bluuebunny/crossref_metadata_2025 huggingface dataset:
E-LEARNING IN THE HUMAN RESOURCES MANAGEMENT
Authors: Sesrman Dumitru
Published: February 2023

The technological evolution directly influences all areas of social life, a particular place being hold by the field of education. Starting from the hypothesis according to which the modern information and communication technologies have become tools of universal utility, a new manner of thinking and behavior is required in order for teachers/instructors/educators to cope with any new challenge.
The standard education system is going through a period of redefinition, which is based on the increasingly access of general public to Internet. The prefix "e" has become a mark of the current educational system, while the "e-learning" platform is aiming to be a substitute for conventional courses held in auditoriums of great universities.
The platform can be also adapted, regarding necessities, to other activities concerning the training of the Romanian military personnel. The adoption of this educational platform within the Romanian military educational system is a stringent necessity and the seemingly limitless possibilities of development regarding this platform represent the new challenge for those involved in its reorganization. This is not an objective very difficult to reach, given the rigorous character specific to the military system which is configured on rapid and secured data and information transmission networks, on direct communication as well as on protected and secured access to sources and data bases.
The e-learning platform gives the military personnel access to a modern high-quality educational system, designed to meet the specific needs in the domain and available anywhere, anytime, at lower costs. This ensures personnel mobility as well as the necessary training with substantial resources savings.
E-XCELLENCE, A NEW FRONTIER OF SUCCESSFUL COMPETENCE
Authors: Dobre Iuliana
Published: February 2023

CCompanies all around the world are looking to be successful ones. This is a basic and simple business principle followed by shareholders, companies' boards, companies' managers and, also, the entire work force should be aware that the ultimate goal of any company is to move the planned profit from paper to reality. Among all conditions which a company has to fulfil in order to be successful is one which is extremely important and which is called human resources competence. The 21st century has brought a keen competition in all sectors so there is not an easy task for any of the parties involved ensuring that the necessary competence level is reached. Different training models have been designed, named and implemented during the past three decades, a period characterized by a tremendous development of the information and communication technologies. E-learning, E-training, E-instruction etc. are just some of the newest concepts which are in use today by almost all sectors of activities, by education organizations of various levels and which can be applied within all disciplines without exception. But, when talking about "E-education" in all forms taken the requirements are very high. A new frontier has been revealed and among all developments acquired during past years, a new concept and consequently, new educational program got some room around. During year 2005, the European Commission has started a new project called E-xcellence, a project having as support the eLearning Programme of the same commission. This article is looking to the E-xcellence as a concept and as a educational process aimed to achieved the performance excellence at institutional and individual levels and which can be used within higher education organizations for the development of the competence for both, teachers and students. Also, this article is providing an overview of the advantages and disadvantages offered by E-xcellence.
THE ROLE OF KNOWLEDGE MANAGEMENT TOOLS FOR DEVELOPING LEADERSHIP COMPETENCES IN CRISIS MANAGEMENT
Authors: Susnea Elena
Published: February 2023

In this paper, we are focusing on the role of knowledge management tools for developing leadership competences in crisis management from a didactic approach based on use of computers in learning process. Crisis situation occur unpredictably and cause individuals and organizational shift their focus immediately to deal with situation. At individual level, each person must be encouraged and trained to make creative decision. When these decisions must be making of teams, the flexibility and cohesive nature of teams are very important to success of the endeavour. Starting from individual and team perspectives, we are developing a framework of leadership competences that will help us identify the different types of e-learning activities and the technologies for supporting these. In addition, we are comparing different types of technologies that can be used in communication, collaboration and content management for developing leadership competences in crisis management. For this, we describe and categorize the main communications technologies that can be used to knowledge sharing between teams and within teams. Also, we show advantage and limitations of synchronous and asynchronous technologies. For better content creation and management, we analyse tools very useful in capture, creation, sharing, accessing, dissemination, and application of knowledge. At the end, we describe some intelligence technologies used in knowledge management and we explain the importance of using adaptive technologies for better target content to a specific knowledge-worker or to a specific team of knowledge workers who make decision in crisis situations.
The article has as main purpose to explain the advantages that an on-line learning system will bring to a class of students that learn mainly in a bleandead learning system.
E-LEARNING INSTRUMENTS IN SECURITY STUDIES
Authors: Filofteia Repez
Published: February 2023

