bluuebunny/crossref_metadata_2025 huggingface dataset:
ELEARNING ROMANIAN LANGUAGE IN SERBIA - WEBSITE EXAMPLE
Authors: Ivanic Ivana , Ursulescumilicic Rodica , Spariosu Laura
Published: February 2023

The aim of this paper is to promote online learning Romanian as a foreign language in Serbia. The authors intended to create own website and contribute to promote teaching and learning Romanian as a foreign language. Especially, the website was created for students of the Faculty of Philosophy, but after giving good results all the other interested in learning Romanian language in Serbia, who like to use virtual learning environments, started using the website. The site is designed in modern concepts. On the home page, students can learn about content:
1. About Project,
2. About Department (Brief description of Department of Romanian language studies at University of Novi Sad),
3. Authors of the site (short CV),
4. About Romanian language ( A brief introduction to the basics of Romanian history and grammar.),
5. Romanian Grammar (course of phonology, phonetics course, morphology course, syntax course, lexicology course),
Testing knowledge (exercises in written and audio form),
6. References
7. Questions and comments,
8. Contact.
Given the fact that students manifest a much greater interest in modern methods of online language learning than to classical approach, the authors have devised a website as an additional tool for learning Romanian language for all study groups at the Faculty of Philosophy in Novi Sad. Since this is an attempt in its infancy, the site will be upgraded in the future, according to requirements of the students.
All explanations, grammar and history of Romanian language are given in the Serbian language. The creation of such a web portal, the first in Serbia for learning the Romanian language, provides opportunities for promotion
of Romanian in modern way.
VIRTUAL REALITY IN SPORT AREA
Authors: Badeamiss Georgian , Bica Monica delia
Published: February 2023

In the area of physical activities the multiple applications can be virtual reality. Athletes are currently using, virtual reality training as an instrument of a higher order. Golfers practice their strokes in virtual golf, bobsleigh teams in simulations with different tracks in size, construction and weather conditions, skiers and runners use modeling to analyze and improve movement.
Virtual reality is a computer generated simulation of a three-dimensional environment and the user is able to view and manipulate the contents of this environment. If the term multimedia refers to data assembled and pre-programmed, including a suite of information in certain environments, virtual reality is dynamic and continuous interaction with the receptor / her user. Multimedia is based on two-dimensional, a series of images presenting, according to a predefined scenario on screen, while three-dimensional virtual reality is much more flexible and highly interactive advanced combination of hardware and multimedia software. Virtual system user has the freedom to explore the world created by computer and interact directly with it.
From these premises must start our research approach, taking advantage of virtual reality in motor activity, using equipment, software and techniques that currently exist to test the benefits of research subjects to increase training efficiency (learning new moves, improved technical elements of different sports and so on), the development indexes of exercise capacity, eliminate negative influences psycho-emotional, etc.
Thus, our research hypothesis proposes that the assumption that the Virtual Reality type equipment Sports Simulation to obtain favorable influence on involvement in activities in different categories of people driving, influences manifested in the main indices exercise capacity in learning processes and consolidation of technical and tactical sports, health and growth indices of interest in physical exercise in general.
COMPUTER ASSISTED LEARNING IN SWIMMERS' TRAINING
Authors: Vasile Luciela , Stanescu Monica
Published: February 2023

Purpose: We consider that with computer assisted learning on the simulator (CALS) the swimmers' gestures can be improved through adjusting the command and control program, which represents a major necessity in their trainings. Computer assisted learning on WEBA SWIM ergometer can provide an accurate, intense and instant feedback, since in a motor act the adaptation and the command of higher systems are linked to a retroaction loop. This loop is a performance controller, which quickly diminishes the useless or wrong movements.
Methods: The applied methods aimed towards establishing the efficiency of CALS. Eight male swimmers were investigated during an experimental study. The subjects were selected out of the best performers aged 10 to 13, while their physical activity was determined based upon some tests on the motor and technical proficiency. The components of the control group practiced only specific training in the water, while the experimental group benefited also from CALS. The experimental study lasted six months, at a frequency of three training sessions a week.
Results: These experimental results validate the hypotheses of our study and, implicitly, prove the efficiency of the CALS. Considering the given outcomes, we think that computer assisted learning on the simulator can be recommended as an efficient complementary training for swimmers.
Conclusions: In this discipline, any technical method is made up of successive or concomitant interventions of many muscular groups. They rely on the existence of some complex sets of nervous commands for each muscular group, incorporated into a unitary program of the whole movements. In our opinion, the control process can be realized more efficiently with the help of CALS. Furthermore, the use of some simulator training sessions based on different means and methods, such as those proposed by us, won't generate any more stereotyped efforts. Hence, swimmer's training should be adapted also to terrestrial settings.
COMPUTER ANALYSIS OF THE ATHLETES FORCE CURVE
Authors: Laurentiu Bocioaca
Published: February 2023

