bluuebunny/crossref_metadata_2025 huggingface dataset:
ADVANCING PLATFORM TECHNOLOGIES IN ONLINE LEARNING
Authors: Ice Phil
Published: February 2023

Over the last decade, online learning has experienced year-over-year, double-digit growth, with one third of US based registrations currently being online. However, educational technology has not kept pace with technology in general. Current learning platforms do not have the robust media capabilities, mobile access options, or background analytics that are prevalent in the commercial sector. With over 120,000 online students, American Public University System (APUS) believed that enhancing the learning platform, in such a manner that it was commensurate with commercial offerings, should be paramount.
In response to this challenge APUS integrated a commercial, Apache Sling based platform with the institutional ERP and data exchange components of Sakai ? the current LMS. They then constructed highly ordered taxonomies that leverage rich meta and para data to provide for object reusability. Finally, Omniture web analytics (Site Catalyst and Test and Target 1:1) were integrated into the system to provide granular views into student interactions and provide personalized learning experiences.
This presentation will review the architecture of the system developed, with a focus on integrations with existing systems and modern functionality. In addition, mobile capabilities, offline functionality, and data derived from web analytics will be covered. The intent is to provide insight into what APUS believes will be a model for next generation platform technologies. Practical applications for how advanced learning technologies can allow for an increase in student to instructor ratios through personalized content provisioning. This in turn will allow for lower cost delivery of educational experiences to previously underserved students.
AVENUES FOR SHARING LEARNING, SOLIDARITY AND LIFE EXPERIENCES ACROSS GENERATIONS
Authors: Ivan Dragos lucian
Published: February 2023

Our contemporary world is presently facing formidable challenges that require inter-generational and interdisciplinary. Only such answers can encourage and develop community building and foster learning. This research paper describes a unique inter-generational project that was proposed to function by taking advantage of Web 2.0 technology. This case study highlights benefits and challenges of using Web 2.0 in learning through facilitating inter-generational collaborative learning. Using Web 2.0 technology we have constructed a practical learning framework in which both young and mature participants took part in learning experiences. Such Web 2.0 inter-generational programming allows mature adults to fulfill roles of mentor, under the supervision of a teacher, becoming collaborative learning mates for young people. At the same time our learning experiment offered a positive one-on-one interaction between young and mature generation. This article articulates characteristics of the program, of the participants and analysis the results obtained. Ultimately, qualitative research argued that Web 2.0 inter-generational learning is a powerful means of nurturing learning and positive social behavior. Quantitative data proved that this learning program possesses the potential to build powerful inter-generational relations among participants that contribute with learning and social capital. As a result both generations receive support for their individual development, within a community. The rationale of this study case is supported by a comprehensive bibliography that covers family, sociology and education. We review several studies related to our project and provide recommendations for those interested in applying this collaborative inter-generational Web 2.0 method to their community.
GAME AI ARCHITECTURE FOR TEACHING THE ENGINEERING DESIGN PROCESS
Authors: Kosmadoudi Zoe , Lim Theo , Ritchie J. m , Sung R. c. w , Liu Y
Published: February 2023

Engineers' main focus is to apply their scientific knowledge to produce solutions to technical problems. Then they can optimize these solutions based on a set of constrains which involve material, technological, economic, environmental and human related requirements. In his paper Penny [1] described engineering design as the "art using science in achieving useful end product".
Engineering design reflects a creative activity that requires a sound knowledge of mathematics, physics, chemistry, mechanics, thermodynamics, hydrodynamics, electrical engineering, production engineering, materials technology, machine elements and design theory [2]. As such there was been a growing awareness of the importance of engineering design in education. In order to understand and implement effectively the teaching of engineering design, the design processes of engineers have been studied extensively over different approaches. Moreover the relationship between engineering design strategy and cognition has attracted much interest; cognition describes the way individuals solve problems, think, perceive, and remember information [8]. However most of the studies generally reach the similar outcome that identifies the design as not an "algorithmic activity". While engineers develop a design, the goals, problems and constraints are not particularly defined and are highly changeable towards reaching a solution. There might be general guidelines for them to follow in the design process, however there is no consensus regarding one correct procedure or correct strategy to follow in order to reach a solution.
So far studies pertaining to the design process and cognition in engineering have utilised sketches, drawings, written communication, hands on model building etc., however there less in the literature investigating whether a game theory approach can contribute to a better understanding of the engineering design process, and facilitate in a more effective teaching of design courses. This research paper was designed to investigate whether a game AI module of goal oriented action planning (GOAP) which was first implemented in the commercial game called F.E.A.R, for developing its characters behaviour, can align with the engineering design process.
FEATURES OF USING SERIOUS GAMES IN MILITARY EDUCATION AND TRAINING
Authors: Beligan Daniel , Roceanu Ion , Barbieru Dragos , Radu Catalin
Published: February 2023