: Security means the absence of risks, threats and vulnerabilities, the absence of fear or insecurity. Any human group, or state, indifferently its wideness, placement, form of organization, etc. can develop only under the conditions of relative security of its members. How security is practically provided it is a matter of strategy, respectively priorities settlements in regard to a geopolitical context, resources, alliances, loyalty to the allies, planning and management (the conductment experience). In order to fulfil its security strategy, each government assumes its security policy (legislative, institutional, material and human resources etc. systems) able to satisfy the entire range of issues in the national security field.
Often, we have wonder if it really exist total security? The answer is far from positive. Different threats, vulnerabilities or risks are at every step. Still, a part of risks, threats or vulnerabilities against security can be diminished or extincted by education and self-education. As this concern, E-learning instruments can contribute to the understanding and thoroughness of security studies and assess the continuous changing security environment. The use of E-learning instruments will lead to shifting the accent from a learning environment in security studies centered on teacher, to one centered on student wherein teachers are not anymore the key-source of information and knowledge delivery, but they become colaborators of students and students are not anymore only pasive receivers of information but they are actively involved in their own education.
Starting from these considerations, our paper intends to highlight that in security studies can be used E-learning instruments as methods of learning and lessons? delivery.
CHANGES AND EVOLUTION IN DISTANCE EDUCATION - FROM MAILING LETTERS TO WEB-BASED LEARNING
Authors: Gaitanaru Andrei
Published: February 2023

New paradigms were born in the fields of scientific research and technological development, in the way of doing business, in the nature of work, and in business management. Classic education involves two types of actors: teachers and students. The information technology has changed this, proposing basically a new communicational paradigm, resizing the role of classical actors and involving in this process also IT experts, programmers and media technicians. Education was not left aside by the technological phenomenon, which brought about essential changes that created new methods, models and paradigms in the postmodern education. Distance learning is not an invention of modern times. This type of study was born very shortly after the appearance of written language, but has only grown stronger since the modern era. In this context, the paper aims to put some light on the concept of e-learning, by presenting its evolution, some of the main features, advantages and recommended requirements for an effective approach of distance education. The development, during the recent years, of the information and communication technology (ICT) has had a profound impact on the conduct of everyday activities in all aspects of the society. Thus, new paradigms were born in the fields of scientific research and technological development, in the way of doing business, in the nature of work, and in business management. Education, as an activity essential to the societal development, could not be left aside the technological phenomenon, which brought about essential changes that created new methods, models and paradigms in the postmodern education.
HUMAN RESOURCES IN BACK OFFICE E-LEARNING SERVICES. CURRENT TRENDS
Authors: Trocin Alina
Published: February 2023

This paper aims to bring to the attention of those interested in topics such as human resources in the back office services for e-learning systems, in the context of globalization and new technology, the role of performance and skills of back office personnel to maintain competitive advantage. Any bank, tourism company, university and public institution refers primarily to human resources, how was recruited and selected personnel for these services, how was trained and how were motivated and paid the persons working in this type of service, and also if it was developed a continuous learning for their careers through e-learning systems. Back office services are a specific socio-economic phenomenon of modern civilization, firmly anchored in society and influenced its development. Speaking of large segments and fully responding to their needs, is detached by high dynamism, both nationally and internationally. The complexity of back office services for e-learning systems places it in a central place, forced to engage in one way or another in all other activities related to tertiary industry. In fact, the services of universities who provides alternative to classical learning, face to face (e-learning), need to have qualified personnel in back office; the connected people at the system need different competencies for the back office staff. It is noteworthy that the main source of promoting the image of a university is the act of teaching, which depends on the talent and readiness of teaching staff involved in e-learning training. The resources used when providing education service at distance entitle us to believe that teaching staff into relationship with students beneficiaries of e-learning systems might be considered as back office personnel.
LOOKING FOR A TEACHER FOR "DIGITAL NATIVES"
Authors: Ionita Mirela , Asan Doina
Published: February 2023

