bluuebunny/crossref_metadata_2025 huggingface dataset:
CHALLENGES OF IMPLEMENTING A LARGE-SCALE ELEARNING AND COLLABORATION PLATFORM - THE DIAS PROJECT, CYPRUS
Authors: Unknown Unknown
Published: February 2023

The Ministry of Education and Culture (MoEC) in Cyprus is focusing on moving towards transferable competencies and computer based learning environments as well as innovative models necessary for the new millennium challenges. The decision makers recognize that significant changes need to occur in several areas, but most of all concerning the use of information technology.
The main objective of the project is to contribute to the development and modernization of the Cypriot educational system, by introducing and enhancing the use of information technology in the process of teaching/learning in the pre-university education.
The Ministry of Education and Culture aims at encouraging innovative teaching and learning techniques and stimulating creativity among teachers and students, while offering a general framework for development of collaborative projects, allowing the actors enrolled in the educational system to participate in the information society development and the creation of the knowledge economy.
This paper describes the approach that was taken for the implementation of a national eLearning implementation project in Cyprus. The paper describes the logical and physical architectures of the eLearning platforms. The paper analyses the challenges and risks faced by the project and in general by similar national-level projects in education and the main methods for mitigating them. Finally, the paper underlines lessons learnt and the degree of reusability and replicability of the implemented architecture.
EDUCATIONAL OPPORTUNITIES OF E-LEARNING IN RENDERING DIDACTIC ACTIVITIES MORE EFFICIENT REFLECTED IN THE USE OF THE ADEPT COBRA E-VARIO ROBOT
Authors: Petrisor Silviu mihai , Barsan Ghita , Petrisor Ramona mihaela
Published: February 2023

The emergence of e-learning in the contemporary educational environment (as viable alternative to traditional education methods) is able to develop the inquiring-creative spirit to improve the quality of learning experiences, to ensure the conversion of scientific research results into e-contents. The authors of this paper intend to highlight the fact that the presence of the Adept Cobra e-Vario robot within the Research Centre for Management and Technology – the Advanced Logistic Technologies Laboratory of the \\\"Nicolae Balcescu\\\" Land Forces Academy from Sibiu, as a result of research grant no. 59 / 2010, is in a position to contribute to the harmonization of theoretical approaches to practical-applicative ones, to increase the level of performance, to exploit the creative potential and, last but not least, to emphasize the necessity and utility of transposing scientific research findings in the field of educational activities . In addition, the authors aim to bring to the attention a case study on the deformations that can occur in the modules composing the robot under study during its operation within a flexible work cell with a parallel organization. Based on the calculation of efforts, diagrams and emerging requests in the mechanical structure of the robot during its operation in dynamic mode, using finite element design software’s, ways to improve and functionally optimize the robot during its activity will be determined. This paper is also a mouthpiece for the authors intention to designate a way in which contemporary technological realities can contribute to the shaping of a favorable environment for the educational endeavor, enrolling in the direction of promoting good practice examples in the realm of science and education, respectively.
NEW TRENDS IN ELEARNING - MOBILE DAYS
Authors: Radu Catalin , Beligan Daniel
Published: February 2023

The Mobile Learning aim is to develop methods of using mobile technologies to engage learners in achieving new skills and to develop learning for industries where learners find it difficult to access learning because of difficult shift patterns or dispersed patterns of working. Mobile learning objectives is to engage learners and support their progress towards skills, develop their vocational competence, especially using a blend of learning approaches. These approaches included the use of mobile devices such as mobile phones and PPCs. The paper use an flexible approach, which involves careful screening, assessment and targeting of learners to help them make progress quickly and efficiently.
Will be described some capacity-building aspect of the mobile learning project to focus on developing capability for staff who were working to recruit, support or teach the learners. Mobile learning capacity to work with students and to contribute to the delivery of knowledge will be the most important part of this paper. Will be take into account some contributions of four EU supported projects which deliver solutions for serving distance online learners and have realistic cost efficiency considerations on developing parallel versions of courses. The conclusion is that Courses must be developed, presented and distributed in ways that allow both mobile and not mobile learners to participate and enrol in the same course and that course materials can be assessed both by standard and mobile technology with acceptable quality of all content elements. Interaction with course content and multi-media materials and communication with tutors and fellow students must also function adequately both through standard and mobile technology.
HTML5 SUPPORT IN MLEARNING TOOLS
Authors: Serafimov Lyubomir
Published: February 2023

Considered a new concept about a decade ago, mobile learning is now regarded as a natural and, in some circumstances, an essential learning technology. The key factors that made this development possible are the continuously decreasing prices and increasing capabilities of the mobile devices and infrastructure, as well as the growing need to be connected and learn anywhere and anytime.

