIT) is a specific training program for precision in coordination. USMIT aims to prevent both the acute and chronic motor cortex fatigue syndrome and to increase motor precision. The basic principle of USMIT is that performing an ultra slow motion with a constant speed (10-25mm/s) using the upper and lower limbs leads to persistence of high precision in motor coordination. This type of training seems to be innovative for the sports domain. Similar training at a higher motion speed (100mm/s) is used to maintain or increase muscle strength. Material and method. A male volunteer aged 39 years, with good sports abilities (table tennis, basketball, swimming, billiards, mountain biking, roller skating, badminton, skiing and tennis) used the four basic exercises of USMIT within a specific schedule during a period of one year. The four training periods were: (1) basic training (Reversed Push-Ups) for months 1-2, (2) general training (Reversed Push-Ups, Pseudo-Cycling, ButterFly, Ultra Slow Squats) for months 3-6, (3) no training for months 7-8, (4) personal training program (Reversed Push-Ups, Pseudo-Cycling, ButterFly, Ultra Slow Squats) for months 9-12. No specific tennis training was allowed during the year, except for the testing sessions. To adjust motion speed, a computerized system for the Cartesian motion analysis (KinectX Pro 1.0) was designed and used. To learn the training program, a computer application was developed (USMIT 1.0). Three evaluations were used: (1) an initial psychological evaluation, (2) a continuous evaluation with KinectX Pro, (3) a field evaluation during three specific tennis training sessions, at start, after 6 months and at the end of the study (we recorded the number of repeated forehand shots until error at submaximal effort and a phenomenological analysis was made in dialog with the tennis partner). Results. Field evaluation showed a significant improvement of precision in motor coordination, predicted by the KinectX Pro test evolution. Phenomenological analysis revealed new complex technical abilities and lower exercise endurance. These promising outcomes should be confirmed by 4 to 6-month prospective group studies.
CREATING A LEARNING SPACE FOR COLLABORATION, COMMUNICATION AND INTERACTION
Authors: Stockert Robin , Stoica George adrian
Published: February 2023

To offer and adapt education to the first generation of digital natives, we need to examine, evaluate, and create new types of learning spaces. The modern student wants to learn at any time, in any format and in any space. We also need to prepare the student for the workplace of the future, where digital technology enables people and processes to connect and interact regardless of physical location , distance and time. Collaboration and communication are done on several types of devices and we have a mixture of social networks, work networks and learning environments. The Norwegian University of Science and Technology is developing a vast selection of learning spaces for blended learning. We will in this paper present an example of a learning space, which supports e-learning, audio/video conference, BYOD (bring your own device) and shared multi-touch surfaces for interaction and collaboration in group work. To facilitate all these features, we must take in account the physical surroundings but also the pedagogy and learning methods to be utilized in this learning space. In this paper, we will discuss the process of designing, utilizing, and evaluating the learning space. A lot of challenges appear in this process. Who are the stakeholders participating? What do they have in common? What is the main goal of the project? What type of pedagogy and methods should be used in the space? Who should use the space and how? How to train and motivate teachers and students to use the learning space? Do they use it as we expected in the design phase? How can we measure the impact or learning effect of this learning space? What kind of pitfalls will appear during the lifespan of a technological learning space? These questions and many more will be elaborated and discussed, to find a good way to combine space, technology, and pedagogy. Our findings will give us key guidelines for a successful design of a sustainable template for the future learning space.
PELE - A TOOL TO SUPPORT LEARNING THROUGH IMMEDIATE FEEDBACK
Authors: Stoica George adrian , Pein Raoul pascal , Stockert Robin
Published: February 2023