Specialists in sports training highlights progress in training capacity as the major factor of sports performance. Determination of performance and modeling conditioning trening, is the new orientation. Modeling exercise capacity of athletes and conditional monitoring capabilities by introducing new tests and real-time measurement technologies, optimized performance and enhanced sports performance potential. Physical training and capacity development of strength, speed and coordination, provides foundation training to obtain a technical-tactical preparation aadaptate competitive requirements. Strength and power curve represents the motion, acceleration or braking body movements representing the fundamental factors of enhancing the performance in most sports. Analysis of power-speed potential, strength, led to the establishment of training specificity driving patterns. Curve of force and force-velocity relationship are judged on execution biomechanics act motric specific features competitive demands, being fundamental factors of adaptation. The models and types of muscle contractions are considered quantitative description of muscle performance. Force curve describes the contractile performance of muscle groups, as conditioned by relationship strength, speed. Determination of real time power curve imposed tailored capacity development mechanisms and technology subjects, sports specialization, anthropometric characteristics. Modeling training, measurement and accurate assessment of explosive force, contributed to neuromuscular reactions apaptative high level, enhancing learning and driving without overloading appearance. Introduction of modern assessment of strength and power curve, can contribute significantly to change traditional training, avoiding unnecessary consumption of resources and time in training process. Analysis and measurement results in real time power curve allows the coach and athletes to adopt the most effective means and methods of training in relation to the specific somatic period of training and specific requests.
New methods and evaluation force contributes decisively to the introduction of modern principles of exercise to streamline the preparation and development of new technologies.
COMPUTER UTILIZATION IN MOTOR ACTIVITIES - OPPORTUNITIES AND LIMITATIONS
Authors: Moanta Alina daniela , Tudor Virgil , Ghitescu Iulian gabriel
Published: February 2023

In our domain, the computer finds its applicability in physical education, sports, kinesitherapy, leisure motor activities etc. In physical education, it can be used in the following situations: designing and planning the activity content, preparing the didactic materials, information collecting and processing. In sports, it is used in both the training process and the competitive activity. In sports training, the computer is used in the concrete activities carried out on the field and in the lab, in order to: design and plan the activities, perform the technique biomechanical analysis, monitor athletes' reaction to the effort and analyze their health condition, control different situations, elaborate some training means, adjust the exercise conditions, control the periods of time necessary to make different measurements while the athlete is performing, evaluate athletes' skills, collect, analyze and interpret the results. In competitive activities, the computer utilization has become indispensable to most of the sports for: recording the results, analyzing, processing and interpreting the results, analyzing athletes' competitive performances under the physical, technical, tactical, artistic training aspects and so on. In kinesitherapy, the computer can be used to: check subjects' health condition, adjust the exercise conditions (by establishing where it will be developed, by regulating the effort amount, intensity and complexity, by creating a feedback between the patient and the way of performing the exercise), analyze and interpret the results. In leisure motor activities, the computer is used to: monitor participants' reaction to the effort, analyze subjects' health condition, collect, analyze and interpret the results. All types of computers can be used, but microcomputers are the most frequently met. However, this technology has some limitations imposed by its high costs and by a series of difficulties encountered when developing the equipment interface and creating the software programs meant to control the quantified situation.
DIDACTIC METHODS, PROCEDURES AND DIGITAL TECHNIQUES FOR ANALYSING AND INTERPRETING THE IMAGES IN VISUAL EDUCATION
Authors: Iulian dalin Toma
Published: February 2023

This paper presents an investigation of the way in which information and communication technology influences in a major way the way of teaching, learning experimenting and evaluation of different activities in visual arts. To be more precise the studies and the experiments that have been developed since 2000, for pre-university education, particularly at the level of the gymnasium (in formal and non formal education as well) demonstrates the importance of adapting traditional pedagogical methodology by using digital ones. This aspect has leaded to a major restructuration of the relationship student - teacher - art tutor as it was remodeled by a new dimension, the virtual space. This type of dimension is implicated in enlarging the communication aria and developing communication. The role of each actor of the process is changed as the find each other on different positions, in virtual place.
The study is carried on two main research lines, both fundamental for visual art pedagogy, didactic methods, associated procedures, and digital working techniques, specific for image analysis, therefore didactic methods, digital techniques and procedures for image interpretation, are aspects to be taken into consideration as well. The new approach in EVC (education and visual communication) opens new perspectives for all kind of fine arts and visual experiments due to which artistic performances can be improved and turned into a continuous process, reversible in time and space. We are confident that the results of those experiences and research are going to play in important part in reshaping and improving the national curriculum for visual education for gymnasium section.
HOW TO PROMOTE HIGH QUALITY MULTILINGUALISM IN AN ENGLISH-DOMINATED RESEARCH WORLD? CHALLENGES AND OPPORTUNITIES
Authors: Muresan Laura
Published: February 2023