The great variety of mobile devices leads to various issues, both pedagogical and technical. One of the main technical issues is the need learning content to be made available for different devices, which may be a costly and time consuming process. To address this and other issues, more and more companies are developing learning software are starting to create tools, particularly designed for mobile learning. These tools support publishing learning content in formats, accessible to numerous kinds of mobile devices.

One increasingly popular technology for creating cross-platform content for mobile devices is HTML5, the latest revision of the well-established HTML standard. HTML5 is often used as a shorthand of the term HTML5 stack, which includes two other technologies, except HTML5 itself – CSS3, the latest revision of Cascading Style Sheets, and the programming language JavaScript. The features provided by the HTML5 – placing animations, audio and video, drag and drop, geolocation, etc. – do not require plugins unlike Adobe Flash Player and Silverlight, two commonly used technologies for mobile learning content development. There are two main concerns in using HTML5 for delivery of mobile learning content – the need of HTML5-compliant browser and the need of mobile learning development tools supporting HTML5 (Unrein, 2011). The latest versions of the commonly used web browsers already support most of the HTML5 specification and their new versions, developed on a regular basis, will support it more and more fully. In the last year not only the web browsers has added and improved the HTML5 support, but also the tools for mobile learning content development.

The purpose of this paper is to present the results of a research of the HTML5 support in 30 mobile learning tools, selected by leading mobile learning specialists, including ADL and Gary Woodill.
SERIOUS GAME APPLICATION IN ANTI-AIRCRAFT MISSILE TRAINING
Authors: Apostol Silviu , Mingireanu Florin , Breharu Fabian
Published: February 2023

A serious game application related to anti-aircraft missile training is presented altogether with strategies specific to the field. Technologies used to develop the application together with ballistic models are presented in comparison with real life training applications.

The application allows the user to train using several pre-set cases for specific aerial targets. Through specific e-learning strategies the user capability and experience is enriched altogether with specific automatism directly related to the field of anti-aircraft missile training. Key advantages of the applications are presented amongst which we mention low-cost, repeatability capability, detailed analysis of missile firing tests as well as detailed equipment resemblance.

The interface is realized with great detail and special care is given to the real-life feeling of various buttons and switches. The application tries to give to the trainee a real-life feeling with smooth performance capability.
Interaction with various equipment boards is enabled through easy mouse click interaction.

Within the application the user has the freedom to choose between training and real fire case. In training the user gets used with the equipment and the computer indicates through specific labels the specific steps that the user should perform at any stage. Limited action is enabled and the user cannot be wrong as he/she must be focused on learning the correct button position for specific targets.
Within real fire case the user is offered by the computer a random target and he/she must take the correct decisions and must set the correct buttons for the specific target. Here, he/she must use the knowledge acquired within the training mode of the application.

The entire application is set within a game scenario and should offer the users the capability to train repeatedly at lower cost than real life fire tests. Combined with the real life fire tests this application enriches the user experience and expertise within the area of anti-aircraft missile operation. The immersiveness offered through both graphical and algorithm design guarantees excellent transfer from the game frame to the real life frame for the typical user of anti-aircraft missile technology.
THE EDUCATIONAL POTENTIAL OF COMMERCIAL COMPUTER GAMES
Authors: Cirnu Carmen elena , Nedelko Zlatko , Stefan Ioana andreea , Stefan Antoniu , Militaru Daniela
Published: February 2023

The advances in information and communication technologies have generated a radical shift in the experiences and interests of the twenty-first century learners. The new digital technologies embedded in people’s daily life along with the massive adoption of computer games has created a diversity of new needs and preferences that has extended to reach the educational environment. The integration of computer games into the educational process has emerged as a necessity, as well as a challenging opportunity for many teachers. While researches reveal the multiple benefits that the use of computer games bring to education in terms of skills development, increased motivation and collaborative capacity, evaluation, decision-making, game development and implementation is not an easy endeavour. Moreover, many teachers are not fully aware of the pedagogical uses and benefits of computer games. Under this premises, the authors advance commercial computer games as a valid, cost-efficient alternative for teachers that wish to experiment the potential of using games in education, and present the results of a case study that investigates potential uses of commercial computer games in education. The purpose of this paper is to inform educators on factors that could contribute to the adoption of computer games within educational environments. The paper analyses how commercial computer games can genuinely add value to education, and explores the main strength and weaknesses of employing commercial computer games for educational purposes. The results have indicated that commercial computer games represent an alternative solution for game-based learning and it can be employed successfully within specific learning processes.
APPROACHES ON METRICS AND TAXONOMY IN SERIOUS GAMES
Authors: Popescu Mariamagdalena , Bellotti Francesco
Published: February 2023