Implementing the digital technology in our everyday lives has determined a structural mutation in the way we receive information. This new pattern of thinking is more obvious in the young generation, for whom any activity becomes inconceivable in the absence of gadgets. Certain theorists call these people "Digital natives", and describe them in contrast to "Digital immigrants", i.e. those users of the digital technology, who were trained in the traditional educational environment. We have added a third category of "non- digitals" to the above model, in order to provide a more accurate account of the challenges of teaching today.
Starting from the hypothesis that the teacher needs, particularly in his/her new, multi- faceted role in modern teaching, certain competencies, similar to those of his/ her students, in order to convey to them the learning contents effectively, irrespective of the subject taught, this paper tries to examine the extent to which the possible relationships, that are established between a teacher and his/ her students, on the criterion of the digital competence, so far a complementary, yet an omnipresent, and indispensable skill in the educational environment of today, can impact on the educational approaches in the teaching of foreign languages.
The main benefit that the teaching of foreign languages derives from the digital technology, most likely is the access to resources of the target language and culture in real time. The judicious use of this facility within the education process represents the innovative pre- requisite to improving the students' performance in foreign language learning. We wonder when the "Digital Competence" will become a skill that is not only necessary, but also compulsory, for teachers of foreign languages!
Keywords: education, teaching, digital natives
AN ANALYSIS OF THE EFFECTIVENESS OF E-LEARNING IN CORPORATE TRAINING PROGRAMS
Authors: Alraddadi Dr. abdulaziz , Hamad almistarihi Husni
Published: February 2023

Abstract: There is a disagreement that traditional learning is the best way of maintaining a learning process. Other models are always considered to be lower or less efficient. There is no finding to support this argument, and research shows that e-Learning models are at least as good as traditional learning or may be better than traditional classroom if e-Learning can be used in an efficient manner. Most corporations are constantly looking for less cost methods to deliver training to their participants with possible maximum quality. E-learning is less expensive than traditional classroom instruction, but the quality to deliver training in e-Learning may be degraded in some cases according to some issues. In this study we found that the most issues influence e-Learning quality is the course nature. Some courses nature may have special contents that require the existence of instructor in the classroom. Therefore, achieving both of the two objectives namely, cost and quality in e-Learning is not an easy task since the two objectives are conflicting to each other. Indeed, selecting e-learning or traditional classroom or mixed of them as an education method should be based on some criteria. An investigation and analysis is made in order to discover these criteria in order to deliver training in an optimized cost and quality. The analysis and investigation results the most criterion influence the way to select education method is the course contents, and an effective guideline is recommended for applying the suitable education method in order to improve quality in e-Learning with possible minimized cost.
THE DIFFERENT EFFECTS OF E-LEARNING TECHNOLOGY IN ROMANIAN HIGHER EDUCATION
Authors: Georgescu Mircea , Popescul Daniela
Published: February 2023

The first steps in e-learning were designed for individual learning. In that stage there were few practical ways to integrate multiple learners or instructors into asynchronous self study e-learning. Actually, the traditional education system faces many changes arising from the development of the knowledge based economy. The past 10 years have seen dramatic changes in higher education in terms of increased access to education, lifelong learning, increased choice in areas of study and the personalization of learning. The widespread availability of digital learning resources in a variety of media formats, anytime and anywhere offers the possibility to make a profound difference in education.
E-learning means not only Information and Communication Technologies, complex media or Internet. In the new vision e-learning is a complex field involving institutional, individual, technical and social components. This entire environment is changing dynamically day by day. The associated technologies are evolving rapidly especially the mobile communication technologies. E-learning is a success story from many years. Everybody talks about e-learning advantages and disadvantages but few about the necessity of standardization in this area. So, one of the major topics in the discussion about e-learning must be standards.
With all the disappointing problems that e-learning systems had today, we must remain optimistic about the future. We must align the activities of training with the strategic objectives of the university. This paper describes and analyzes trends in the information technologies and the impact these have on the education sector as a whole, but particularly on the higher education sector.
THE ROLE OF ROBINSONIAN SKILLS IN SUCCESSFUL BLENDED LEARNING FOR ENGINEERING STUDENTS
Authors: Catana Elisabeta simona
Published: February 2023