There is a clear dominance of English in the most cited research journals, as well as in English as lingua franca communication contexts in academia. This does not mean, however, that high quality university education does not continue to exist and flourish in other languages, including contexts with German, French or Spanish as lingua franca.
The academic context selected for analysis in this paper is an internationally accredited German MBA programme in Romania, where the dominant medium of tuition is German, with only a few courses taught in English. Academic writing is, thus, mainly in German, and the Master dissertations have to be written in German. The main aims of this small scale study are to explore the features of this multilingual environment, in terms of both challenges and opportunities involved. We will look at the benefits of encouraging an internationalised quality agenda, which promotes the observance of academic requirements characteristic of anglophone and German Higher Education. Where do they meet? Are they always in harmony? What are the challenges for students (whose mother tongue is neither English nor German) of reading most of their research literature in English and writing their master dissertation in German?
To answer these questions we have resorted to text based and corpus driven research, complemented by focus group discussions and interviews with students and teachers. The findings are meant to inform future curriculum developments, the 'research writing' module, and interdisciplinary cooperation with and among subject teachers, with a focus on enhancing the quality of student dissertation writing and their academic competences, in general.
STRATEGIES FOR PROMOTING QUALITY IN RESEARCH AND INNOVATION IN LANGUAGE AND E-LEARNING EDUCATION: USING THE EUROPEAN LANGUAGE LABEL MODEL
Authors: Colibaba Stefan , Vlad Monica , Dinu Claudia elena
Published: February 2023

The focus of this paper concerns a model for developing strategies for improving quality in language learning research, innovation and policies in education. Between 2012 and 2014, the European Union, under the Lifelong Learning Programme, is funding the network NELLIP (Network of European Language Labeled Initiatives - Lifelong Learning Programme, Key Activity 2). The main aim of the network is to mainstream the initiatives considered of high quality in the European member states. The European Language Label is granted yearly to several projects in acknowledgement of their contribution to the promotion of language learning, virtual learning environments, awareness raising towards multilingualism, and improving quality in language teaching. From the hundreds of initiatives awarded the European Language Label during the last ten years approximately, the NELLIP project will select a few hundred (with examples from each educational sector). These initiatives will be explored with a view to identifying examples of best practice in all areas that characterize quality in learning: quality of the materials and methodologies developed, dissemination and sustainability strategies, possibility to transfer and replicate results. The paper presents the methodology developed by NELLIP for identifying and encouraging the transfer of quality language projects and offers guidelines on how to plan, implement, manage, exploit and create networks among language learning quality initiatives based on maximizing best practice developed within the framework of European language labeled projects and initiatives. Also, NELLIP focuses on the strategies for the exploitation and networking of language learning initiatives that have received the European Language Label and on the analysis of the benefits and impact of the European Language Label for language learning providers.
THE RESOURCES AND THE EFFICIENT USE OF THE CAD-CAM SOFTWARE IN THE TRAINING OF STUDENTS
Authors: Cioara Lucica
Published: February 2023

Software CAD / CAM is professional software for design of woven fabrics and for manufacturing technology
Using these systems is efficient if the designers have solid knowledge of the technology and the fabrics structure. In the training of students, CAD CAM system for weaving can be used with successfully as an educational software, if is using all the functions of the program.
In this paper we present the resources it has CAD CAM software Arah Weave,
in the above presented sense.
It is relatively easy to construct a fabric. The whole art is to combinate these elements:
- weave (the way the yarns interlace);
- warp and weft pattern;
- yarns count and your structure;
- warp density and weft density.
Still, sometimes we will be surprised by what a simple interplay of these factors will produce, in the fabric structure and appearance.
To play with these settings, without constrains and with minimale expenses, is the very reason why we should use the Arah Weave software in the instruction processe of the students.
Another advantage of using such program is the simulation of the fabric.
The simulation mode, shows the fabric in real density with respect to finished fabric
Arah Weave programm has a database which stores information for the preparation of the students. All this data are stored in the subdirectories, like following :
-fabrics directory-contains all information relevant to 550 fabrics: colors, yarns,weave, density and other technical details;
- yarns - contains yarn colors, count, twist, structure;
- weaves - contains12000 of weaves;
-img- contains images for jacquard conversion or for overprint simulation, model images for usage with Arah Drape, fabric simulation for usage in Arah Drape.
This information is used by students as a model and an inspiration source.
THE E-LEARNING AND CLOUD COMPUTING INSTRUMENTS USED FOR THE DESIGN OF YARNS STRUCTURE AND TECHNOLOGICAL CHARACTERISTICS
Authors: Buhu Liliana , Buhu Adrian
Published: February 2023