Serious Games, along with the various definitions they entangled and the multifaceted approaches they benefitted from in relation to their applicability, are and still gain ground in becoming a resourceful educational material provided they are used as a means to an end, the educational objectives per se. What research still has to cover is a rethinking of all the elements in terms of educational effectiveness, given this landmark has got new dimensions with the 21st century.
While The European Union 2020 Strategy document \\\\\\\"New Skills for New Jobs\\\\\\\" recognizes the need to equip learners across Europe with skills and competences required by the workforce, Serious games offer new ways of learning which are highly consistent with these competence-based approaches to learning, reflected in modern theories of effective learning. Serious games have the potential to support the acquisition of all of these competences. Subsequently, in deploying Serious Games on the realm of education and training, special tools will be claimed as mandatory in order to both know what game to use, when and where, for what reasons, but also how to measure the gain at the end of a training sequence.
This paper documents new perspectives on Evaluation metrics and taxonomy in Serious Games , with metrics to look at educational effectiveness of a game from all perspectives embedded, at usability characteristics and their importance, while our view on taxonomy aims at rendering a useful tool for different types of users, goals, learning outcomes, contexts, a tool that enhances a better uptake of games into education once different perspectives and various information is available. The new three-dimensional taxonomy for Serious Games along with an ongoing vision into building metrics for SG educational effectiveness are the result of the first year of work in GaLA (Game and Learning Alliance) NoE (Network of Excellence) financed under the 7FP; Such tools for a multi-faceted end-user from educator to student and labour market stakeholder, from corporate to industria will eventually contribute to a standardized vision over what educational effectiveness represents in the context of Serious Games.
VIRTUAL EDUCATION – MEAN TO PROVIDE THE KNOWLEDGES
Authors: Eparu Dorin
Published: February 2023

Nowadays, the educational system is submitted to some obvious quantitative and qualitative restrictions. Quantitatively speaking, the increase of teachers’ number proportionally with the growth of educational request becomes ineffective and this is a phenomenon characteristic for all worlds’ countries. It involves the need to find new means to diminish the specialists’ pedagogical effort.
Simultaneously with the quantitative growth, the educational request also bears deep qualitative mutations. Fewer people want to attend standard and rigid courses which don’t fully correspond to their real needs and their traced line in life. To the “massive growth” of educational offer is opposed a mainly new solution – the “navigation” that allows a massive, diversified and also personified access to the existent knowledge and competencies.
These both major restrictions are abolished by the e-learning (education from distance). Actually, the distinction between “stationary” and “distanced” becomes lest pertinent owed to the use of telecommunication networks and interactive media support increasingly integrating into the traditional forms of education and learning.
From “lifesaver” for the traditional education, the e-learning as result of appeared restrictions is transforming in norm or at least in distinctive form to organize the educational system.
If in the traditional form of education the teacher is the main source of knowledge for students, in the virtual learning, knowledge and skills contained in electronic teaching methodological set (keys) is sent to the student for each subject provided in the curriculum. The connection to the world circuit of values and knowledge does not imply unconditional import of foreign models, but others experience is required to be known to make a rational choice. One of the goals of education reform is the integration of national education in European and world educational space. This determines the importance and necessity of knowledge and critical analysis of everything that happens in the extra space of the national education.
Virtual education features brings new dimensions to provide the knowledge in education field, offering new alternatives at traditional methods.
A CASE STUDY OF IMPLEMENTING BLENDED LEARNING COURSES IN PUBLIC ADMINISTRATION
Authors: Hartescu Ioana
Published: February 2023

