bluuebunny/crossref_metadata_2025 huggingface dataset:
COMPUTERS IN SCHOOL. A CASE STUDY WITH CHILDREN 6 TO 12 YEARS OLD.
Authors: Pitic Alina elena , Moisil Ioana
Published: February 2023

For more than thirty years computers in schools has been a challenging research topic. Starting with Computer Aided Learnig (CAL), Computer Aided Trainig and Instruction (CAT and CAI) and up to present e-Learning, the research main goals were to improve learning and teaching in schools, to adapt teachin and learning to individual needs through personalized software, and last but not least, to provide the necessary learning resources at a lower cost. With the same aims in mind , we have carried out several experiments in order to better understand how educational software has to be designed and developed to better answer teachers and students expectations, to enhanced e-learnin usability. In our paper we are presenting some of the experiments concerning school children 6 to 12 years old. Children were introduced to a virtual environment – a library (the virtual image of the central university library) and their behaviour was observed. Children participating in the study were computer literate. We were interested in identifying key factors that can motivate children to read books from the library. The study started in 2009 with an simple 3D model of the library. Based on our observations and working with the children as design partners, the virtual library application was modified several times in order to obtain better answers to educational aims and a higher degree of satisfaction from the young user.

Acknowledgment.
A major part of the results presented in this paper were obtained by Alina -Elena Pitic during her work for the PhD thesis “Contributions to the modeling, the design and the development of user interfaces for educational software”.
E-BOOK, MODERN FORM OF DOCUMENT STORAGE AND COMMUNICATION
Authors: Serban Mihai , Ionica Serban
Published: February 2023

Undoubtedly writing contributed to the perception of history from other perspectives. Starting from clay tablets from Summer or Tartaria and until so known editing programs for today’s format text , the writing was obviously the most important form of communication of ideas, concepts and theories.
One of the most popular concepts to which we refer when we refer to writing, is the book. Books were for centuries the only means of passing on information, regardless of their(religious, scientific, etc..), reflecting their technological evolution of humankind. Therefore, long time, books were written by hand, and then they have multiplied copyists.
But the invention of printing (in Europe around 1450, China and Korea it was known long before), the flow of information has been simplified and books have become an accessible element for public, more than hitherto.
There was a long pause in the evolution of the concept book that has remained virtually unchanged, despite the fact that printing technology has changed radically. The so-called break ended a few years ago, because books have entered in a new stage of development -the electronic book or eBook. This is the digital version of a work (either already existing in print or broadcast only in digital format) the version whose content can be viewed either through a computer or through other devices that allow the compatibilization of the systems.
Several centuries the printing on led to accelerating evolution of the process of social development. This required a rapid and massive development of paper-making industry which led to the emergence and overcome of serious environmental problems.
In efforts to replace paper, the technique successfully identified substitutes: radio, television, teletext, fax, computers, Internet, magnetic or optical supports, microfilms and photographs.
INTEGRATING E-LEARNING INTO INFORMATION SYSTEMS OF ORGANIZATIONS
Authors: Andronie Mihai
Published: February 2023

In the modern society, computer science is being used by more and more organizations to control their activities by using special software and hardware configurations to automate the processing of data that is available. There appeared a large variety of computer applications designed for specific tasks, but still it is hard to find an application that meets all the requirements of a specific organization. Using separate computer applications for every activity that is carried on can be a solution, but in this case internal communication and compatibility issues can appear. Because creating customized software for each organization can be expensive, the best solution that emerged is to create an integrated information system composed of modules that are compatible with each other. Information systems modules cover almost all of the activities an organization is carrying on, like production control modules, inventory modules, management modules, data storage modules, human resources modules, learning modules.
Among the modules that compose the information system of an organization, e-learning modules become more and more important and can be integrated in the whole system. These modules are important in modern organizations to train the employees, contributing to their lifelong learning. By using e-learning modules, an organization can have multiple advantages from the economic point of view because training the people involved in various activities can be done internally, in a way more adapted to the specific of the organization. The present paper aims to focus on the possibilities of integrating e-learning technologies in the information systems of modern organizations.
MYSTORY - THE STORY OF NOW AND THEN
Authors: Colibaba Stefan , Petrescu Lucia , Colibaba Anca cristina
Published: February 2023

"Because history is larger than history books" this is why MyStory (Creating an ICT-based inter-generational learning environment;Project no. 511641-LLP-1-2010-1-RO-KA3-KA3MP) has been planned to explore and bring out into the light the stories of the past.