Yarns structure is the arrangement of the fibers from axis and towards the center line of the yarn. For that reason must be pursued aspects that appear to the formation of yarns, the behavior of yarns to different stresses occurring during their processing and utilization of products. The structure will be influenced by processing technology, the shape of fibers or filaments, the degree of orientation, parallelization and individualization of the fibers of the number of fibers in cross section, fineness, length, content of accompanying substances, etc. Due to the complexity of the yarn structure have been developed several models of them. In the design of the structure will take into account a theoretical model so that results structure meeting the requirements required by theme design. The designing activity requires the use of a guidebook which will be complete as required. Every student receives a specific type of yarn that he will design the individually. This reason the activity can be carried without the physical presence of the student. It can be used different free services offered by the different developers: Google, Yahoo, Amazon, etc., for creating a group mail, blog or website by means of which materials will be available at any time respectively data storage services (dSaaS). The access is restricted the based on an account and password with administrator approval, and communication can be done through email or chat. It can generate a public calendar that establishes the stages to be resolved in a certain period of time.
E-LEARNING COURSE FOR PATTERNED KNITTED FABRICS
Authors: Blaga Mirela , Ciobanu Ana ramona
Published: February 2023

Among textile technologies, knitting is one of the most excited one, due to its huge potential for various applications, from fashion to technical ones. The field of the computerized flat knitting machines in a dynamic one stimulated by the continuous technical developments and software solutions, available on the market, in order to provide flexibility of the product design and manufacturing processes. Hence, the education in textiles must be strong correlated with the industry level and requirements for high qualified personnel.
The paper presents an interactive technical lesson, developed by using the "Storyline" software package to edit the technical content of the Computer Aided Design lecture. The paper is related to some complex knitted patterns named "cables" which require specific technical conditions to be manufactured. Cables are based on well defined technological actions of the knitting machines, such as: loop transfer, needle racking, cast off stitches, and the quality of the patterns depend on their precision. On the other hand, this activity is blended with the programmer experience and knowledge about the machine mechanisms and settings, gathered from the continuous work on the computer and knitting machine. The lecture is conducted by a virtual tutor who provides detailed explanations concerning the associated images, videos and knitting stages simulation of the lesson. A self-assessment stage of the knowledge acquired during the course is completing the e-learning content, by using interactive tests based on 'drag-and-drop" and "multiple choice" methods. This is an important stage, reflecting the knowledge level, before applying them on the machine.
SOFTWARE APPLICATION FOR SIMULATION OF THE MOISTURE TRANSFER THROUGH APPAREL STRUCTURES ACCORDING TO THE STATUS CONDITIONS OF BODY AND ENVIRONMENTAL CONDITIONS
Authors: Farima Daniela
Published: February 2023

The software presented in the paper is addressed to the students and researchers working in the functional design of apparel. Making apparel involves a wide range of technical solutions which find their checking in values of comfort characteristics. One of the main features of the comfort characteristics, that it should be taken into account at design of the functional apparel structures, is its ability to allow transfer of water vapor. Because of the high volume of the information on the design of apparel structures with different destinations, the software "Software application for simulation of moisture transfer through apparel structures according to the status conditions of body and environmental conditions - SASIMOT" is required for learning achievement and/or assessment of the knowledge. The checking of quality of apparel structures proposed, according to the environmental conditions and the condition of the body is done by simulating their behavior while wearing, by calculating certain comfort characteristics. The application requires the user option to choose from the database: the destination, the apparel structures which will be designed and the textile materials that compose the clothing products. For the chosen fabrics it will be determined experimentally the thickness and vapor permeability coefficient, which will be the input values. The software performs all calculations on comfort characteristics analyzed, namely the transfer of moisture through textiles, clothing and apparel structures. At the end, the application shows the results. This results can fit or not in domain of accepted values, this resulting from an explained message. If the result is inappropriate, the application software allows resumption calculations by choosing other inputs.
ACTION ACTIVE IT ENVIRONMENTS FOR EDUCATION E-LEARNING PLATFORMS
Authors: Baritz Mihaela ioana , Cotoros Diana
Published: February 2023