Blended learning was recently found to be more effective than either face to face instruction or online learning separately, by a meta-analysis conducted by the U.S. Department of Education (Means et all, 2009). However, the implementations of blended learning approaches face many challenges. For the purpose of this research, Graham’s (2006, p.5) definition was adopted: ”Blended learning systems combine face to face instruction with computer mediated instruction.”
This study evaluates the process of creating a blended learning program, as part of a project ran by the National Agency for Civil Servants in order to improve the competencies of the civil servants and ultimately the quality of the service the public administration provides to the citizen. The program included twenty blended learning courses that were created based on existing traditional, face to face, courses. Forty trainers were selected and trained extensively in order to create and to implement the program. The blended learning courses were piloted for five months with more than 400 participants with various backgrounds and levels of experience.
This project aims at investigating the following research question: how can the processes of transforming traditional courses into blended learning courses be improved in the context of public administration?
In order to answer the research question, a case study method was chosen, and the tools used for collecting data were surveys and interviews conducted with the trainers and the participants, and both quantitative and qualitative results from the pilot program were also included in the analysis. Based on the results of the analysis, lessons to be learned and recommendations can be identified.
COLLABORATIVE LEARNING CONCEPT FOR LIFE-LONG LEARNING
Authors: Porumb Cosmin , Porumb Sanda
Published: February 2023

Most of the articles published in the last years highlight teaching and learning approaches and technologies integrated in complex applications and present the concepts used for creating and presenting the educational content. They refer to the methodologies used in self and collaborative learning, including problem- and project-based learning. The assessment process is also illustrated in several articles but there is no a generic framework that complies with the life-long learning rules.

Our proposal is focused on advanced concepts for improving the online training services and how a generic framework can be customized for life-long learning and effective recruitment techniques. The article is based on a virtual collaboration prototype that supports both interpersonal and inter-process collaborative learning and can be considered the core of an educational community.

The article highlights the Web 2.0 approach in e-service environments, especially online training and human resource management, it describes an open architecture adapted to the requirements of a generic collaborative learning infrastructure and the manner it can be easily customized for different business domains. It also illustrates how Computer-Supported Collaborative Training (CSCT) tools improve the knowledge building process and what kind of solutions should be adopted in order to avoid the CSCL weaknesses.

The presented Computer Supported Collaborative Training prototype fixes a set of issues met in the CSCT area: problems with the training staff, time management, responsibilities during the training process, human-system interaction, content management, and cost effectiveness.

This paper is organized as follows: after a suggestive introduction, the related works and proposals are presented in Section II. Section III is dedicated to the low cost architecture proposed. Section IV starts with the technological aspects and continues with the low cost prototype for online training and human resource management, deployment diagram of the e-service platform for blended learning (blended training). The experimental results are highlighted in Section V of this paper. In conclusion, the authors underline the importance of cloud computing paradigms in life-long learning and e-recruitment area by illustrating the solution for each problem met in the Computer Supported Collaborative Training.
USING BLOGS AS ELEARNING TOOLS BY THE PROFESSIONAL COMMUNITY IN ROMANIA
Authors: Stoica Ivona , Negricea Costel iliuta
Published: February 2023

The online environment provides broad options regarding the type of web applications that can be used in eLearning, so who wants to use online learning technics can opt for community websites, forums, blogs, social networks.
Nowadays, blog is considered by specialists a very powerful marketing tool for influencing public opinion, and can be described as an explosion of online marketing products; it could also be considered as an instrument of interpersonal and organizational information that can be used in practices of eLearning in companies and it might be seen as a challenge for organizational environment, an innovative tool for measuring the efficiency and performance. There are currently blogs that attract over 100,000 readers per day online long enough to interest the media relations professionals. In addition, corporate blogs are a useful tool for identifying consumer attitudes and concerns.
This work was performed quantitative research that will result from the influence of blogs like e-learning tools for the professional community in Romania.
Blogs are not just personal diaries, with impressions in chronological order, they can be real customer feedback archives or employees, organizational blogs as marketing tools can be used as marketing communications.
Blogs can also be used to influence public opinion or internal organizational management.
With all the benefits and blog can be an instrument of manipulation, because most companies make their fake blogs known prospects to make positive, influencing and manipulating preferences of visitors or customers. Although it is a means of sharing personal information for teachers or trainers can be a way of learning, product promotion, comments and opinions, the feedback being appreciated as a way of knowing the needs and wishes of students and a modern e-learning.
(E)LEARNING CITIZENSHIP AND PARTICIPATION: INTERACTIVE PLATFORM TO SUPPORT ACTIVE LEARNING AND PRACTICE OF CIVIC COMPETENCIES
Authors: Mosoiu Oana , Stefanescu Doru
Published: February 2023