In the recent years, all modern armies use technology for improving the educational and training process. One of the latest aspects of involving technology are serious games. During their specific activities, military personnel have to accomplish tasks that are abstract, multidimensional, non-linear, dynamic and interdependent. These tasks can be managed to be fulfilled in an optimal manner if they are first solved in a virtual space and after that in a real world. In fact, there is nothing else than a new methods that is adequate for a specific purpose. In this sense, depending of the final aim, the serious games can be used in a proper manner for developing a specific set of skills.
So it is not surprising that, even serious games are a relatively new tool used in military education, due to the undeniable advantages of using them in a cost-efficient way, the process of training can be improved including situations that are very difficult to be realized otherwise for reasons of costs and sometimes safety.
Serious games' playing is a complex activity that involves the use of interaction with real and virtual tools and images. Such an activity develops skills in identifying relevant information, generating decision criteria and selecting alternatives. Can be used different scenarios according to various types of missions. A series of studies demonstrated that persons who completed serious games adapted for a specific area of operations were more familiar with the specificities and realities from that area than those who have not accessed it.
In this paper we will try to underline the particularities of serious games used for covering major area of military training domain taking in consideration that the final aim is to improve the military personnel behavior during their specific missions.
NARRATIVE ROLES IN E-LEARNING GAMES
Authors: Nistor Cristina mihaela
Published: February 2023

It has become a common place to state that narratives form the essence of communication in our lives. Still, there is no better way to acknowledge this reality than by admitting it as a simple fact; what is more, the idea that we, people, are so easily manipulated by the power of words has challenged communication experts. Many specialist shave tried their hands at defining and categorizing narratives, and the result is a discouragingly huge number of criteria and studies. Moreover, as narratologists have pointed out, narratives may take different forms, from stories in books to cartoons, police reports, news articles, and games. Almost a century ago, Vladimir Propp studied one hundred Russian fairy-tales in an attempt to assign roles to the characters inthose stories and explain a certain pattern of communication. Since then, various theorists of communication have been on a mission to dissect and analyze every aspect relating to narratives and their influence on people's lives. With the emergence of the Internet, narratives have taken new forms, from blogs (replacing diaries and journals) to games of all types. Because of their purpose both as fun-providers and educational helpers, e-learning game shave become indispensable tools in schools and homes alike. Consequently, the aim of this paper is to discuss narrative roles as they appear in some of the e-learning games we use in the language class. In my analysis, I will try to emphasize the influence of computer games on the success of the language class, and on students' social dynamics. Since games enter a special type of narrative, I will first discuss the way in which computer games may be transformed from entertainment into educational tools. Secondly, I will focus on the roles that add a special flavor to certain games and examine the possibility of helping students to get a double benefit from playing those games, by having fun and learning at the same time.
"CONTINUE THE STORY" - A SIMPLE GAME, PROFOUND IMPLICATIONS FOR KNOWLEDGE MANAGEMENT
Authors: Yadin Aharon
Published: February 2023

In the modern information society, knowledge sharing and management contributes to the organizations' flexibility and its ability to respond to the market changing requirements. Due to the increased complexity of modern applications, knowledge management (KM) has become one of the critical success factors of software development projects. This paper describes a course structure that was designed to increase the students understanding about the importance of knowledge sharing and management. The Software Engineering (SE) course which is intended to familiarize the students with all aspects of the software development life cycle (SLDC) was taught twice by the same lecturer and used team based assignments that followed the SDLC. In the first version each team was responsible for its own project and all the project's assignments were performed by the same team. However, due to the increased understanding, in recent years, about the importance of soft skills to the future graduates' vocation, the course was changed to address the issue of KM as well. In the second version, the course used "rolling" assignments like the "Continue the Story" game. Each project was divided among three teams and each team had to continue and enhance the assignment that was previously prepared by another team. Utilizing this mechanism, knowledge sharing plays an important role and each team is both influenced by other teams and influences other teams. This interconnected network of dependencies enhanced the students understanding about the importance of sharing information and knowledge, as was demonstrated by the assignments' grades (on average) that in spite the additional work needed, were very similar to the grades of a first version of the course.
THE CHEMICAL CLOUD
Authors: Grosu Corina , Grosu Marta
Published: February 2023