Their stories matter! The stories of all those who have had history for a daily life. It is through these stories that we hope to bridge the gap between generations. Understanding the other is the first step towards embracing generations which may seem so far away or ahead of times.

Seniors and teenagers - two social extremes in the present world, each of them carying an impressive load of knowledge, values and abilities.

Seniors have the memories of a world slowly fading away while teenagers have the pulse of present and vision of future. It is therefore a must that these two ends bound to create a constant interconnection through sharing, input and intake on the part of both sides. Factual information is moulded by personal experice and in this particular context subjectivity brings an added value to already stored historical information. The "I" stands not for distortion of reality but for personal experience which needs to be valorised and treasured for its great potential of casting light upon present.

Past itself can be updated and present technologies be put in its service. MyStory project empowers seniors and encourages them to share their stories with the young generation through interviews collected by young people. Films, the final form of these interviews, are presented to the final beneficiary on the project website at www.mystories.eu and are accompanied by complementary information on the historical and social background. This is mainly targeted at teenagers, educational institutions, museums, researchers etc who can use the processed or row material in their professional activities.

On the other hand, seniors are involved in training classes to develop basic ICT skills which allow them to have access to online information and thus add a new alternative to daily activities. Training is being done with the help and support of teenagers and this ensures a bidirectional transfer of knowledge and abilities.

Technology in the case of MyStory project is being used to facilitate access to online information but also to equip the user with transversal competences which can be used either on the virtual or the face-to-face medium.

Combining past experiences with present innovative technologies is a means of reviving history in a functional way and making it part of the present dynamics.
AN INNOVATIVE APPROACH TO TEACHING MECHANISM USING AUGMENTED REALITY TECHNOLOGIES
Authors: Girbacia Florin , Butnariu Silviu
Published: February 2023

The classical method of teaching the Theory of Mechanisms and Machines course is a difficult task which requires the students’ imagination or the usage of expensive mechanical installations. The teaching methods must evolve according to the new technologies that can help the students in the learning process.
Augmented Reality (AR) is a relative new research direction that allows creation of an interactive virtual space embedded into the physical word. Unlike Virtual Reality (VR) systems, in which users are completely immersed in the virtual environment, AR users see the virtual objects and the real world coexisting in the same space (co-located). It is the goal of AR to supplement reality rather than completely replace it as in conventional VR applications. The AR technology provides useful information about the environment, enhancing perception and interaction with the real world. The user is able to manipulate both real objects, and the virtual ones.
Augmented Reality (AR) is a useful technology that can be applied in this case. This paper presents a novel markerless AR book for teaching in enjoyable way mechanisms in mechanical engineering courses. The main idea is to provide to the student real time information on mechanism structure and kinematics by mixing images from the real world with 3D virtual objects. The user may watch a physical experiment by means of a webcam, on the computer screen he will see real book pages and, superimposed, the relevant graphical annotations and 3D mechanism simulation. The software, hardware and the methodology, as well as the results are described in detail. Using this teaching concept, a variety of computational mechanism models can be studied, which reduces the need for classical experiments that involve expensive installations. The advantage of this system method is the usage of inexpensive equipment for intuitive learning in the simulation of mechanisms.
TRADE-OFFS IN DEVELOPING HIGHLY INTERACTIVE MLEARNING CONTENT USING THE CURRENTLY AVAILABLE DEVELOPMENT PLATFORMS
Authors: Hazi Mihai , Barbu Adrian , Malureanu Adriana
Published: February 2023

The current day smart-phone is packed with a great assortment of sensors (ambient light, proximity, GPS, accelerometer, compass, gyro) and input modalities (touch, camera, microphone). This set of capabilities has spurred tens of thousands of developers to publish hundreds of thousands of mobile applications. The apple app store and the android market sum a total app download count of over 20 billion. How many of these apps have an mLearning focus and what sort of capabilities do they currently employ? What are some successful use cases extracted from this short market analysis?

Considering the rapidly expanding mobile software and hardware space e-learning also has to adapt and move to this new medium. Most of the highly interactive desktop e-learning content has been traditionally developed using Adobe Flash. Does Flash still hold up in the mobile context or do the developers have take up HTML5 and/or native development for this type of content?