ABSTRACT

The article evinces the importance of blended learning in the field of foreign languages in higher education, defining a series of Robinsonian skills and techniques which lie at the basis of professional language learning. What the author calls Robinsonian skills, lay the groundwork for an individual?s desire and conscientious efforts to learn and make progress in terms of language acquisition and brush-up, once motivation has been aroused and enhanced at an early age. The present paper finds its legitimacy in the idea that in the field of foreign languages, quality and efficiency can be guaranteed by traditional course practice complemented with e-learning. The argument is that language is a living entity, evolves in real-life contexts of communication in line with the progress of humankind, and can be properly acquired through traditional teaching and conversation practice. Language teaching does not only involve transmitting a series of rules and principles, but practicing them in various contexts of communication so that the learner could consciously think in the new foreign language system. Developing language awareness presupposes one?s contact with real life language patterns and experiences which cannot be entirely provided by online environments. Based on the assumption that motivation is first and foremost achieved in a face to-face teacher-student encounter starting from an early age, as far as foreign languages are concerned, the article argues for a necessary blended learning approach of foreign languages for long-life use under any contextual circumstances provided by the labour market.
The paper enlarges upon the prerequisites of logical learning in the field of foreign languages, on translation practice as a type of effective learning experience, on composition practice in a foreign language. Successful e-learning depends on motivation to learn and to be part of a different culture, which must be experienced in classroom courses and in simulated real-life contexts for fluency and accuracy, as well as in virtual environments for permanent brush-up. E-learning constitutes an incentive and a challenge for learners of foreign languages. Computers enhance the grain of motivation to learn. Language teachers appeal to e-learning tools as optional opportunities for quality assurance in the present day Digital Age. Using e-platforms and software at appropriate moments for effectiveness and quality assurance should be considered on a par with the instructor?s pedagogical abilities. The role of the teacher / tutor will be evinced as paramount in the student?s evolution in a different culture represented by a foreign language.
ONLINE COMMUNITIES FOCUSED ON IT INNOVATION
Authors: Despa Mihai
Published: February 2023

This article is directed towards learning, sharing, validation and dissemination opportunities provided by the online communities for the benefit of software developers. Web- based communities are ideal for learning from other professionals new development methodologies, for receiving code writing tips or acquiring cutting edge algorithms. Online communities are also presented as suitable environments for sharing information, code or even developers when it comes to flexible projects. Web-based communities are rapidly becoming important feedback tools for validating metrics, hypotheses, management methodologies or even pricing policies. Dissemination of results obtained by implementing innovative projects is very cost effective, fast and efficient if online communities are involved. Only innovation focused communities are target by this article and predominantly software development communities are reviewed. The article presents well established communities as well as emerging groups. Software development is chosen as the focus of the article because web-based communities originally consisted solely of programmers. Innovation is the main attribute of successful software development projects and consequently an important segment of any online community. The distinct features of online communities are analysed and ways of exploiting particularities are proposed. Relevant innovation oriented online communities are referred and their specific activities are depicted in the article. Ways to exploit the opportunities created by the online communities are submitted by the author. Learning opportunities are highlighted and information sharing is emphasized as native processes in online communities. The theories, information and facts enunciated throughout the article are summarised. A coherent picture of online communities focused on IT innovation is assembled.
A COMPARATIVE STUDY FOR WEB SERVICES RESPONSE TIME PREDICTION
Authors: Popentiu vladicescu Florin , Razvandaniel Albu
Published: February 2023

Web-based learning communities could significantly benefit from having as feature adaptive systems. Those models take advantage of the knowledge and experiences of community affiliates and utilize it to better serve each person.
Learning is naturally a practice directly associated to sociability. Conventional learning involves the development and operation of a community. Many research studies offer evidence that "strong feelings of community may not only increase persistence in courses but may also increase the commitment to group goals, cooperation among members, satisfaction with group efforts, and motivation to learn" (A. P. Rovai et al., 2002.
Sometimes a community may fall into more than one classification and eventually could develop sub communities created around particular interest groups. Learning communities are classically considered communities of purpose, their function being learning. The beginning of online communities has shown to be a fairly promising idea, permitting the enhancement of both the quality of online courses and the pleasant appearance of web-based learning environments. Designing and implementing an online setting needed by a community requires more them just communication and resource sharing capabilities (Maria Rigou, 2004). Nowadays web-based learning communities, separately from offering high quality content, efficient structuring and support for the everyday jobs of all users, have radically developed and included techniques from other domains like adaptive systems and artificial intelligence. In his study we compare three recurrent adaptive models in order to show which one offers higher prediction accuracy of web services response time. Nowadays web-based learning environments must provide high quality content with lower response time in order to achieve the needs of a modern online learning community. The rest of the paper is structured as follows: the next section describe the recurrent neural networks and the three particular models we compare in this study; the third section describes the experimental system and the function of its components; the following section presents the results and the study is ended with relevant conclusions and future working plans.
Recurrent neural networks have proven their predictive capability on time series. In this study, we compare the prediction accuracy of three recurrent networks on a data set that consists of real world web services response time. We also have investigated the effect of encoded inputs on the prediction accuracy of the three models.
ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY
Authors: Stefan Ioana andreea , Warmelink Harald jan gerrit , Arnab Sylvester , Dagnino Francesca , Lo Julia , Mooney Jane
Published: February 2023