This research paper presents some theoretical and practical aspects related to the implementation of IT environments active actions to develop further educational training skills of students using e -learning platforms .
Education based on active teaching strategies are considered as an extension of e -learning assisted procedures , which integrated with various forms of virtual communication allows better perception , storage and correlation of information acquired in the educational process .
Learning tools , along with the ways of communication but also exponents of shares , is the complexity of the educational process of e -learning.
In order to improve these educational activities in this work are presented in the second part of how to enter professional figures in the context of e -learning for e - tutor is an expert in helping students and their activities of e -learning cooperative .
Applying this strategy is implemented on a group of students with specialized educational master in order to involve these students in action both communication / learning management as well as knowledge acquired from specialized professional disciplines .
Using e-tutor mechanisms category is beneficial educational activities instructor allowing permanent contact with the target group, a flexible and varied contacts that lead to increased speed connectivity students specialized information on synchronizing off-line or on-line in order to increase performance and competitiveness in the training of students, and the intercom in common workspace.
In the final part of the paper presents results and observations obtained from the analysis of strategies developed and applied to the group of students trained by Master.
HEALTH EDUCATION APPLICATIONS FOR DEAF PEOPLE - DESIGN MODELS, HIERARCHIES AND LEVELS
Authors: Chiriac Ionut adrian , Stoicu tivadar Lacramioara , Podoleanu Elena
Published: February 2023

The aim of the paper is to answer to a research question: what are the challenges in designing e-health systems for deaf people and what are the needed design hierarchies and layers? The paper presents design models and research results regarding the layers and levels needed in the design of medical education systems for deaf people. The particularity of these applications is that the medical knowledge and concepts are translated towards the deaf user by an avatar interface that demonstrates the information converted in sign language. The current research objective is part of a larger objective, as the comparative study between medical education systems for deaf people based on video avatar technology and systems of medical education for deaf people based on animated avatar technology, starting from designing, continuing with implementation to results analysis. The paper reviews previous related work of the domain and proposes design models for this category of applications. The article contains a comparative study between design models for the deaf people medical education systems based on pseudo avatar video technology and the design models for the deaf people medical education systems based on avatar animated technology. A model for the architecture of the included medical database is suggested. The information will be structured also on several hierarchic levels. The first level main chapters are detailed in the second level subsections such as description, causes, prevention or description, methods, effects. The final section concludes the results of the comparative analysis and suggests the next steps for further research in the studied domain.
TRAINING SYSTEM FOR IMPROVING SPATIAL SOUND LOCALIZATION
Authors: Moldoveanu Alin , Balan Oana , Moldoveanu Florica
Published: February 2023

This paper presents a new training system for 3D audio space localization, part of a more complex project, Sound of Vision, which is intended to be an object recognition and navigation aid system for visually-impaired people.
As a large number of people are suffering from a visual handicap which impedes them from normally accomplishing their daily chores, there is need for an assistive device that replaces sight with another sense, for instance, hearing. The most important aspect in the sound localization techniques is the human capacity to discriminate between different sounds playing at various locations in space. The aim of the presented audio system is to train and test the subjects' space localization ability, hence to develop and improve their 3D recognition skills.
The solution uses binaural sounds conveyed through headphones as basic blocks, applying HRTFs to various sounds (Head Related Transfer Function - a physical propagation characteristic that describes how the ear perceives the sound coming from a particular point in space).
The acoustic signals represent short (e.g. 20ms long) white and pink noise sounds, externalized with non-individualized HRTFs recorded in dedicated lab environments. Thus, from a monaural noise sound, through the process of mathematical convolution with the corresponding angular HRTF impulse for both the left and right channels, we obtained a 3D binaural sound which is perceived as coming from the particular direction specified by the angular value of the convoluted HRTF.
The program is composed of a training module, where the user moves the mouse cursor inside a circle and hears a continuous binaural sound that corresponds to the azimuth angle indicated on the circle- ranging from 0 to 355 degrees, and a test module- where the subject is presented 10 different sounds that correspond to 10 different locations, being required to point out on the circle the presumed emitting location of the sound, as he perceives it. Through learning and training, the users (both normal-sighted and visually impaired subjects) performed various auditory tasks- identification, recognition, discrimination- and improved their sound localization capacity.
This paper gives on overview of 3 aspects: the technical realization of the system, the experimental results with a set of training subjects and the advanced observations about sound localization that we made.
CLOUD COMPUTING AND BIG DATA AS CONVERGENT TECHNOLOGIES FOR MOBILE E-LEARNING
Authors: Suciu George , Militaru Traianlucian , Vulpe Alexandru , Todoran Gyorgy
Published: February 2023