This paper strives to give an answer to these questions by performing a short app markets analysis and developing an example app for a highly interactive use-case using three combinations of platforms and tools: flash/air, native and a mixed solution. The stumbling blocks encountered, and trade-offs made are expanded upon. Factors like the relative use of implementation, the speed of deployment, multi-platform reach and app performance are also analyzed and trade-off points identified.

As a final step conclusions are drawn as to the best path to choose for present day vs future development of highly interactive mLearning experiences.
VIRTUAL LEARNING ENVIRONMENTS TOOLS USED IN HIGHER EDUCATION
Authors: Herlo Dorin
Published: February 2023

The Virtual Learning Environments (VLE) used in the learning process at all the level of the educational systems but especially into Higher Education, has specific tools. From science of education perspective, VLE’s tools offers technological support to academic staff and students to optimize the teaching/learning process, student-centred, for accomplish, at the end, a real transformative learning. VLE’s tools are very divers and must be well known of the academic staff for using them in a proper way in the teaching, learning and evaluation process. When a professor choose a tools of e-learning, he should have in mind the type of the course in which could it be applied to as well as the needs and possibilities of the students. The new generation of students are capable of fast information adoption and multitasking, and they call for a random access to information (“anytime, anywhere”), as they are accustomed to Google-like informational systems and multiple media operating. Through e-learning, a new educational environment can be set and an environment can be constructed in the direction of interaction, processing information, researching and problem-solving. The students are asked to actively get involved, and often work in teams. The role of the professor is to design the methods of learning and help the student develop their talents and capabilities. In order to evaluate the VLE tools used in Higher Education on practical level, the short survey among 120 students was managed. According to the survey results and the Transformative Learning Theory given by Mezirow, it is obvious that the way of learning in a modern educational system should be improved.
ALGORITHM FOR DECOMPOSITION OF LEARNING CONTENT
Authors: Mitev Mitko , Plamenov Ivaylo , Antonov Anatolii
Published: February 2023

One of the basic problems in the preparation of distant learning courses is dividing the content into learning units. In methodical point of view the requirements are associated with formation of learning units, based on strong connected notions, minimization of the links between them and their “orientation” on the time axis. Analogically the basic notions should precede their consequences in time.
The formalization of this problem is reduced to finite, oriented graph, presenting interpretation of the main notions and the established causal links between them. The learning content division is obtained as a result of the graph decomposition. A target function is defined, based on the minimal value of the links between the terms and the corresponding interdisciplinary links. Limiting conditions are set, forming the volume of the educational units. The limitations are defined in two aspects: static in the case of group education and dynamic in dependence with the individual capabilities of the learning person.
An algorithm for the so called “parallel” decomposition is developed. An estimation of its calculating complexity and performance is presented. The results are compared to corresponding “sequential” algorithm. The algorithm is included into the group of a set of algorithms for learning content structuring for optimization of the input-output links of the subject, for testing the knowledge and the obtained skills, for additional education, etc. The programming realization of the algorithm is researched by generating set of learning structures. Decomposition in the case of static and dynamic limitations is performed. The results could be used as an instrumental tool for learning units forming based on the subject area and defined parameters of the distant learning or to be included as extension of the known platforms for distant learning.
DEVELOPMENT OF ICT EDUCATION IN ROMANIA
Authors: Sabo Helena maria
Published: February 2023

Abstract. Computerized education is a pedagogical strategy adapted / adaptable to the policy model education in the post-cultural model of society. At the operational level, the process involves the concept of assimilation and exploitation of new information technologies in activities designed to level the educational system in the context of specific activities. This are: computerized and “computerial” literacy; ownership of knowledge in the studied disciplines of profile information, making management education, application of computer assisted instruction, teaching method or as a special educational means integrated into any teaching strategy.
Cumulative contributions show that important progress has been achieved in Europe, particularly in the development of ICT in education, while one is notable heterogeneity of practices and policies presented in agreement with different political priorities, ideals and educational funding.
In Romania, a characterization in general terms, might read: The educational system will undergo significant changes, as the main orientation and design of a system of permanent education. As routine tasks in any field of activity will be taken over by computers, the individual will have more free time to train. At this training will add competition increasingly harshness, which will require the use of leisure time for qualification.
In essence, computerization is not limited to teaching a new method, which would enter into the traditional methods. Through their social role, designated the concept of “computer culture” signifies transforming computerization of education system by education, not only as a form of organization, but also as contents.
Finally we should mention that the importance and complexity of the process of computerization of education requires attention to the state level. It is appropriate to develop a concept of implementing information technologies in education that would reflect all aspects of the process, its directions and propose to exploit resources, that Romania has already today in an efficient way.
USING VISUAL ENVIRONMENTS AND INDIVIDUAL ASSIGNMENTS FOR IMPROVING ALGORITHMIC THINKING IN INTRODUCTORY PROGRAMMING COURSES
Authors: Yadin Aharon
Published: February 2023