Reuse and repurposing are two of the most basic software concepts. They are powerful practices that can deliver significant improvements in software productivity and quality, as well as substantially lower software development and maintenance costs. Unfortunately, few serious gaming research entities have been able to capitalize on the tremendous benefits that reuse and repurposing offer. The rapid growth of the serious game research community in the EU has set the stage for a large diversity in serious gaming scientific research in terms of the application domains (military, health, business, engineering), scientific disciplines (psychology, computer science, social science), and development solutions. It is often argued that the large growth has created a problematically fragmented serious gaming community. The fragmentation makes it difficult to maximize contributions and successes, avoid overlap, enable resource reuse, as well as harmonized development efforts through interoperability. Questions remain regarding the demographics and outcomes of this polymorphous research community. By answering these questions, fragmentation can be reduced and synergy can emerge. Moreover, by knowing the status quo, the serious gaming research community's development can be analysed over time. The EU has tried to reduce the fragmentation in the serious gaming community by funding the Game and Learning Alliance (GALA) Network of Excellence. The GALA tasks included the establishment of a Technical Committee on Interoperability and Semantics, and ofthe European Academy of Serious Games (SG Academy), a web-based social networking website that enables EU serious gaming researchers, students, teachers and professionals to collaboratively build and share knowledge of serious gaming. In this paper, the authors build upon the expertise of this community to answer the following questions: What is the reusability and interoperability potential of existing serious games (SG)? Are information, software components, and SGs easily accessible? How many SGs have been developed through European funding? How many of these SGs are available online? How many are open source? How many require a user account? For what languages are these games available? What are the most common topics games are developed for? This research aims to enable the adoption of accessibility, reusability and interoperability principles within the SG community, as well as to support the development of the next generation of serious game researchers and developers.
GAME-BASED LEARNING WITH AUGMENTED REALITY - FROM TECHNOLOGY AFFORDANCES TO GAME DESIGN AND EDUCATIONAL SCENARIOS
Authors: Stefan Livia , Moldoveanu Florica
Published: February 2023

The Augmented Reality (AR) is a computer technology which allows that on a camera live-view stream different computer-generated content is overlapped, in a dynamic manner, tracking the user's movements and change of view. AR is considered to support a new immersive visualization paradigm and a natural human-computer interaction. That is why the AR technology is adopted in educational projects to mediate an enhanced visual and cognitive perception. Recently it is used for entertainment purposes, including for creation of AR games, or in public installations using kinetic input devices. On the other side, the educational games are modern learning and training strategies for engaging learners and stimulate problem-solving learning through a game-like scenario.
The AR technology is very promising and stable enough and in late 2012 the development tools and platforms had an unprecedented evolution, in relation with HTML 5, the new web standard for rich interactive content. Nevertheless there are only a few Augmented Reality implementations having a significant educational and learning impact.
The paper analyzes how serious game concepts and design principles can be applied or adapted to AR, and how AR technology affordances can be leveraged in order to implement a new class of serious or simulation games. Specific educational uses and learning outcomes are analyzed. We focused on the case of Mobile Augmented Reality educational games that should combine graphics and sounds with user mobility, in situated and social learning contexts. The authors based their analysis on existing implementation examples but also present a concept for an AR simulation game for Android devices for teaching basic 3D graphics principles and develop at students the 3D spatial visualization.
THE ROBO SECURITY MINI ROBOT BETWEEN CONTEMPORARY MILITARY IMPERATIVES AND THE NEW EDUCATIONAL PARADIGM
Authors: Petrisor Silviu mihai , Barsan Ghita , Petrisor Ramona mihaela
Published: February 2023

Among the factors that are able of shaping the identity of the XXI century human, education is included (I am what I learn, how much I learn and how I learn, as well). The transposition of imperatives of the moment at educational level is reflected in the use of e-learning - a viable alternative to traditional educational methods.
The authors of this paper aim to bring to attention the idea that by pedagogical valorisation, e-learning can move from the position of end in itself to that of means of rendering the educational endeavor more efficient; the appropriate use thereof bringing its contribution to the achievement of both the formative performance, requested by the realities of the moment, and the building of an individual architecture that no longer revolve solely around the concept of high volume, but to also turn to that of high value.
Fructification of pedagogical - educational qualities of e-learning, in conjunction with the need to find an appropriate response to the current challenges faced by the military environment - for instance the digitization of the battlefield - are able to generate educational content that reflect the cooperation between human intelligence and artificial intelligence.
The example proposed in this material highlights the way in which, with the help of the MATLAB R2011b software, the Robo Security wheeled mini robot prototype, a project designed and built within the Advanced Logistic Technologies Laboratory, the Management and Technology Research Center of the Nicolae Balcescu Land Forces Academy from Sibiu - can be simulated and modeled to contribute to the military security field within virtual workspaces.
UTILIZATION OF ACTIVATING TEACHING TOOLS IN EDUCATION
Authors: Stich Lukas , Simbartl Petr
Published: February 2023