The present paper contains the presentation of a new adventure educational game targeting Environmental Chemistry students. The game is supposed to attract students towards discovering the applications of Mathematics wrapped in a youth-friendly and exciting fictional environment. The game is conceived in such a way that by playing it the students' comprehension of Mathematical notions pertaining to the Environmental Chemistry field is verified and tested. All the components (the scenario, the mission, the artifacts and the game's levels) are designed to prepare the students for recognizing possible statistical models to be used in observing, analyzing and deciding for the best politics to be used against real-life environmental destruction. Actually the game is designed to be attractive and captivating by its own rules and this was achieved by creating the components with advanced 3d technology such as Autodesk 3ds Max and Smith Micro Poser, while the game engine uses the powerful engine of Unity 3d. The main objective of our work is to use game strategies to teach students from Environmental Chemistry how to integrate the Mathematical notions taught during the first and second university year into their daily work and, even more important, how to modify and adapt theoretical models to real day problems in such a way that the analysis of the results should contribute to the actual change of input data. In fact, the game shows students how to use the strong Monte Carlo method for modifying input data. This form of test and evaluation is intended to improve students' capacity to move from theory to practice and vice versa.
INTERACTION IN A MOBILE LEARNING SYSTEM
Authors: Zamfiroiu Alin
Published: February 2023

Mobile learning is a new trend in learning environment. M-Learning or Mobile E-Learning how is named in some papers allows the access of users to the information through Internet using mobile devices like phones, smartphones, PDAs, laptops, tablets. In this way they became mobile pupils or mobile students. Mobile devices present special means of interaction with the user which are not similarly with the interact means of classic computer applications or web applications, therefore special attention should be given to this issue.
Under current conditions, computerization of the university operations has become absolutely necessary for operation with maximum efficiency. Mobile technologies have attracted a lot of attention, which offer a possible solution for the implementation of technology in education environment.
School computerization is a real need today, driven by natural penetration of information technology in all areas of economic life, the needs to align education to economic and social requirements.
A prototype application for teachers, easy to use, with an intuitive interface and purposeful benefit teacher evaluator is presented with screenshots and guide to use.
Interface design must take into account a number of factors associated with human interaction: accessibility, ease of use, level of skill, capturing and reporting errors. In interface design must consider the type of user that will run on computer system created.
The means of users? interaction for mobile learning applications are presented and interfaces of prototype developed for a mobile learning application. The specific characteristics in using mobile devices are figured with the growth of mobile devices usage.
INTELLECTUAL PROPERTY AND ELEARNING AT SAUDI UNIVERSITIES: PROBLEMS AND SOLUTIONS
Authors: Aljarf Reima
Published: February 2023

Although the internet has made a plethora of resources accessible to many, those resources are inadequately protected at Saudi universities. Some students and instructors use electronic material, software, Apps, Powerpoint presentations, articles, research papers, ebooks, video clips and/or images that they like or find useful in the online learning environment without documentation and without seeking the owner's permission. This study investigates the availability and awareness of intellectual property rights of electronic material and resources at Saudi universities and report students and instructors' views on the infringement of intellectual property, reasons for infringements, and misconceptions of proper use. Interviews with a sample of students and faculty have shown that many students are unaware of intellectual property rights and laws. There is a great need for protecting the copyright of electronic materials at Saudi universities. Saudi Universities need to have clearly stated Intellectual property laws that protect and encourage the creation and proper use of electronic materials and resources by students and faculty. Findings also revealed some misconceptions about plagiarism and improper use of electronic resources. Some believe that it is their right to use online resources. Others refuse to delete what they have illegally used as they feel that they have not breached any laws. Some faculty were exposed to the illegal use of their online material, but they do not know where they can complain to regain their copyright. Others indicated that when they complained, their institutions did not care about protecting their copyright and punishing those who breach copyrights; in addition to the negative effects of plagiarism on faculty morale and productivity. Results will be reported in detail.
TRIGGERS FOR CREATIVITY IN THE COMPUTER-SUPPORTED COLLABORATIVE LEARNING
Authors: Moise Gabriela
Published: February 2023