This paper describes an action research for developing better algorithmic thinking in introductory programming courses. Enhancing algorithmic thinking and improving problem solving skills are the main objectives of such courses and are considered a significant success factor in future courses as well as future work achievements. Furthermore, failing to develop these skills, usually leads to failures in these introductory courses as well as the courses that follow. As part of this action research, that was performed during four semesters several course structures and learning tactics were examined. The evaluation methodology was simple and based only on the percentage of failing students. The success achieved was attributed to two main factors (1) using a visualization environment (Micro-world) for the whole duration of the course, which helped in understanding the more complex and abstract issues, and (2) using individual assignments that enforced better learning habits and development of individual algorithmic thinking. The paper describes the various attempts, as well as the final structure, that reduced the failing students by over 77%.
This paper describes an action research for developing better algorithmic thinking in introductory programming courses. Enhancing algorithmic thinking and improving problem solving skills are the main objectives of such courses and are considered a significant success factor in future courses as well as future work achievements. Furthermore, failing to develop these skills, usually leads to failures in these introductory courses as well as the courses that follow. As part of this action research, that was performed during four semesters several course structures and learning tactics were examined. The evaluation methodology was simple and based only on the percentage of failing students. The success achieved was attributed to two main factors (1) using a visualization environment (Micro-world) for the whole duration of the course, which helped in understanding the more complex and abstract issues, and (2) using individual assignments that enforced better learning habits and development of individual algorithmic thinking. The paper describes the various attempts, as well as the final structure, that reduced the failing students by over 77%.
GAMIFYING EDUCATION: A PROPOSED TAXONOMY OF SATISFACTION METRICS
Authors: Petrovic Veljko , Ivetić Dragan
Published: February 2023

This paper considers several popular modalities of electronic games, serious and otherwise, and outlines the reasons why some are successful and some are not at the task of retaining the attention of their core audience. In order to accomplish this task, a taxonomy of satisfaction metrics for end-users is proposed based on modern trends in electronic entertainment. A new approach is needed in order to account for dramatic changes in the electronic gaming landscape wrought by the explosion of mobile gaming on one hand and social gaming on the other. Two main modifications to the taxonomy incorporate social obligations as a motivating factor separate from a desire to socialize in and of itself and consider the importance of feedback both in light of Fogg’s work (Persuasive Technologies, 2010) and Shneiderman’s well known eight rules of interface design and related work. This taxonomy is then correlated to previous advances in this field of study, such as Fogg’s Behavioral Model and Bartle’s quartet of gamer archetypes. The taxonomy, thus improved, is demonstrated by using it to examine exemplars of the various categories of game now popular or being created. The analyses conducted lead to ways in which the current approach to serious game design methodology can be modified and possibly improved. This paper then examines specifically how this new methodology may be best employed in the field of e-learning. Of special interest is gamifying presence and distance learning supported by traditional e-learning materials and doing so both effectively and with few resources. Finally, the paper presents a discussion on the means and methods which may be used to verify the new taxonomy and its applicability to the field of gamification.
INTEROPERABILITY STRATEGIES FOR SERIOUS GAMES DEVELOPMENT
Authors: Stefan Ioana andreea , Stefan Antoniu , Kravcik Milos , Lim Theo , Bidarra Rafael
Published: February 2023