During the mass teaching, the students usually become non-active. This problem may be solved by choosing other teaching methods. This can be eliminated by using appropriate method such as PC tablet in form of 1:1 computing or encourage students through voting equipment.
The article deals with the use of these teaching methods in different types of schools. The reactions and overall mood is observed during the lessons. These equipments will find their place at Universities of the Third Age where activation may do not play main role, but facilitate teaching. We observe the results, reactions and also the attitudes to those technologies while incorporating it.
It was used during one semester at the elementary school. First test was done in fifth grade (two groups, each of ten students) in teaching informatics as continuous testing of students' knowledge. Devices allow faster testing of students, immediate results with subsequent discussion of the most common errors, but also the questions in the form of multimedia.
At the university, the methods were used as a part of the test (need to be passed before the final exam), which is used in the group of 30 students. The time for the test was comparable to past exam, but the evaluation was done within few seconds - easy for teachers, quick positive or negative feedback for students. PC tablet is another tool for teachers to observe the test anywhere in the classroom.
At University of The Third Age were held lectures on new technologies. During them, discussions conducted, voting, and it was necessary to record the answers for statistical questionnaires. Therefore, the voting equipment was used, which gives us an overview of all poll respondents. The outcome of the poll questionnaire is the MS Excel file, so it facilitates us the evaluation. During collecting data from 80 respondents, we saved up to 50% time on completion of the final questionnaire.
During the use of test equipment there were no problems with service on the teachers and even the students and the respondents' part. The practice has proved that it saves time and improves the overall efficiency of testing.
DEVELOPING COLLABORATIVE COMPETENCES IN DIDACTIC SITUATIONS VIA E-PORTFOLIOS
Authors: Bleandura Nicoleta
Published: February 2023

The implementation of various tools and Web technologies in the teaching / learning process takes place not only for technical reasons, simplifying, in this regard, the access to many informational resources. The main purpose is to provide opportunities for communication and collaboration for both students and teachers.
The performance of building knowledge and subsequently of developing competences cannot take place in a vacuum, but only in a certain situation. Every person form their new knowledge in certain situations, making sense of some internal resources (cognitive - their prior knowledge and conative - their attitudes) as well as some external resources. Among external resources there may be mentioned: human resources such as teachers, colleagues, parents; material resources and Web resources. In this context, the new Web tools such as electronic portfolios, blogs, social networks, wiki-s serve as a favorable environment for collaboration which means 24/24 communication and interaction student-student, student-teacher, teacher-teacher issuing as a result with the development of own knowledge, skills, competencies.
At Alecu Russo Balti State University, at Faculty of Exact Sciences, within the pedagogical experiment held during "Generic Applications" course, the platform Mahara was used (weten.usb.md / Mahara) to create electronic portfolios as an ideal tool for spreading, viewing and checking information required for classes activities. At the end of the semester, a questionnaire for students and teachers involved in the experiment was drafted, regarding the opinions of carrying out such technology. As a result, both strengths and weaknesses while using electronic portfolios in education were highlighted. In the article, there were also outlined perspectives and new proposals to improve the quality of using such technology.
INCREATOR - INNOVATIVE SOFTWARE TOOL FOR CREATION OF ADAPTIVE EDUCATIONAL DIGITAL CONTENT
Authors: Burlacu Sorin , Stefan Catalin , Enache Andreea catalina
Published: February 2023

ICT development has led to a new approach to the traditional way of learning. Thus, we can see that the education is moving towards a revolution on learning systems towards individualized learning, allowing pupils, students and those who want to be trained, or simply to be informed, to choose content and tools that are appropriate to their own interests.
The INcreator project includes the creation of a technological platform that supports the development of new learning objects. The innovative production process will result in substantial improvement of digital learning objects and will reduce production cost while increasing flexibility through a highly advanced interface. The new product will provide an effective, dynamic and friendly approach, applicable to any field of training.
The INcreator project encompasses a technological platform that supports the development of innovative learning materials. The innovative process will result in substantial improvement of product (represented by a digital learning object) and will reduce production cost while increasing flexibility through a highly customizable interface. The new learning objects and digital educational content will provide an effective, dynamic and friendly approach, applicable to any field of training.
Development of technology platforms to support innovation in the production process, in order to generate a new product - digital learning object with adaptive educational content, must take into account several human factors for the three categories of actors participating in the e-learning: education, educators and institutions.
In terms of adapting to the diversity of human factors HSI was made special mention of the importance of proper addressing cultural diversity and international offering examples of these types of cultural differences in dealing with everyday problems.
THE IMPROVEMENT OF ACADEMIC NAUTICAL EDUCATION BASED ON E-LEARNING TECHNIQUES
Authors: Catalin Popa , Florin Nicolae , Marian Ristea , Haralambie Beizadea
Published: February 2023