Creativity represents a key factor in a successful learning process. As a reaction to inflexible software programme which force the learners to work in his virtual private space without the freedom of creativity, there were issues new capacities for the e-learning environments. In this paper, we identify and analyze "creativity triggers", which facilitate creative learning in the virtual collaborative space. The "creativity triggers" are the objects that influence learners' creativity: the composition of the groups, the creative teaching and learning scenarios etc [1]. Our studies were realized with the help of the academic staff of Petroleum-Gas University of Ploiesti (PGU) involved as the members of the target groups in the European project entitled Development of the Universities' Staff Skills in Order to Be Able to Use an E-learning System. The project is co-financed from the European Social Fund through Sectorial Operational Programme for Human Resources Development 2007-2013, Priority axis 1, Key Area of Intervention 1.3 "Human resources development in education and training", contract code: POSDRU/87/1.3/S/64273. The beneficiary of the project is University of Petrosani and the partners are Petroleum-Gas University of Ploiesti and two IT firms, namely Memory LTD and Euro Jobs LTD.
The most difficult task in achieving creative computer-supported collaborative learning environments (CCSCLE) is to code and integrate "creativity triggers" in the e-learning software.
Stressing the advantages of usage of creative computer-supported collaborative learning environments, we propose a methodology to design and build them.

[1] Moise, G., Towards Increasing Learners' Creativity Based on a Fuzzy Collaborative Learning Model, Proceedings CCSTED 2012, 1st International Workshop on Creative Collaboration through Supportive Technologies in Education, http://www.cs.cityu.edu.hk/~icwl2012/index.php, http://ccsted.ssai.valahia.ro/index.html, 2012.
WEBUNIV - COLLABORATIVE SUPPORT SYSTEMS FOR EDUCATION
Authors: Pop Dragos paul , Chichernea Virgil
Published: February 2023

The development of IT&C technology, from "e" to "m" and "i" in the digital era has been the major challenge for both the modernization of the training and teaching process and for the management and scientific research of this process. The infrastructure of Collaborative Support Systems for Education (Document management systems, Process Management Systems, Conferencing tools, Recording/streaming tools, Virtual workspaces, Workflow systems, Web design tools, Meeting room technologies, Learning systems(organizational learning, educational tool, etc.), Development tools) and their main architectural modules recommends these systems as a technical solution capable of contributing to the solution of the complex issues found in education. This paper covers the main architectural and functional modules of a proposed Collaborative Support System (CSS, Integrated University Information System), based on Web technologies as well as the current usage scenarios in the university environment. It also deals with an evaluation of the impact of this system on specific activities of the education process in universities, the management of this complex process and an estimation of future usage scenarios for these systems in cloud computing. The structure and functions of this CSS are the following: WebBoard - software systems for creating and managing timetables, course assignments, physical room management; StudyCentral - training content specific to subjects found in the curricula, organized according to schools, study years, subjects, that contains teaching material in digital form (curricula, courses, case study and project books, self-testing collections, examination tests);i-Click - a virtual interactive environment used to track the conveyance of information, testing and managing student activities and attendance during the semester for all subjects in the curricula; LearnBase - Integrated information system used to manage the whole teaching process, which includes: student databases, grade management, student transcripts, statistics; CloudSpace - Cloud-based service that allows document and project sharing and real-time collaboration between students and teachers in an online environment.
MOODLE AS A PLATFORM FOR DISTANCE LEARNING AT THE DEPARMENT OF MEDIA STUDIES IN NOVI SAD
Authors: Pralica Dejan , Barovic Vladimir
Published: February 2023

The aim of this paper is to show how the implementation of Moodle program could improve the education at the Department of Media Studies at Faculty of Philosophy in Novi Sad. Since the media studies are interdisciplinary studies, it is easy to adapt them to the new digital technologies. The method of work using this free source e-learning software platform will be thoroughly described in the paper. The case study of the course Radio journalism will try to present many occasions in which Moodle can be used, both in the form of multimedia contents and as an addition to the traditional lectures. The research that will be conducted among the students of the third year (53 subjects), the forth year (38 subjects), and the fifth year (master) (17 subjects) will show the students? expectations and their abilities during the lectures.
The authors assumed that the students of the third, fourth and fifth years have enough knowledge about the digital media, gained during the previous years, thus they were the target group according to which the questionnaire was created. The preliminary results of the research showed that 24% of the participants heard about Moodle and that 67% would be interested in that type of e-learning if the Faculty introduced it.
During the pilot phase, the following functions will be used: giving assignments, forum, downloading files, grading, Moodle instant messages, on-line calendar and on-line news and announcements for the course Radio journalism.It is predicted that this type of e-learning would be very interesting and would not represent an obstacle for learning to the generations that were born in the era of digital communication.
LEARNING ARCHITECTURE TO SUPPORT THE DEVELOPMENT OF SOCIO-EMOTIONAL INTELLIGENCE IN A COLLABORATIVE LEARNING ENVIRONMENT THROUGH THE USE OF CONVERSATIONAL AGENTS
Authors: Florentina Hahaianu , Manasia Loredana
Published: February 2023