Technology has the potential to disrupt lectures but it has an equal potential in creating engaging and interactive learning experiences. Traditional lectures often require none or little participation from the students and may therefore be considered boring. Moreover, there is insufficient feedback from the teacher and that little there is comes days or even weeks after a test has been given. In this paper, one2act PeLe (Peer Learning Assessment System) is presented. PeLe allows students to use their own mobile devices to answer questions in a quiz prepared by the teacher. Currently the system supports multiple choice questions. The answers are immediately gathered and aggregated in a form which allows the teacher to give feedback to the students right after the test was given. This way the students get an explanation about why something was wrong while they still have the problem fresh in mind. Next the most relevant scenarios of use for PeLe system will be introduced together with the rationale behind them. The system facilitates a number of pedagogical methods which can be integrated into the lectures. For example, the system can be used to create a few questions quiz in order to check if the students have understood the material taught in the previous lecture. When the quiz is ended the teacher has a number of choices on how she can go through the results and discuss the answers with the class. Depending on the case, the teacher could decide to ask the students to discuss with their peers and try to answer again a selected question or go for a class discussion and an individual revote on a certain question. In-class experiments suggest that a non-intrusive usage of PeLe in lectures can improve the dialog between teacher and students. The tool enables the teacher to shape the lecture according to the audience' needs. This can increase motivation among students who gain a sense of ownership and deepen the learning effect.
REFLECTIONS ON THE RESULTS OF EXPLOITING A DIGITAL TOOL IN MONITORING THE CONVERGENCE OF UNIVERSITY WITH THE LABOUR MARKET
Authors: Cojocariu Veneramihaela , Damian Iulia
Published: February 2023

The labour market has increasingly begun to impose, intensively and insistently, criteria for the competence profile of graduates. All the more important is its relationship with the university, providing, to the latter, anongoing and dynamic feedback on the job offer and demand for graduates with a certain profile and level of training. During July-December 2016, the Department of Professional Counselling from Vasile Alecsandri University of Bacău has implemented the project Professional Development and Employability – the convergence of university and labour market (DeProfAn) obtained in a CNFIS-FDI national competition (institutional development funds). It concerned the design, implementation and exploitation of a dedicated SharePoint platform to achieve its main objectives in relation to the labour market: monitoring the graduates’ insertion on the labour market; determining the degree of satisfaction of students and graduates in relation to the training and services offered by the university; identifying the point of view of employers regarding the quality of the graduates’ training. Realistically, platform implementation in monitoring the convergence of university with the labour market takes the form of an experiment. Its production period was 6 months (July-December 2016), the target group was 832 beneficiaries (500 students, 300 graduates, 32 employers).Through this study we aim: to illustrate how such an informatics tool may be achieved / may operate with relatively few funds; to highlight the main streams of data that we intend to collect; to globally interpret the main data sets obtained in terms of the efficiency of the achieved tool; to address the informatics tool and the results obtained through a SWOT analysis, having as a benchmark further development in the future.
DOES THE INTERNET SHAPE OUR MIND? THE CASE OF VIRTUAL EMPATHY IN FUTURE TEACHERS
Authors: Manasia Loredana , Chicioreanu Teodora daniela
Published: February 2023

There is no doubt that the use of technology and online activities shape our real-world interactions, thoughts, behaviours, attitudes, and affects. We take this as an opportunity to reconsider the digital competencies of future teachers. Therefore, the present paper argues the relevance of virtual empathy to fostering learning in virtual learning environments. To achieve this goal, a correlational study was conducted. A number of 569 undergraduate students, Z generation representatives, were purposefully sampled. All the participants were Internet users, enrolled in a teaching degree program in a Romanian regular university. The subjects completed an online survey measuring the level of virtual empathy, socio-demographics, and media usage behaviours. The self-report scale that we applied to measure participants' empathy levels has proved reliability. The article depicts the results of the study and discusses them. The results indicate a complex relation between going online and real-world empathy. Video gaming affects the level of virtual and real-world empathy. However, none of the participants reported optimal levels of virtual empathy. The scores of virtual empathy are significantly lower than those computed for real-world empathy (both for male and female subjects). Nevertheless, correlational analysis showed a positive and statistically significant correlation between the two types of empathy. In addition, gender differences regarding virtual empathy are analysed. In conclusion, the paper reflects on the need to reshape the view of digital literacy in future teachers.
SOCIAL MEDIA AND DIGITAL INTERACTIONS USING CLOUD SERVICES FOR ORIENTING YOUNG PEOPLE IN THEIR CAREERS
Authors: Suciu George , Conu Radu , Anwar Muneeb
Published: February 2023