The maritime sector is providing many particular issues, not only in operational sector but in training processes as well, developing a standardization framework (STCW) in spite of territorial activities dispersion, this standards being focused first off all on personnel competencies and abilities conformity, in the maritime fleet, all over the world. This paperwork is approaching the potential for higher education standards development in case of deck officers onboard on merchant and navy ships, through the modern techniques, based on simulators training, and navigation scenarios in varied conditions and unpredictable environment. Starting from the e-learning benefits in case of cadets training particularities, the authors are following to study in what manner as quality and quantity, through provided facilities, through its dynamic style of the training classes and through diversified methods of knowledge transfer, the e-learning environment is able to facilitate a continuously forming ascendant pathway, based on permanent participation and cooperation of students, capable to aim toward an individual and organizational performance increasing. As the maritime area is inquiring, the deck simulators education is a proper way to provide a virtual training in terms of gaining onboard standard routines for seafarers, in order to improve the safety exploiting of merchant and navy ships. The proposed solutions can contribute to the efficiency increasing of professional competences and abilities development processes, as these standards were established on international level, through IMO legal framework and other international convention (e.g. navigation, cargo handling and stowage, control of the ship and persons and goods security and safety on board at the operational level).
CLOUD COMPUTING IN ROMANIAN EDUCATIONAL ENVIRONMENT - A QUALITATIVE RESEARCH
Authors: Brandabur Raluca ecaterina
Published: February 2023

Over the last years, technological items and especially IT features, have changed the entire
educational universe including university environment. Nowadays teachers and students need more than ever the latest technological news in order to be connected to the more and more dynamic scientific world. In almost entire world, the educational organizations confront difficulties to access latest IT resources due modest budgets.
Romanian universities do not break the rules and confront themselves with a lot of managerial and financial problems. In this case, once more, Romanian universities have serious difficulties in IT endowment. One possible solution in this case is cloud computing. The idea behind cloud computing is that the universities do not need to own all the software and hardware necessary to run the educational process. The schools can rent it and pay it per
use.
The present paper proposes to explain how it is perceived the usage of cloud computing paradigm in Romanian academic environment.
In order to study the degree of interest, acceptance and consumption of cloud solutions at academic level, we have conducted 16 depth-interviews with vice-rectors, in the main universitary towns in Romania. For a better picture, we have investigated both humanistic and technological fields. So, the link between the degree of technological education and the degree of IT-ization must be clearly visible.
The most important conclusions were not surprising: lack of knowledge about solutions, lack of managerial vision, huge bureaucratic decisional process and despite difficulty to access to highly qualified personnel in this field, less or formal of lack interest for such a solution, even in the form of consultancy services is difficult.
GENERATING A CLASS SCHEDULE WITH A REDUCED NUMBER OF CONSTRAINTS
Authors: Popescu Doru anastasiu , Nicolae Dragos
Published: February 2023

In this paper we will present an application developed in Java which generates a timetable for both teachers and students. The application is intended for schools with a reduced number of students and which cannot afford a professional timetable generator. The innovation is brought by the intuitive user interface which makes the program very easy to use. It is structured in three sections: in the first one the user can introduce name of the teachers, in the second one the classes and the third one is designed for the introduction of the courses. Each input form from the courses sections is composed of the name of the teacher, the class, the subject and the number of courses per week. All the input data is validated before it is memorized so that errors might not occur. The resulted class schedule is displayed as a table in two formats: one for teachers and one for students. The students' timetable is structured in the following format: the rows contain the classes and the columns are for days and hours. Each cell of the table contains the subject studied by a class at a certain hour. The teachers' timetable has the days on the columns and the hours on the rows. Every cell from the table contains the class at which the teacher has to teach at a certain hour. Behind the interface is a heuristic algorithm which generates the schedule using probabilistic and greedy algorithms. The main advantage of the algorithm is its low execution time.
STUDENTS' SUCCESS IN TRADITIONAL AND UBIQUITOUS COLLABORATIVE ACTIVITIES
Authors: Tuncay Nazime
Published: February 2023