Big data science is a powerful, pervasive force in knowledge management today, particularly for addressing the complex challenge of E-Learning. Cloud Computing comes in to provide access to entirely new education capabilities through sharing resources and services and managing and assigning resources effectively. Done right, the application of scientific principles to the creation of a true E-Learning optimization strategy can lead to significant improvements for both instructors and students.
The paper is a general overview on how to provide a convergent platform that integrates cloud computing and big data for mobile E-Learning. Furthermore, we present how we use a cloud search based application to seek for weak signals in big data by analyzing multimedia data (text, voice, picture, video) and mining online social networks.
Our research explains why education can no longer thrive without a science-based E-Learning platform, defines and illustrates the right science-based approach, and calls out the key features and functionalities of leading science-based E-Learning optimization systems. The paper fills a gap in the big data literature by providing an overview of big data tools running on cloud platforms, which could be applied for E-Learning strategies.
In particular, given a cloud platform, we propose to leverage trivial and non-trivial connections between different curricula information and data from online social networks, in order to find patterns that are likely to provide innovative solutions to existing E-Learning problems. The aggregation of such weak signals will provide evidence of connections between student related behaviour faster and better than trivial mining of data. As a consequence, the software has a significant potential for matching E-Learning strategies and education challenges that are related in non-obvious ways.
LEARNING ANALYTICS IN OPEN EDUCATION: AN OVERVIEW
Authors: Fulantelli Giovanni , Taibi Davide
Published: February 2023

In this paper we propose an overview of Learning Analytics approaches in the context of Open education in its most recent developments related to Massive Open Online Courses (MOOCs) and Linked Data (LD), both strictly interconnected to the Open Educational Resources (OERs) concept.
The MOOCs have developed as a seamless integration of different solutions and services which have appeared on the Web in recent years to enable the opening of courses to hundreds or thousands of participants on the Internet (Siemens 2013). Actually MOOCs combine, amongst others, the networking potentials offered by the social Web (developed around the Web 2.0 portals), the ease of access to OERs, the informal learning opportunities which characterize the learners' autonomy in identifying their own patterns to knowledge, thus changing the way learning occurs. The huge amount of data produced during a MOOC suggest that Learning Analytics techniques could be extremely useful to support the learning and teaching processes during the course. Nevertheless, there is not yet a substantial body of literature on the Learning Analytics of MOOCs (Clow, 2013).

D'Aquin in (d'Aquin, 2012) has pointed out how the Linked Data can be exploited in the educational field. In fact, LD offers educational benefits for teaching and learning by providing integration mechanisms of heterogeneous resources from diverse repositories and sources and by supporting automatic search techniques that provide learners with educational resources semantically related to a specific knowledge field. As a consequence, the huge amount of datasets of LD can be exploited for educational purposes, thus becoming an alternative source of Open Educational resources. The recent evolution of LD and its datasets has had a remarkable influence on Learning Analytics as well (Gasevic, 2012), so that Learning Analytics is not limited to numeric data, but it has to take into account data and their semantic representation.

The aim of this paper is therefore to highlight - through the analysis of the recent literature - how Learning Analytics can enhance learning experiences in Open Education settings based on MOOCs and LD.
MASSIVE OPEN ONLINE COURSES AS E-BRICKS FOR SMART CITIES
Authors: Grosseck Gabriela , Malita Laura , Ivanova Malinka , Holotescu Carmen
Published: February 2023

Open Educational Resources and Massive Open Online Courses as e-bricks for Smart Cities

Authors: Carmen Holotescu, Gabriela Grosseck, Laura Malita

Nowadays when more than half of the world's population lives in urban areas, when information and (mobile) communication technologies are real catalysts for innovations in all domains, there are a lot of studies and debates related to how our cities should become "Smart Cities", "Smarter Cities" or "Future Cities", in order to improve life quality and to reduce costs.

The paper starts with a literature research related to definitions for the "Smart City" term and to the needed steps / action plans / strategies for such a transformation.

The new citizens will have vital roles in building smart cities; they should be hyperconnected, creative, entrepreneurs, also they should actively participate and collaborate in the cities activities and decisions.