In the past decade, there has been a continuous increase of educational activities using technology to support the active process of learning. Either in form of social media, communication groups or elearning platforms, the technology and internet helps learning processes by making virtual space a meeting point for interactive activities connected with learning: communication, project development, implementation and dissemination, reflection and post-project/follow up innitiatives. The de-monopolisation of virtual space with the 2.0 era and use the current 3.0 generation allows more and more users to become contributors to the content available online, with a double facet issue: increase of quantity of content and number of contributors vs problematic quality of content, sources of documentation and validity of information provided. Still, the learning triggered by the means of internet is a valuable way to keep learners interested and active in the process. The last Ericsson ConsumerLab report - Learning and Education in the Networked Society announces the end of education era and start of the true learning era in a networked society - more individualized learning process, more personal-oriented and self-managed. The present study presents how an interactive platform to support the project of learning active citizenship and participation though the pupils' council within schools at national level can be the tool for the process and the result of technology mediated learning. The interactivity part is also very much connected with the content of the NPC activity - e-magazine (for reporting and dissemination, for discussing representation issues), blogs - issues in the filed of education affecting pupils, reflections on own experience in NPC, sharing of learning to new NPC generation, groups - to allow representatives and pupils from a county or a region to interact more focalized and combine projects and innitiatives.
DIMENSIONS OF INTERPERSONAL RELATIONS IN E-LEARNING
Authors: Paisilazarescu Mihaela , Stan Maria magdalena
Published: February 2023

Making use of activities of e-learning type has an effect on not only learning activities, but it also has positive and negative implications upon the personalities of the participants at this activity. The fact that the teachers and the students do not meet face to face leads to the apparition of a series of particularities of the traditional teacher-student relationship. The learning systems in electronic format based on interactivity represent one of the ways of diversifying and multiplying of interpersonal relationships. The interpersonal relationships among which we can mention the teacher-student relationships manifest as interactions between individuals that lead to information, material and affective exchange.
This paper starts from the idea that in the context of using the computer in the learning activity, the traditional interpersonal relationships, including the teacher-student relationships gain new dimensions, and it focuses on a comparative analysis of this relationship. The analysis has been made from the perspective of the identification of the characteristics of the teacher-student relationships in e-learning at different ages in different educational environments, both from the teacher's perspective and from the students'.
Implicating the computer in education does not diminish or exclude the role of the teacher and the relationship with other students. The teacher has a remarkable contribution, but not in the traditional way. The independence granted to the one that is learning does not exclude the role of the teacher and the communication with the others. The lack of the face-to-face human contact, considered essential for human socializing is compensated by major positive effects of colaboration and cooperation which enlarge the area of human contacts.
The psychosocial perspective in e-learning stimulates the process of socializing and learning through cooperation and diversifies the nature of relationships of interpersonal communication. The cooperation through e-learning favours not only individual responsibility, but also the development of social abilities.
ADEQUACY OF TRAINING PROGRAMS TO THE NEEDS OF THE MILITARY ORGANIZATION - FEATURES FOR ENSURING EFFICIENCY OF MILITARY TRAINING IN THE ROMANIAN ARMY
Authors: Bursuc Catalin
Published: February 2023

Lifelong learning is both a consequence of macro-social dynamics, but also its premise. The contents of different forms of training that a person goes through during life respond in a lesser or greater deal/ less or more to the real needs they have been generated by.
The characteristics of the curricula are analyzed within the antagonistic tendencies registered by each of them. In this context adapting contents imposes as a continuous and flexible process, as a defining feature of the learning organization. Projecting the curricula starting with the final result needs instruments that describe thoroughly the necessary skills that graduates will need in their profession. These lists of competencies, together with the acceptable level of performance, most often take the shape of professional or occupational standards.
The way these standards are developed, poor actualization and bottlenecks that occur between professional associations and institutions providing education / training, decrease the adequacy of training programs on specific conditions generated by the labor market. Higher education defines curricula in terms of skills, but this certifies an amount of skills and not the fact that a future profession / occupation requires exactly. Thus we encounter in social practice various types of grids that try to capture the performance and necessary skills required for various professions/occupations.
Military institution is a special case where planning contents starts from the graduate's model, which induces an anticipatory nature to the curricular design. The analysis aims to track how training programs become adequate, focusing on training through courses in the Romanian Army.
THE STUDENT'S ELECTRONIC PORTFOLIO AND THE TEACHING PRACTICE VIRTUAL GUIDANCE
Authors: Neacsu Mihaela gabriela , Dumitru Georgiana
Published: February 2023