Achieving goals in everyday life is also related to emotional intelligence. If traditional education brings us the practice of training of regular intelligence, we assume that digital communities of learning could better focus on socio-emotional intelligence. However, experts in the field of educational sciences postulate an evolution from the century of individual to the century of community. Our approach is to build learning environments where participants can socially interact, build and manage declarative and procedural knowledge, but also develop their competencies in socio-emotional intelligence field by interacting with a Conversational Agent (CA).
Learning architectures that propose one-to-one interaction (Learner (L) - Agent Systems) to learn foreign languages solve complex problems or situations have been shown to be effective. Researchers can identify substantial learning gains associated with the involvement of conversational agents. Our work aims to enrich the learning architecture proposed by E. Wenger in social learning theory with the presence and pedagogical roles of a Conversational Agent. In the context of this learning architecture, participants in the learning community become and act as learning agencies. Learner agency is feasible in educational settings, both formal and informal. This paper assumes that the size effect of the immersion of a conversational agent is augmented by the context of a collaborative multi-users digital environment. Additionally, we describe specific roles of the conversational agents derived from the core structure of the socio-emotional intelligence: self-awareness, self regulation, motivation, empathy, and social skills in order to illustrate the desirable properties of this new architecture.
Our paper will further analyze the limitation of this architectures in terms of encountered of development difficulties.
ACCEPTANCE AND DIVIDE OF COLLABORATIVE WEB 2.0 LEARNING WITH DIFFERENT SUBJECT DOMAIN ROMANIAN STUDENTS
Authors: Chisiu Georgiana , Ivan Dragos lucian
Published: February 2023

There is a large body of research regarding Web 2.0 supported learning, but most of it seems to start from the hypothesis that collaborative Web 2.0 supported learning can be applied using the same methodology to all subject domains. No study has been conducted on the correlation between gender and the variables of Web 2.0 Anxiety, perceived Web 2.0 efficacy and attitude towards Web 2.0 technology with Romanian students. Another purpose of this research was to test the variables of Web 2.0 anxiety, perceived Web 2.0 efficacy and attitude towards Web 2.0 on students with different subject domain: Engineering (the sample of participants were students from The Polytechnic University ) and Social Sciences (the sample of participants were students from The National School of Political Studies and Public Administration). Following those variables we investigated whether there was a difference in student recall of information or in student interaction. This work explores some methodological challenges in designing a collaborative Web 2.0 learning environment for students with a different subject domain. Quantitative and qualitative results shown in this work illustrate a clearer picture of the design guidelines for classes with a different subject domain. The participants perception on their learning was investigated with surveys and interviews. The purpose is helping instructors design an innovative collaborative Web 2.0 practice that takes into account the difference of the subject domain. Based on these findings, this study suggests that when using collaborative Web 2.0 learning, instructors should consider the characteristics of the subject domain of the student and design their teaching activities accordingly.
SPECIFICITIES OF COLLABORATIVE LEARNING IN VIRTUAL ENVIRONMENT
Authors: Tudor Sofia loredana , Paisilazarescu Mihaela
Published: February 2023

Connecting to the Internet increases considerable the possibilities of cooperation / collaboration between people located geographically remote. The pedagogical approaches sustained to determine the most appropriate and effective ways of conducting training processes emphasized the need to incorporate in the instructional environment a social and a group component.
Learning must not be seen just as the information transfer process from the teacher to the student, but as a building process in the interaction with other group participants at a particular educational activity.
Cooperation implies the division of responsibilities related to a specific activity among participants. Cooperative learning is not just placing students in a particular group and division of tasks (problems) to the group. In educational systems, cooperation is based on communication (exchange of information), collaboration (group work) and coordination, each of them being supported by an infrastructure software group.
Therefore, an important task of the educator is to contribute to the development of interactive learning community to facilitate collaboration. Collaborative learners not only enhance their knowledge but also they can be taught to respect others ideas, to accept other ways of learning.
Collaborative learning involves individual learning, but it is not reducible to it. Studies of learning in groups treated learning as a fundamentally individual process. But it is necessary to analyze learning at both the individual and group level, involving phenomena such as negotiation, which are interactively made in group processes.
The primary form of collaboration support is to provide an environmental communication. This may take the form of email, chat, discussion forums, video-conferencing, instant messaging, and so on, being useful combinations of different communication media, which are of special functionality.
The purpose of this study is to identify the performance of electronic communication media used by teachers for lifelong learning, aimed at achieving goals such as a picture of the most common forms of e-learning that enables teachers to maximize their own teaching.
The study results show that teachers, regardless of teaching experience, profile/ specialization or residential environment, use electronic communication media to complete vocational education, promoting collaborative learning.
USING SPREADSHEETS FOR TEACHING LORENTZ TRANSFORMATIONS IN RELATIVISTIC MECHANICS
Authors: Grigore Ionel , Barna Emil stefan , Miron Cristina
Published: February 2023