Serious games have emerged as new tools that enable players to acquire and enhance their skills and knowledge, and have become increasingly popular in fields such as education, industrial and emergency training, efforts for social betterment, and marketing. While the use of serious games has extended rapidly to a variety of domains, their development remains a challenging process both for developers and teachers/ trainers. This paper approaches the technological environment underpinning the development of serious games, and focuses on interoperability. Developing serious games in a way that enables interoperability is one means of increasing the depth and scope of instructional materials available to learners while reducing the overall development costs and time. Interoperability, the ability of computers and applications to communicate and share resources in a heterogeneous environment, is dependable on standards. Optimizing requirements of accessibility, interoperability, durability, and reusability for maximizing cost efficiency start with a proper understanding and integration of standards. The authors analyse various Serious Games interoperability scenarios and address the main gaps surrounding standardization in this field with the purpose of assisting developers and teachers in implementing successful solutions. The scenarios are based on a Serious Game Multidimensional Interoperability Framework that integrates the core components included within a serious game (game mechanics, gameplay, graphics engine, graphic objects), the ecosystem where the serious game will be implemented (developing platforms, programming languages, LMS communications) and external factors that go beyond the core technical aspects of a serious game (assessment, applicability, classification, glossary of terms). The research considers the existing standards that impact serious games development, as well as the gaps and the fragmentation issues that hinder the development process with the purpose of identifying efficient solutions.
ARE MOBILE LEARNING DEVICES READY FOR ENTERPRISE DEPLOYMENT?
Authors: Patrichi Mugurel
Published: February 2023

One of the strong points of mobile learning is considered to be the ability to deploy in corporate environment, for a "learn anywhere" approach. But it is easy to see how employees, once provided with these devices, will want more from them. After all, it is the employees who are the driving force behind the adoption of the smartphones and tablets in organisations. We consider, therefore, that an organisation analyzing the possibility of deploying personal devices for training and on-the-spot assistance, should consider the fact that the employees will want more than to run the training software. It might be something simple as accessing email or going online. But in a corporate enviroment, these activities should be regulated, not only as a good practice, but for compliace with standards or laws. This paper looks beyond the multimedia capabilities of these sort of devices, and wonders if the operating systems of the smartphones and tablets are fit to access the organisation's network and secure areas.
We chose to analyse the operating systems because, no matter who built the device, the operating system is the one deciding the capabilities. We argue that the current generation of smartphones are designed for multimedia capabilities, not for compliance with the sort of security policy a typical organisation might choose to employ. We looked at the iOS (the operating system behind Apples' iPhone and iPad), Android (the operating system from Google that can be found in many smartphones and tablets), Blackberry OS (powering Research in Motion's personal assistant), from a rather technical point of view, but one that we feel shouldn't be neglected when choosing the device for personal training in a corporate environment.
E-LEARNING SYSTEM FOR USING THE MORPHOLOGICAL MATRIX METHOD IN THE TECHNICAL CREATION
Authors: Seghedin Neculai eugen , Dragos Chitariu
Published: February 2023

In technical creation domain, there are a lot of methods and techniques that can be used for stimulation of technical creativity. These methods and techniques can be divided into two main categories: the psychological creativity methods and the logical (logical-combinatorial) creativity methods. These two types of methods are both used, but the key of success is the alternative use of them. The morphological matrix method consists on the logical combination of elements from a technical system. This way, it is possible to obtain new technical solutions, according to the combination generated. The morphological matrix can be linear, flat, spatial, according to the number of classes (forming assembly) in which can the elements of the technical system analyzed can be divided. This method is easy to use, when the number of forming assembly is small and the number of elements of each forming assembly is also small, too. When the morphological matrix is complicated, it is difficult to work with a great number of combinations. Then, it is necessary for an intelligent system. The proposed system will be used for automatic obtaining of the combinations of elements of a morphology. At first, the user establishes the type of the morphological matrix which he will use (flat-with two forming assembly; spatial-with three forming assembly; spatial-with 4 forming assembly etc.). After that, it is necessary to establish the number of elements for each forming assembly. Then, the elements of the forming assembly must be charged and, finally, the process for making the combinations can begin. The system shows all the mathematical–possible combinations. The user can divide this combinations in three sets: known combinations, impossible combinations and new combinations. The system can eliminate itself some impossible combinations, according to a list of incompatibilities between some elements of the forming assembly. The proposed system can be used for the students’ training in the morphological matrix method, and in the same time can be used for a new creation theme, according to the new combinations generated by the system.
THE PSYCHOLOGICAL AND SOCIAL PROFILE OF THE TUTOR WITHIN THE E-LEARNING ENVIRONMENT
Authors: Stan Maria magdalena , Tudor Sofia loredana
Published: February 2023