Social media has increasingly gained popularity in the past decade on a global scale, and has attracted a significant part of the online community. Furthermore, social media has made it easy for people to connect and communicate with each other in timely manner, and as a result, it has become one of Big Data's most significant source. Some of the most popular social networks are Facebook, Twitter, LinkedIn and YouTube and the users of these platforms are producing vast amount of unstructured data that companies needs to analyse for a better understanding of their clients and how they are interacting with brand and influencers. This paper presents a review of several current digital interaction solutions that are making use of Big Data from Social Media, analysing what should be the next step in developing a novel method and tools on top of the general machine intelligence toolboxes, frameworks and services to efficiently analyse digital interaction data including Social Media for career counselling. Also, we present in this paper how to deal with Big Data, which presumes the use of a flexible storage environment that can be acquired through the use of Cloud services, provided to a large range of global customers. We demonstrate how to go beyond the main purpose of Cloud, which is to store maximum amount of data and to be accessed easily by the companies, by presenting how Cloud computing emerges as a new computing standard which aims to provide reliable, customized and guaranteed quality social media for end-users. Finally, this paper presents a solution to mine Social Media data, store it in a Cloud environment along with the analysis based on the extracted data. The aim is to discuss how the analysis of Big Data from Social Media can support students and college graduates in their carrier paths from school until their entry into the labour market.
TREATING ACROPHOBIA WITH THE HELP OF VIRTUAL REALITY
Authors: Cosma Calin , Moldoveanu Alin , Morar Anca , Moldoveanu Florica , Balan Oana , Taslitchi Cristian
Published: February 2023

Over the last couple of years, the technology of virtual reality had a massive breakthrough, extending its offerings into multiple fields such as education, arts, therapy, entertainment, architecture, sports, film and many others. In this paper, we will focus on the influence of virtual reality in therapy, with emphasis on treating acrophobia with the help of virtual reality. Using virtual reality to treat acrophobia has proved to be very effective, as numerous studies have shown. As medication and standard cognitive behavioural therapy manage to alleviate the symptoms, the most effective therapies require confronting the trauma itself. Hence, virtual reality therapy is becoming more popular, as it is adopted by hospitals and medical centres. Virtual Reality therapy is used to treat patients with different phobias. The patient is exposed to an artificially created environment, the phobia being triggered by both visual and auditory stimuli. During the session, the therapist can monitor the patient’s reactions and adjust the exposure to the environment - exposure therapy, which implies gradually increasing or decreasing the intensity of the exposure, based on the current level of anxiety.
NEW PROFESSIONAL DEVELOPMENTS IN THE ACADEMIC LIBRARIES
Authors: Radoi Mireille
Published: February 2023

The present paper aims to analyse the new challenges that affect the professional identity in the academic libraries. The fast and complex evolution of the information technology gave a new dimension to these institutions, reshaping the professional framework, creating new types of services. We talk now about the data scientist, a job description existing in all the related fields of information science that brings together not only programmers but also annotators, librarians, archivists or any other profession crucial to the thriving management of a digital data collection. We believe that a more accurate image of data scientist is that of a hybrid profession: analyst, communicator and technical adviser. The critical point here is to find the optimal balance between these different layers. Another aspect of the study will emphasize on the abilities that make a data scientist successful. A strong set of skills may be developed only in specialized environments and in a continuous interaction with users and society through cultural and scientific events. Academic libraries as a higher education institution of research and learning must adapt the legal and professional framework so as to face the new requirements of the civilization. At this point we will discuss the role of E-learning techniques and open educational resources in fostering the mandatory skills according to the European E-Competence Framework, but also the new services that the academic library will provide for the e-learning students. Our presentation will deal with a diversity of empirical examples with a distinct emphasis on the transmutations of the librarian profession.
KINEMATICS OF TENNIS MOVEMENTS FOR A PLAYER IN WHEELCHAIR
Authors: Baritz Mihaela ioana , Mosoi Adrian alexandru
Published: February 2023