The spreadsheets of Microsoft Excel are important tools for the teaching the relativistic mechanics. In this work, efforts have been made to generate spreadsheets for Lorentz transformations and comparison of Lorentz and Galilei transformations of relativistic mechanics. Spreadsheet programs are very useful tools in teaching in relativistic mechanics. One of the main advantages is that students can interfere with the program. The graphical capabilities of spreadsheets give the method a visual feel and allow easy comparisons between exact and numerical solutions. This tool contributes to the enhancing the motivation in the study of the relativistic mechanics. It is hoped that the ideas expressed in this work will serve at a catalyst for further research and investigation into the use of conditional formatting for physics education. Students and teachers should be provided with computer facilities fully loaded with the latest versions of spreadsheets. The aim is to improve interaction with the computer with easy access to spreadsheet packages. Spreadsheets had become entrenched in relativistic mechanics, driven by the demands of end users for tools to help them in performing analysis tasks. In this work, we support that the spreadsheets of Microsoft Excel may be used as an alternative instructional tool, in order to help students confront their cognitive constraints and develop functional understanding of physics. Thus, the spreadsheet is an accessible and easy to use resource, without mentioning the fact that a great part of the students already know how to use it. Even considering its limitations, the spreadsheet is the resource that offers the best cost-benefit in terms of didactic resources.
ENHANCING FRESHMAN STUDENTS' PERFORMANCE WITH ONLINE READING AND WRITING ACTIVITIES
Authors: Aljarf Reima
Published: February 2023

The present study investigates the effectiveness of integrating RCampus in EFL freshman classrooms in developing EFL students' reading and writing skills. Two groups of freshman students majoring in translation participated in the study. Before instruction, pretest results showed no significant difference between the experimental and control groups in their reading and writing skills in EFL (English as a foreign language). Both groups received traditional in-class instruction that depended on the textbook, completed the same chapters, did the same exercises and took the same quizzes. In addition, the experimental group received online instruction using RCampus (www.rcampus.com), an open source Online Course Management System. RCampus has as a discussion forum, ePortfolio for each student, i-Rubrics, course documents, a message center and other tools. The experimental group received online reading and writing extension activities. Each week discussion threads that required the students to search for information, read extra material and respond to questions in writing were posted. The students were free to post their own book summaries, discussion threads and comment on each other's posts. The instructor served as a facilitator. She provided feedback and individual help. At the end of the semester both groups were post-tested and their scores compared to find out the effect of using a combination of online reading and writing activities using RCampus on the students' reading and writing skills development. The students answered a post-treatment questionnaire to find out how they felt about RCampus and their online learning experience. Results will be reported in detail.
CONSTRUCTIVIST TOOLS FOR THE STUDY OF THE SPECIAL THEORY OF RELATIVITY
Authors: Grigore Ionel , Miron Cristina , Barna Emil stefan
Published: February 2023

In the present work we describe some tools which support the constructivist approach to relativity theory. We depict the conceptual map to highlight the links between specific concepts of this theory and the thinking map to demonstrate important relationships, such as mass-energy equivalence relationship. The constructivist theory of learning motivates the fact that the new knowledge must be integrated in the already existing knowledge structure. The conceptual maps and the thinking maps encourage this process through the one who learns to pay attention to the existing relations between concepts. Presenting themselves as knowledge nets, they facilitate the understanding, knowledge and the simple applicability of the theoretical knowledge of the special theory of relativity. In teaching and learning it is widely assume that graphical knowledge representation tools such as conceptual maps and thinking maps help students to organize their knowledge around the most important concepts and principles of the subject content. These tools are based the Cognitive Information Processing model (CIP) of learning. The Cognitive Information Processing model addresses the following learning issues: visual channels, attention, elaboration, mental models, schema and metacognitive skills (including motivation). The Cognitive Information Processing theory is useful in helping teachers to understand how students interact with information. Consequently, application of this theory may equip teachers to guide students to unpack, retrieve, and make meaning from new information. In the mean time it is opportune to be used constructivist strategies during physics teaching together with informatics tools made for a better approach of special theory of relativity concepts.
TRAINING AND EVALUATION OF THE SEAGOING PERSONNEL IN THE "MIRCEA CEL BATRAN" NAVAL ACADEMY
Authors: Pocora Andrei , Lupu Sergiu , Toma Alecu
Published: February 2023