It is the IT development and the virtual communicative area expands that stressed the tendency to virtualizes the educational system, too. Although sporadically and shyly, the IT seems to spread successfully within the Romanian educational field, by the more and more significant presence of distance learning in the university background. The virtual environment represents a set of learning and teaching instruments which have been designed to improve the students 'experience by using IT. The communication and information technology has changed the educational process in the Romanian education, and thus the traditional activities were taken over by activities specific to the e-learning environment. In the context of the changes in education, not only the didactic process is getting particular characteristics, but also the professional roles of the teacher are changing. The education tutor from the e-learning environment is represented by the teacher who provides the interface between the institution and the students, the one who manages the lecture, leads the students in the learning process, motivates them, interacts with them and assess their activity, facilitating their access to resources and techniques as well as to distance information exchanges and cooperation.
The goal of the present study is that of achieving the tutor's psychological and social profiles within the e-learning environment. Using an appropriate methodology, in this study we propose the following objectives: to establish a hierarchical structure of their psychological and social competences; to identify the perception of the types of psychological and social competences as well as to elaborate a valid instrument to determine the development level of the different psychological and social competences of the tutor within the e-learning environment.
The results of this study have in view identifying profiles of psychological and social competences of the tutor within the e-learning environment in the perspective of improving, training and perfecting through specific educational training programmes.
QUALITY AND EFFICIENCY IN TEENAGERS' SEXUAL EDUCATION. ONLINE LEARNING AND FACE TO FACE LEARNING
Authors: Simigiu Aurora
Published: February 2023

The virtual learning environment is extremely suitable both for surveying adolescents' sexual concerns and for specific educational intervention, because the privacy of this experience. In a virtual environment, teenagers feel freer to express their counselling needs than in the formal environment of a tutoring class. This study surveys the evolution of the frequency of adolescents' interventions during a calendar year as well as the topics referred to on the forum as a non-formal environment and in the formal environment, school. The methods selected for this study are content analysis of adolescent communication in the virtual environment, thematic analysis and expository methods for students' classroom interventions. We took into consideration the European Guidelines on Sexual Education (2010) regarding education in the classroom, on the following dimensions: providing information, specific skills development and training of attitudes favorable to respecting life. The issues concerned: body development in ontogenesis, sexuality, fertility and reproduction, communication and relationships, norms, values and rights. The study was conducted in a technical college from Brasov. If in the beginning of the study there were 84 unique visitors on the discussion forum, a year later they increased to 2088. As concerning the topics covered in class, the beneficiaries were a total of 300 students. The study shows that although the contents discussed in the virtual environment are the same as those addressed in the formal environment, the topics in the virtual environment were more complex and with a high level of privacy. It was found that the frequency of accessing the forum follows the school year's chart (during holidays, the number of visits and interventions decreases significantly).The study concludes that the two forms of intervention - the formal classroom intervention and the one in the virtual environment are not mutually exclusive but complementary, increasing the quality and efficiency of the intervention.
WIKI TOOLS IN TEACHING ENGLISH FOR ACADEMIC PURPOSES - AN ANALYSIS OF STUDENT LEARNING BEHAVIOUR PATTERN
Authors: Felea Cristina , Stanca Liana
Published: February 2023

In Romania, the increasing use of Web 2.0 technology/social media in higher education has been explored in relation mainly to its uses for informal learning and professional development. Their application for coursework is still very little explored. In 2009, the authors built a wiki-based platform as part of a blended learning approach designed with the purpose of improving the teaching of English for Academic Purposes for non-native speakers of English with basic computer skills. One of the main research objectives was to determine whether students behaviour in relation to coursework and course related activities changes in time. The online component of the blended learning approach was gradually improved based on teacher observations, informal interaction with students and yearly analysis of its impact on student activity. The current study will present data pertaining to students degree of participation across three consecutive academic years which have been analysed comparatively. The emphasis is on the way students manage their coursework in time and respond to requirements that involve collaborative as well as independent work skills. The amount and frequency of page views in relation to coursework on the one hand and their own editing activities in relation to collaborative and self-paced independent learning are evaluated. The results suggest mainly lack of time management skills and reluctance to get involved in more independent activities, a learning behaviour pattern which may be attributed to their low level of study skills and previous education experience. The authors conclusions point to the need for further interdisciplinary investigation into issues related to cross-curricular competencies and their role for successful academic performance.
CONTRIBUTION OF NEW TECHNOLOGIES TO STUDENTS' INDIVIDUAL STUDY
Authors: Stefanescu Valeriu , Stoican Oana , Stefanescu Cornelia
Published: February 2023