Some students learn in virtual collaborative groups; some students learn better in mobile collaborative groups and some students learn in classroom-based collaborative groups. Nonetheless, still there is a group of students who claims not to have time for studying; who have lots of hours travelling and not internet connection. Students learn differently, and if teachers teach in a lot of different ways, they will help more students. Students not only learn in traditional class lectures, but they learn in ubiquitous collaborative activities. While traditional classes consist of little opportunities for collaborative activities, ubiquitous classes consist of permanent, accessible, immediate, interactive and flexible approach notes and activities that can be made at "anytime","anyhow" and "anywhere". This research study aimed to observe the effect of the collaborative activities that students can make "everywhere", "anytime" and "anyhow" on their collaborative success. For this purpose, two groups of the third form students in Cyprus, ages between 19 and 22 attained to two different educations (Traditional Education and Ubiquitous Education) for 5 months. The groups consisted of 50 students each. First group attained to lectures and buzz groups activities in class, and as a difference, from the traditional classroom learning; the information was available to the ubiquitous group of students even when they are driving a car. Ubiquitous group students had several choices: attaining offline courses, attaining online asynchronous courses, listening the lectures from the radio; or attaining to ubiquitous buzz group activities. The result was a lot better than expected. The students who attained to ubiquitous collaborative activities were more self-confident and more successful than the students who have attained to traditional activities.
CORPORATE E-LEARNING PROGRAMS ON MARKETING STRATEGIES, ADAPTED TO THE TEACHING METHODS APPLIED IN THE PRIVATE ACADEMIC SYSTEM
Authors: Museanu Elena , Istrate Ana mihaela
Published: February 2023

The need for an appropriate incorporation of technology into teaching rose the question of how practical are the e-learning methods applied by privately held institutions and corporations, in training their partners on specific marketing topics, to the requirements of the virtual learning environments (VLEs) in higher education, in Romania.
Mishra and Koehler (2006) highlight the theory that technology is not enough if it is not combined with the appropriate teaching methods and the pedagogical skills, which a professor naturally acquires during an entire career in the academic system.
The purpose of the present paper is to try to incorporate the e-learning programs on sales improvement, held for partners by a successful Romanian corporation, in the field of computer antivirus, into the modern challenges of a private university in Romania.
The main aim is to prepare the students enrolled with the Faculty of Marketing (Romanian - American University, Bucharest), acquire the skills required by the potential employers, before applying for a job, in their major. We will try to articulate a coherent correlation between the 6 e-learning programs for partners, on Competition, Products, Go-to-Market Strategies, Pre-sales techniques, sales achievements and customer retention, to the more theoretical frame of the academic course on Marketing Communication, for the 3rd year Bachelor level.
Specialists have long recognized the importance of technology integrated into courses, in order to have an impact on student experience, offering sustainable and embedded blended courses, which becomes more valuable if is exemplified with practical case studies and situations from the present day market.
INTEGRATING AUDIOVISUAL PRACTICES IN THE DESIGN OF ONLINE COURSES OF LABORATORY OF PHYSICS
Authors: Prenjasi Edlira , Allegra Mario , Shpresa Ahmetaga
Published: February 2023

The laboratory courses are an important part of physics studies. Their program includes performing essential experiments of classical and modern physics that verify the laws of physics, which students learn on the other courses. During the development of the laboratory work, students have the opportunity to gain hands-on experience with experimental techniques and to gain better understanding of the relationship between experiment and theory. Laboratory work represents a typical case of collaborative learning because it is carried out by a group made of three or four students usually. At the same time, it is an appropriate activity for the combination with audiovisual practices, that can enhance the learning experience by showing places and phenomena that otherwise could not be seen, or by allowing the demonstration of procedural activities in detail. The research done shows us that at the multimedia age, the audiovisual practices can be used to support learning, e-learning, mobile learning, distance and blended learning, etc. Also, our students, the so-called "digital native", are now producers of videos, animations, interactive presentations, etc. Therefore, throughout the design of online courses of Laboratory of Physics, at the Department of Physics of University "L. Gurakuqi" of Shkoder, in Albania, we planned to combine the traditional approach with audiovisual practices, aiming to make students feel protagonists on the construction of their laboratory paths, to highlight their creativity and expressiveness, to reinforce their collaboration inside the groups. This paper will describe the results of the experience. The data has been collected through interviews composed of open ended questions.