This paper presents some theoretical considerations about the game of tennis performed by a player in a wheelchair. Analysis, in relation to loco-motor dysfunction of the wheelchairs types used by players is presented in the second part of the paper. In order to analysis video clips from a tennis player sitting in a wheelchair was designed and used an experimental setup for specific biomedical investigations and sports performance. This system consists of a set of high-speed video camera, synchronized by an electronic module and the image capture acquired on a computer hard drive. Image processing was used to process video sequences of various specific movements of tennis game, stored on the computer. Also a software module was used for kinematics analysis and for plotting the trajectory of the most important points involved in specific movements of tennis game. From these trajectories were able to establish the kinematic parameters of the player's body modules involved in various specific movements of tennis game (forehand, backhand, service, etc.). In addition, it was used anthropometric instruments to assessment of the subjects participating in recordings activities. Kinematics analysis of movements allowed highlighting of the solicitation and supra-solicitation muscle area of the human body during game. These additional solicitations can make it harder the player's movements and may decrease the ability to perform an efficient tennis game. According to these assessments can establish motor rehabilitation procedures structures to learn new play methods and postures or obtaining the sports performance for Paralympic tennis players. Conclusions and future directions of development are presented in the final part of the work.
ENHANCING THE ENGINEERING STUDENTS' ACADEMIC WRITING SKILLS IN ENGLISH THROUGH E-LEARNING INCENTIVES
Authors: Catana Elisabeta simona
Published: February 2023

In the Age of fierce competition in the job market for companies and multinationals, engineering students do not only have to demonstrate their specialised knowledge of the field they will work in, but should also enhance and exhibit their oral and written communication skills, their fluency and accuracy in an international language of communication such as English. That is why this paper will focus on the importance of e-learning for developing the engineering students’ academic writing skills in the English language courses and seminars in a technical university. The paper evinces the necessity of raising the engineering students’ awareness of the fact that academic writing competence must be attached special importance to for their future career in a company office or in an academic and research environment. The paper will enlarge upon: 1) the importance of e-learning tasks for developing the engineering students’ academic writing skills in English and 2) the students’ perspective on the importance of e-learning and traditional learning for enhancing their academic writing skills in English. We will show that by allowing enough time in the English language seminars for insisting on academic writing rules and by encouraging e-learning, we will enable the engineering students to write accurate academic documents and work-related documents in English. Working in a company office requires knowledge of writing documents such as reports, memos, different types of letters in a formal style. That is why this paper shows that the English language courses and seminars in a technical university should focus on accomplishing the following objectives: 1) teaching the students how to structure such documents, what language structures to use and not to use, what written communication strategies to approach to enable them to become good communicators in academic writing; 2) promoting e-learning tasks for developing their academic writing skills in English; 3) encouraging the students to write essays, reports, memos and letters in a formal, academic style and giving them appropriate feedback for improving their work; 4) assessing the students’ academic writing skills in the mid-term and final exams based on e-learning tasks. E-learning incentives will contribute to the students’ successful academic writing.
VIRTUAL FULLY-FASHION KNITTING
Authors: Blaga Mirela , Dan Dorin
Published: February 2023

Knitted fabrics, by their unique architecture, formed by intermeshing loops, offer enormous potential for a diverse range of end users, from fashion industry to medicine, protection, geotextiles, automotive, sports and industrial sectors. By applying the knitting principles, various knitted shapes can be manufactured, according to the specific end user requirements. Thus, the panels can be produced under various forms, from straight, fully fashioned, 3D shaped to the complete ‘knit and wear’ product. Flat electronic knitting machines are fully fashioned machines that produce custom pre-shaped pieces of a knitted garment. Instead of knitting a whole rectangular sheet of fabric, instructions from a computer file, guide a fully fashioned knitting machine's needles to modify the number of stitches to create two-dimensional shapes appropriate to the desired finished garment structure [1]. The developed virtual lesson presents the available techniques for changing the fabric width by: modifying the knit structure, varying the structural elements, shaping through loop transfer, wale fashioning by needle suspending and segmented takedown for varying rates of takedown across the width of the fabric. The core of the lesson is built around the loop transfer techniques, as the main technological operation at knitting machine, considering its specific technical requirements. The method, is based on the computer-aided design support and provides students with the interactive animations of the loop transfer, obtained by various techniques: outside stitch transfer, inside stitch transfer and multiple stitches transfer continually. The self-assessment of the knowledge acquired during the lesson completes the e-learning content, by accessing the tests based on ‘drag-and-drop’ and ‘multiple choice’ methods, reflecting thus the individual level of the study result. The application is available for the students from knitting specialization, in html format, on the faculty moodle platform: http://www.moodle.tex.tuiasi.ro.