The present article analyzes the impact of new media resources and virtual environments on the individual learning of the students from Faculty of Psychology and Educational Sciences, specialization Pedagogy of Pre-Primary and Primary Education. We believe that within students' individual preparing, modern electronic information resources are a viable and even more efficient alternative to traditional information sources. Using qualitative research methods and considering students' working skills, the acceptance and interest in new technologies, which have their own advantages and limitations compared to traditional information sources, we aimed to identify our students' preferences with regard to accessing various sources of information in documenting and preparing for exams.
This study was imposed by the heterogeneous structure of teams of students attending Pedagogy of Pre-Primary and Primary Education, undergraduate studies. The investigated population, consisting of students from all the three years of study, presented interest in terms of their relationing with new media resources and virtual environments in order to improve their training. Starting from the assumption that the students who were analyzed differ in terms of their ICT skills and willingness to shape, refine and implement these skills in their own training, we found the existence of well-defined preferred typologies regarding the selection of ways to access information that would clarify and supplement the current course materials or allow the development of essays, projects, essays, graduation papers. This research also provides a feedback among academic staff regarding how to recommend bibliographical sources to students in different situations. This aspect enables improving and streamlining of individual study for a quality training.
ESTABLISHMENT OF COGNITIVE FUNCTIONS TROUGH MATHEMATICAL EDUCATION
Authors: Lupu Costica
Published: February 2023

Any type of education, including mathematical education has a double effect. On a side, the person who learns obtains knowledge, and on another side he forms those abilities that are used trough practicing, he develops the necessary strength to perform this kind of education. Cognition is formed through mathematical education. Certainly it brings its part to the formation of cognition in other actions, but primordially in the role of mathematical education. This article presents an observational research on the main mental operations: analysis, synthesis, abstraction, generalization, concretization, comparison and analogy of what leads to the formation of notions, theorems proving, problem solving etc., and developing pupil's cognition during secondary school. This research has taken into account :- the manner of approaching and consideration of formation mental operations through mathematical education in secondary school and the additional impact on the behavior of pupils; -the creation of a systematic observation regarding the manner haw mental operations were formed during lectures assisted in pedagogical practice in the AEL laboratories:-recommendation of some methods that form mental operations for the creation of a mathematical thinking and to develop approaching abilities in finding the key answers of some problems. Hypothesis can be reduced to the claim that mathematical education training achieve mental operations on your computer, resulting in the formation of thought and develop an appropriate course in mathematical problem solving approach. From this hypothesis derives the research objectives that in the area of the research activity are: observation of some approaches in solving mathematical problems during the days of pedagogical practice; accomplishment of a systematical research on the way mental operations is formed trough mathematical education can be realized in a day of pedagogical practice; suggest some models of solving mathematical problems using: analysis, synthesis, abstraction, generalization, concretization, comparison and analogy.
INVESTIGATING ICT SHARE IN THE ENSEMBLE OF METHODS IN HIGHER EDUCATION - COMPARATIVE STUDY
Authors: Langa Claudiu , Tausan Liana
Published: February 2023

One of the dimensions of contemporary pedagogy principles underlying the construction of current educational systems aims at using information technologies in education (computer, internet, etc.) in: teaching designing, learning direction, didactical act monitoring.
Given the use of information and communication technologies in modern society, the educational environment constantly attempts to integrate the use of ICT, both in the initial and continuous training of human resources, and in the managerial act specific to the higher education field. ICT integration in the performance of the educational act in higher education and the adaptation of such technology potential to the specific nature of the instructive and educative process constitute proactive measures and desiderates of the higher education reform.
The purpose of the study is to investigate the share of using the means specific to the information and communication technology in the ensemble of teaching and learning methods and means, the modalities of acquiring the possession of course materials, the bibliographic information sources indicated by teachers, the modalities of presenting seminar papers by students.
The general research hypothesis of this study is: the share of using the means specific to the information and communication technology in the university environment is lower in performing the instructive and educative activities specific to philological specializations than in the case of IT and engineering specializations. Two working hypotheses resulted from this hypothesis: 1. there are significant differences between the students at the humanist specializations and those from exact science specializations as regards the presentation of seminar papers by means of computer. 2. There are significant differences between the humanist science didactical staff and the exact science teachers as regards the use of the information and communication technology in the ensemble of teaching and learning methods and means.
The methodology used in this investigative approach is the questionnaire applied on a group of 85 students from the humanist and exact sciences from the "1 decembrie 1918" Alba Iulia University and the University of Pitesti.
The findings and results of this study have aimed at the verification of research hypotheses. The working hypotheses have been confirmed following data processing and interpretation.
ONLINE TRANSLATION DICTIONARIES: EXAMPLE OF THE ROMANIAN-SERBIAN AND THE SERBIAN-ROMANIAN ONLINE TRANSLATION DICTIONARY
Authors: Ivanic Ivana , Spariosu Laura , Ursulescumilicic Rodica
Published: February 2023