The paper will explore:

- How Open Educational Resources and Massive Open Online Courses can support the citizens engagement, learning and participation, also new skills and competencies development?

- How the authorities can collaborate with universities and researchers to develop specific OER and to organize such courses? Which new policies are neeeded?

- Which features should be offered by MOOCs platforms and how such courses can be facilitated?

- What lessons can be learned from current projects targeting these issues?

References:

Bacsich, P., & Pepler, G. (2013). Learner Use of Online Content.Teaching and Learning Online: New Models of Learning for a Connected World, 2, 75.

Buchem, I., & P?rez-Sanagust?n, M. (2013). Personal Learning Environments in Smart Cities: Current Approaches and Future Scenarios. http://openeducationeuropa.eu/sites/default/files/asset/In-depth_35_1.pdf

Department for Business, Innovation and Skills, London. (2013). The Maturing of the MOOC. https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/240193/13-1173-maturing-of-the-mooc.pdf

Falconer, I., McGill, L., Littlejohn, A., Boursinou, E., & Punie, Y. (2013). Overview and Analysis of Practices with Open Educational Resources in Adult Education in Europe. ftp://ftp.jrc.es/pub/EURdoc/JRC85471.pdf
ENHANCING LEARNING IN MASSIVE OPEN ONLINE COURSES THROUGH INTERACTIVE VIDEO
Authors: Petan Sorin , Mocofan Muguras , Vasiu Radu
Published: February 2023

This paper discusses the current developments in interactive video and its implications for online learning, and particularly to the new educational concept of MOOC - Massive Open Online Courses.
The authors present an interactive video platform that can be easily used for generation of interactive videos. Interactivity is added to videos by temporal and spatial interactive multimedia annotations using media fragments, as well as decisions at the end of a video, via a special interface. The same interactive video platform allows the dynamic generation of a graph-type multiple path linear story, with information dependent on previous decisions and choices, similar to an educational experience where later courses depend on prerequisite information.
Information depth is ensured via various types of annotations. The authors consider two main types of content annotations - basic annotations explaining fundamental concepts, and advanced annotations providing in-depth specialized information about a given topic. The dynamic of user interaction with these two types of annotations is used to determine the users level of knowledge about the course topic.
All these aspects are then put in perspective against a MOOC environment, showing how interactive video can be used to enhance the learning process and to enhance the user experience. We also discuss the cost-effective means of adding value and interactivity to the video content, whether generated purposely to be interactive, or simply adding interaction to existing video content to enhance it.
As a conclusion, the article proposes a theoretical and practical approach supported by existing examples, and draws future directions and guidelines for developing educational projects and applications using interactive video in a MOOC context.
EXPLORING ALTERNATIVE WAYS OF TEACHING METACOGNITIVE AND EPISTEMIC SKILLS
Authors: Mustata Marineladi , Barbalata Stefan , Andronie Mihai
Published: February 2023

The social existence of human kind poses numerous and complicated problems both to theorists and practitioners. Due to their complex nature, organizations are scenes where complexity and uncertainty thrive without the chance of being controlled. Moreover and quite often, during education and training, decision-makers received no information regarding possible solutions to the practical problems they cope with. It seems that schools, no matter how prestigious, cannot teach everything one needs to know during one's career. In situations like the above mentioned, an independent learning process based on metacognition and epistemic knowledge is undertaken by any decision-maker, and in fact, by any person. However, schools and universities are teaching little if anything on Metacognition or Epistemology.

In this paper we are presenting some of the results achieved during experimental research using a serious game demo. We have presented three randomly assigned groups of students the same material. The first group watched a video lecture and got to play a 3D game, the second group received a printed material and the third group participated in a lecture. All three teaching methods presented identical content and at the end subjects were asked to respond to questions based on the theory they had just received. Preliminary data show some encouraging results for the first method in what concerns motivation for learning, but also on the ability of memorizing and solving problems. However we did not find a relevant differnce in scoring between the first two groups which suggest that self-learning can be as efficient as using serious games or e-Learning facilities.
STRATEGIES AND TOOLS TO ENABLE REUSE IN SERIOUS GAMES ECOSYSTEMS AND BEYOND
Authors: Stefan Ioana andreea , Stefan Antoniu , Lim Theo , Baalsrud hauge Jannicke , Wendrich Robert , Neagu Gabriela , Bellotti Francesco
Published: February 2023