The paper presents a study which has as its purpose probing the perceptions of students, teaching practice mentors and tutors participating in the experiment regarding the advantages of using electronic portfolios in the virtual training of future teacher students.
Two groups of practitioner students in the IIIrd year from the Legal and Administrative Science Faculty within the Pitesti University, two mentors from the application school units and two teaching practice tutors, Moodle users of the teaching practice virtual guidance course, participated in the study.
The premise this study is based on is that the electronic portfolio is a complex learning-evaluation pedagogical instrument stimulating individual and group reflection on the students' products made during teaching practice and on teaching practices. This study engages a qualitative methodology. The used instrument was the semi-structured interview based on the focus group method.
Students have built their electronic portfolios step by step and maintain them by permanent update. They are not simple electronic files but a dynamic digital warehouse, a collection of representative products of their activity during teaching practice (lesson projects, assistance sheets at demonstrative lessons, psycho-pedagogical sheets, sound and video sequences, photos, work sheets, questionnaires, evaluation grids, etc.). Also, electronic portfolios provide mentors and tutors with relevant data on the supply, performances, progress, acquisitions of the practical learning of students. E-portfolios determine students to establish their own objectives by reference to the teaching practice activity and constitute reference elements for the discussion and evaluation of their activity by reference to the pre-established objectives.
In the collaborative learning environment within the course for the virtual guidance of teaching practice, the students also made an electronic portfolio of the group, which coagulates students' work, results, competences, abilities and experiences and which can be quickly viewed by the other students, by mentors and tutors, allows individual and group reflections, but especially facilitates the peer learning process.
The conclusions drawn by this study emphasize the utility and the pedagogical potential of the electronic portfolio for the access to the personal history of future teacher students' professional growth and development, for the presentation of the current competence level of teaching practice students, for students' awareness of their own didactical behaviors, for the validation of learning through teaching practice, for planning practical training, for the identification of the future training needs and interests through teaching practice, for the evaluation of pedagogical competences, for the documentation of learning processes, as well as for reflecting on the professional development and practice.
E-LEARNING BEHAVIORS AND THEIR IMPACT ON ANDRAGOGY
Authors: Codreanu Aura , Vasilescu Cezar
Published: February 2023

The assumption underlying this paper is that online environments and, in particular, e-learning ones trigger changes in the learning patterns and behaviors of adults. Inherently, that challenges the principles, methods and techniques currently employed in adult teaching and learning in traditional settings.
Hence, the aims of the article are three-fold. First, it will focus on delineating the basic concepts that is will use: traditional learning, e-learning, learning behavior, e-learning behavior, andragogy, andragogic principles. Second, it will focus on the basic andragogic principles employed in traditional learning contexts and on their relationship with adult learning behavior. Upon their identification a brief discussion will be undertaken in relation with the way adult learning and teaching occurs in Romania nowadays. The analysis will take into account the extent to which the aforementioned principles are observed, as well as their observable impact on adult learning behaviors. Third, the article will analyze the patterns of adult learning behavior that are likely to occur in e-learning contexts and the extent to which these require a review of the andragogic principles for e-learning contexts. Thus, the method to be employed in the second part of the article will be based on comparison and contrast between traditional environments and methods of teaching and learning on one hand and online environments for learning.
The reasons underlying this research endeavor are as follows. Learning defined in very simple terms refers to the permanent change that occurs in a person's behavior. What complicates the discussion is actually defining a learning behavior and relating this to adults and the way they learn and the environments that facilitate this. Consequently, the novelty of this article consist in inter-relating the concepts of learning behavior, andragogic principles and e-learning. Thus, based on its interdisciplinary approach and findings this article will make a contribution to the fields of andragogy, social sciences and information and communication technology.
GAMEFICATION IN CAREER E-COUNSELLING
Authors: Richiteanunastase Elenaramona , Mihaila Alexandru robert , Staiculescu Camelia , Paduraru Monica elisabeta
Published: February 2023