The aim of this paper is to highlight the use of online dictionaries for translation work. It is the intention of the authors to explore, at the example of the Romanian-Serbian and the Serbian-Romanian online dictionary, to what extent such dictionaries can be helpful, and to point, at a certain corpus of words, the performance and the quality of the translation. Bearing all that in mind, the corpus of 150 words devided into three categories will be tested: "easy" words - that are used in everyday speech (total of 50), " medium-heavy" words, which are not as represented in everyday speech (total of 50) and "hard" words from various areas of professional terminology - economics, law, philology, informatics, medicine, agriculture etc. (total of 50). Each word will be, using the two dictionaries, translated from the Romanian into the Serbian language and vice versa - from the Serbian into the Romanian language, and the attention will be placed on the "recognition" and "identification" of the lexeme i.e. whether a certain word is going to be or not transleted into both languages, whether the translations are identical or not, whether dictionaries "offer" the same number of synonyms and alternatives, and if and when that translation is missing. The research results will be presented statistically, and the success rate for each of the abovementioned items will be calculated. The online dictionaries are very popular. This is good tool, as a supplement, for elearning and thesaurus for learners.
CHESS IN SCHOOL - A BLENDED LEARNING PILOT PROJECT
Authors: Baubeg Bilghin , Gliga Fotinica , Flesner Petru iulian , Apostol Silviu
Published: February 2023

For many people, chess is a sport, science or art. For most people, chess could be an educational opportunity. The issue is that this opportunity is usually not taken. We present here an educational project in which a blended learning approach was used to initiate primary school pupils in chess.
The study of chess in school as a compulsory subject has become a more and more popular demand in countries all over the world. The main reason for that is the general acknowledged fact that learning chess develops in children a set of cognitive and social abilities that will serve them on the long term. This paper has two parts: the first one the first one analyses the main cognitive abilities positively influenced by playing chess. A literature review on the topic reveals contradictory and even surprising results. While some studies show a positive influence of learning chess on abilities such as reading and math abilities, critical and creative thinking, memory or IQ, some others find inconclusive results. In our opinion, the difference can be explained, at least partially, by the method of teaching chess. The second part of the paper presents the solution proposed by INSOFT Development & Consulting, which is a computer supported course of chess that can be taught individually or to groups, in formal on non-formal contexts and that encourage not just the development of cognitive and social abilities, but also their transfer to other contexts. The process of development, implementation and evaluation is described and discussed.
THE IMPACT OF ELEARNING PLATFORMS IN HIGHER EDUCATION
Authors: Stoica Ivona , Valceanu Gabriela laura
Published: February 2023

eLearning platforms are not slowly but surely adopted by the Romanian higher education system. Due to their efficiency and being so flexible, Romania slowly has developed some project funded from European funds regarding the developing of eLearning platforms. An example, which makes also a case study, is how platforms, or eLearning projects encourage the institution in the higher education to adopt at least one program developed in an eLearning platform. E-learning platforms made their place in business rather quickly because they allow more efficient use of material and human resources. There are projects implemented at national level that includes public universities and also was involved several times at least one Industry Chamber of Commerce; there are projects that sustain and promotes the small and medium enterprises. The main purpose of developing those kind of projects is to implement on a strong ground certain activities in promoting and assisting to the initiation of developing and/or implementing new businesses in Romania. The target is especially formed by young people who do not have enough knowledge to initiate and implement a business; those projects sustaine the competition, the young people in becoming entrepreneurs and the entrepreneurial concept itself. It also helps by developing the Romanian business environment, assuring and increasing the competition for Romania in the European Union market, on long term, by developing an entrepreneurial sense, adapting to a modern and flexible labor market. This paper work represents an opening to the modern world of learning to the higher education institutions and not only.