Software ecosystems are defined as collections of organizations that are related through software or a software related concept. Within such ecosystems, reusability is fundamental to software sustainability and cost-efficiency. Design for reusability brings the technical promise of high quality software that emerges from clean design, fitness for a purpose and a low defect count. This ensures the software is extensible to cater for or modifiable for different pipelines, data and purposes. Functionally, it facilitates the transition from Serious Games (SG) software projects that have been known to consume endless resources, and deliver expensive products, to successful SG projects in terms of quality, costs and timeframe. From an educational perspective, efforts at national and international level aim to increase the accessibility of serious game development via reusable, open components repositories. To enable SG researchers, developers, and implementers adopt reusability, it is necessary to create a gateway to reusable SG assets in the SG community. This would faciliate the SG community members to start exploring the large and rapidly growing body of literature on SG research, development and implementation, as well as on reuse for more detailed information on cost models, class libraries, organizational structures, repository management, knowledge reuse, and many other important issues. For SG reusability to reach its full potential this effort should not address exclusively the SG ecosystems but cross the boundaries of other disciplines and establishes the impact of reusable SG assets and knowledge has on related fields. Under these premises, the authors consider the development premises of a Serious Games Reusability Reference Point (SGREF) that aims to assist the SG community and also support transdisciplinary initiatives.
DEVELOPING BLENDED LEARNING PROGRAM FOR TEACHER TRAINING DEPARTMENT
Authors: Adascalitei Adrian , Cucos Constantin , Rusu Ioan
Published: February 2023

This case study evaluates the challenges encountered in the Blended Learning development using a Virtual Learning Environment in two universities in the city of Ia?i-Romania: the Technical ,,Gheorghe Asachi" (http://moodle.ee.tuiasi.ro/ )and ,,Al. I. Cuza" Universities of Ia?i (http://www.moodle.ro/uaic/). The paper examines a variety of determinants that influence technology acceptance and successful implementation of the VLE in the educational field. The study begins with an examination of Moodle Virtual Learning Environment, which can provide course materials such as handouts, lecture notes and PowerPoint presentations to the students. Moodle can be used in more interactive ways, which require input from the students. Such as discussion forums, chat rooms, quizzes and assignment drop boxes. There are analyzed the technological factors influencing technology adoption including issues surrounding acquisition, management and support of a VLE in secondary and high schools. We explore teacher level factors of Moodle VLE acceptance and how teacher attitudes to such platform are developed. The findings show that there are specific technological, teacher level and school level factors influencing Moodle acceptance. They also show that teacher attitudes to the implementation of the Moodle in the school are tied to their attitudes and responses to national objectives in education and national strategies for reshaping learning. Although the number of distance courses has risen significantly over the last years, mixed modes of delivery, with face-to-face settings supported by online tools, remain the dominant form of online learning. There is clearly a need in the literature for greater exploration of flexible modes of learning, including e-tools, especially when teaching computational skills to engineering and university students. Moodle logs and statistics were examined along with documentation relating to this VLE.
VIRTUAL MUSEUMS AND LEARNING INNOVATION
Authors: Antonaci Alessandra , Ott Michela
Published: February 2023

The paper supports the idea that Virtual Museums (VMs) can effectively support learning innovation and drafts some basic guidelines useful to sustain their effective use in formal, non-formal and informal education.
In the beginning, the paper explores the concept of learning innovation and discusses around what is required to define a learning process as genuinely "innovative": is it about the tools adopted? Or, rather, about the educational methods/approaches employed? Or even about the educational objectives we set? Should we, instead, only/primarily consider the actual results obtained? Perhaps all of them?
In the light of a comprehensive definition of learning innovation where all the mentioned characteristics are taken into account, subsequently the paper presents the concept of Virtual Museum and highlights the educational potential of these innovative tools.
Actually, VMs are software applications that use vision, narration and interaction to create immersive experiences that bring visitors, students, scientists inside history, past landscapes, art, towns etc...
They should be also regarded as relevant examples of how cutting edge ICT technologies can be embedded into software applications oriented to knowledge raising and learning in the field of tangible and intangible cultural heritage. Many types of VMs exist, which differ as to the internal structure, the specific objectives addressed, the presentation methods and the interaction techniques adopted; moreover VMs deal with a wide variety of different contents and adopt various approaches to support information delivery, awareness raising and, ultimately, learning.
In order to correctly frame the adoption of VMs for educational purposes, the paper presents in detail three different Virtual Museums and underlines how, despite the uniqueness and specificity of the contents displayed, each of them instantiates a specific learning methodology, suitable and relevant depending on the proposed educational objectives, the chosen learning context and the target population addressed.