Standard of Training Certification and Watchkeeping (STCW) Convention with Standard for Certification No. 2.14 for Maritime Simulator Systems, adopted in January 2011, impose the requirements for the performance of this systems that must include an appropriate level of physical and behavioural realism in accordance with recognized training and assessment objectives.
"Mircea cel Batran" Naval Acedemy purchased in 2009 a complex of operational maritime simulators named "Integrated simulator for driving of watercraft" type Navi-Trainer Professional 5000 manufactured by TRANSAS Limited Co and certified by DetNorskeVeritas (DNV) as A class (full mission) for bridge and machinery. Through the simulator the following can be achieved: initial operational level for undergraduate students, managerial level for master students and professional improvement for seagoing personnel on the basis of agreements with crewing and shipping companies. NT PRO 5000 is also used in the tactical maneuver training and evaluation of Navy officers according to NATO interoperability standards. At the same time it can be used in scientific research being able to simulate real conditions of a shipwreck analysing the kinematic of ships involved (motion parameters), environmental (tide, current, wind, wave, swell, depth) and additional parameters (distance, bearing). The module "Transas Evaluation and Assessment System (TEAS)" of the simulator allows objective assesment of exercise fulfilment correctness.
In the simulator the students have the possibility to realize Joint Exercises with both simulators (bridge and machinery) and in that way the exercises will achieve the highest level of complexity, by simulating an entire ship with all complex activities onboard. The combined training of bridge and engine watching team will ensure achieving the goal of improving interoperability between this two types of specialists, realized in almost the same conditions. After completing simulated exercices, the students can replay the entire action and have the possibility to emphasis the mistakes or the actions that were well taken, so they will have a superior feed-back action after completing the training.
STUDY ON THE OPPORTUNITY INCLUSION OF E-LEARNING AND E-TESTING IN SPORT SCIENCE AND PHYSICAL EDUCATION STRATEGIES
Authors: Grigore Vasilica
Published: February 2023

STUDY ON THE OPPORTUNITY INCLUSION OF e-LEARNING AND e-TESTING IN SPORT SCIENCE AND PHYSICAL EDUCATION STRATEGIES
Vasilica Grigore PhD
National University of Physical Education and Sport Bucharest
Abstract

Sport science and Physical education is an attractive field for different branches of science, like IT . Lately various specialized software implementation has increased in our field too. Some of the important stages of learning, especially of sport-specific technique improvement are successfully supported by applying computer techniques. The experts opinions about the use of e-learning in our field, especially in the stages of learning sports-specific movements are diverse. So we are interested in expanding the area of using e-learning and e-testing by developing educational strategies to improve the quality movement. This paper is a study on the opportunity of e-learning and e-testing inclusion in the sport science and physical education strategies. The purpose of the study is to emphasis the knowledge on e-learning meaning in physical education and sport aria and e-testing specialized tools utilization.
The main research method was questionnaire inquire applied on sport and physical education specialists. The questions were about e-learning and e-testing, the usually ways of utilization, the importance for sport and physical education
The paper revealed the specialists opinions about e-learning and e-testing opportunities concerning the inclusion of this specific tools in the strategies development in Sport science and Physical education. The paper revealed the specialists opinions about e-learning and e-testing main arias appropriate for inclusion of this specific tools in the educational strategies. The level of knowledge about the e-tools utilization in our field, expected effects
EFFICIENCY E-LEARNING PLATFORMS IN THE TRAINING OF THE ROMANIAN JUDO SPECIALISTS
Authors: Laurentiu Bocioaca
Published: February 2023

Using educational platforms in order teacher training and professional improvement of the structures contained in the national physical education and sport, contribute significantly to the development of domanin. Data obtained from studies on the quality and efficiency of educational programs (training) in the field of sport, national and international shows, that the variety and complexity of managerial methods, requires the use of electronic platforms as a means and method. Significant increase in the amount of domain-specific information, the number of users, training programs and evaluation of athletes, coaches, Methodist, and asocialtiile of clubs by sport, negesita use of electronic data processing and analysis. Electronic educational platforms, allowing fast and unlimited training resources, optimize system evaluation and training in the field, representing the strategic direction, management, fundamental of physical education and sports reign. Means of preparation, introduced in databases are permanently streamlined and standardized, helping to increase the educational effectiveness, both in terms of information to beneficiaries especially in terms of formative direction. All these contributions allow improving management methods, reducing implementation time and costs of training of researchers, teachers, coaches and instructors, Methodists, from the federation. Raising the formation and training of personnel in the system, the effect of applying electronic training platforms is demonstrated ever better results, obtinte of our participants in national and international competitions, confirming the utility of these tools and methods. Educational management allows so quickly and very efficiently transferred to training programs between users database, increasing the degree of control and competititivitatea structures within the physical education system.
POINTS OF VIEW OF HOW A SOFT PROGRAMME CAN FACILITATE THE ORGANIZATION AND COMMUNICATION IN A SPORT COMPETITION
Authors: Balan Valeria
Published: February 2023

The most important results from the science and technological field in last years are owned informatics, too. It created new possibilities for calculating complex data and remaking great volume of the information which is kept for using in new applications.
Informatics has won an important field in physical education and sport field, too. Nowadays, the computer helps the specialist to keep, choose, remake, analyze and integrate multidisciplinary information so that he can take the best decisions for driving of the training and attending the competition. But informatics is not reduced to these aspects. It has a lot of other applications what are permitted the interdisciplinary team to obtain the best efficiency in its activities.
In this context, the paper proposes to show how a competition can be organized with the help of computer and a special soft ? GMS. It is a programme used by Special Olympics International and Special Olympics Romania, too.
GMS facilitates the organization and the communication before, in time and after a competition organized for a mentally disability persons.
The soft includes data field and filters that give the organizers complete control of the manner in which they want to define and organize the competition.
The soft in accessible and has the advantage of the data has always saved. At the same time, the soft is permitted to enter and change data which is saved immediately.
Finally, we can say that the GMS soft is an instrument very useful. It can be used in any competition for any category of sportsmen.
DISTANCE LEARNING - ELECTRONIC PLATFORMS FOR COMMUNICATION AND COLLABORATION
Authors: Logofatu Bogdan
Published: February 2023

According to the quality standards established by ARACIS, the RO universities (public or private), running distance learning study programs, are obliged to implement electronic platforms and to use them in order to support the communication and collaboration with distance learning students..
In Romania, according with the Law of National Education nr.1/2011, three types of HE systems are officially recognized: full-time on-campus, part time on-campus (IFR) and distance learning (ID). These systems have some particularities: (a) traditional lectures are replaced by self-study performed based the learning resources designed based the ID model; the laboratory is 100% similar with full-time on-campus situation; the seminar activities are replaced by tutorial activities developed on-campus(30-50%) and off-campus. Very easily someone may draw the conclusion that both ID and IFR systems are, in fact, blended learning systems. The most important aspect is ALL the ID/IFR programs have to obtain the authorization /accreditation from ARACIS. The main consequence is: the ID/IFR diplomas are equivalent with diplomas obtained in traditional, full-time on-campus education systems.
According with the quality standards established by ARACIS, the RO universities(public or private) running ID/IFR study programs are obliged to implement electronic platforms and to use them in order to support the communication and collaboration with ID/IFR students. Different institutions in RO and abroad are using different platforms, according with their strategies. Anyway, there are three major solutions: to buy a proprietary platform(e.g. Blackboard), to implement a free of charge platform available on Internet (e.g. Moodle) or to develop an own platform (home made).
This paper will present the electronic platforms that are implemented and used by the Department for DL/IFR of the University of Bucharest, starting with the academic year 2012-2013.
THE WORLD IS GOING MOBILE - WHAT ABOUT EDUCATION ?
Authors: Logofatu Cristian
Published: February 2023

Smartphones, tablets, e-book readers , ultra portable laptops are becoming ubiquitous devices in the society we live in. More and more industries? outlooks are currently being shaped by the massive shift in user preferences for content access: the so called ?mobile? trend. Newspapers and magazines have been closing down one after the other because of internet content. TV stations have ever declining audiences because of this trend. Users download apps for everything they need (and do not need).
Education faces a big challenge if it is to remain relevant in this fast moving, mobile, digital environment. Universities need to take into account users? actual habits, to meet students in the environment students already are active, and elicit their interest.
This paper explores the projects that have already started in this area: eLearning courses in HTML5 format, in Kindle format, mobile learning best practices, video training, etc., their advantages and problems that they raise, to the students, to the teachers creating the educational contents, and for the institutions that need to keep very strict quality assurance procedures in place.
In our opinion, the highest threat to universities? survival in their role of lead educators are the so called ?industry education programs? ?programs that are created and sponsored by big companies worldwide, in order to familiarize future workers with their own companies? products and services. These programs have big funding, big marketing resources and have the appeal of taking students very close to landing jobs in their desired industries.
Starting from this model, we also propose a new paradigm that universities should follow in order to keep being relevant for their prospective students.