In a world of the online, any company or organization attempts to remain on the market by any means possible. For this reason, in the virtual environment, marketing is reinventing itself. One of the marketing strategies used in the virtual environment is that of game elements introduction or even little games to attract new customers or to fidelize the current. Although at a first glimpse, gamefication is not an absolutely necessary strategy, gamefication could and should represent a new trend in counselling or education. Gamefication is an approach that uses game theory to increase user involvement in the proposed activity. Assuming that the game produces a state of relaxation and recreation, the proposed activity, regardless of the degree of difficulty is dealt and accepted by the user.
This paper starts from the idea of using gamefication in online career counselling, just because induces the user a state of relaxation, state that usually does not accompanies career decision. We can add here the user/online client fear of being judged by a person- career counsellor, and being treated like a man who has a problem.
Therefore, we propose in this paper an online game / application for career exploration and career advice. Firstly, we shall analyze advantages and disadvantages of this trend for online career counselling, then we shall try to describe the theoretical background of this game (Holland's theory, personal career map) and also the choices made for design step by step, and in the end we shall try to emphasize once more its usefulness.
We believe that such a proposal can only revolutionize this field by making it more "user friendly".
MODERN TEACHING STRATEGIES USED IN MODERN TEACHING OF THE SUBJECTS OF ENVIRONMENTAL PROTECTION
Authors: Popa Roxana gabriela
Published: February 2023

The reforms in education are determinated by the requirements of the socio-economical development adapted to the labour market, the existing possibilities, the economical conditions, the development of education sciences and educational policy and to the managerial skills in the field of education. Teachers need to be appropiate and adapted to the needs of society and to the learners, and to have basic behaviors specific to the learning- educational activity. The course and laboratory activities must have the role of presenting the ways of inciting of interest and curiosity for the studied disciplines and of opening new communication channels. The new didactics of cognitivist type, the didactics of learning specific intellect capabilities or that based on the multiple intelligence theory represent large leaps in the field of teaching. The new content of the learning can no longer be developed within the limits of the traditional learning practice, producing the transformation of the teachers in the designing curriculum specialists.
The work presents aspects regarding the active and interactive learning, the interactive teaching-learning methods and their importance in the study of environmental protection disciplines. The modern didactics places the student at the center of the learning process, participating to the own training, and the teacher has the role of design, organize, lead and correct the work itself, in order to develop the intelligence and the learning of the appropiate conduct.
The modern methods: the lecture, the teaching demonstration, the problem-solving, the experiment, the brainstorming, the double entry journal, the SINELG, the gallery tour, the cube, the snowball, the mosaic, are considered relevant in making the education reform, to place the student at the center of the learning process. For each method are presented examples in the study of the environmental disciplines.
MOTIVATIONAL FACTORS FOR ENGAGING STUDENTS WITH DIGITAL CONTENT- A CASE STUDY
Authors: Botnariuc Petre , Fat Silvia
Published: February 2023

The article summarises the main motives and drawbacks of students enrolled in a face to face semester course for / from participating in one'learning platform provided as a supplementary support to the face to face classes, namely Education Psychology and Pedagogy courses addressed to students from several faculties subscribed in the Psycho-pedagogical training module. The e'learningplatform was implemented on a moodle solution hosted by the Institute of Education Sciences - Dep. of Educational Management and Counselling through the Distance Education Centre - training.ise.ro. The instructional design is analysed and variables of formatting the platform explored (type of organisation of the course, planning of the study time, online and offline data processing tools, personal variables, organisation of the content and activity and resources used in the course, student - student, student - content and student - tutor interaction, access and familiarity with the platform) in order to facilitate a higher involvement of students in online activities and engagement with the proposed digital content through the different moodle facilities. The student preferences for different digital content formats are presented and their overall final performance assessed against the participation level in the online platform. Alternative solutions are suggested to meet the students learning styles and different experiences with e'learning environments providing illustrative samples of student work. The effectiveness of different knowledge testing solutions is explored including standalone offline based ones like behavioural self designed assessment spread-sheets versus online moodle based quizzes. The methods used include students' opinion surveys and online data analysis from both the moodle platform and other surveying solutions.
E-LEARNING - A NEW APPROACH TO EDUCATION
Authors: Muresan Doina
Published: February 2023

EEducation is the key for the preservation of both the human species and the treasured human culture. The unprecedented technological development occurring at the beginning of this millennium brings substantial changes in the approach to education at all levels. One can easily notice that such an approach is a necessity imposed by the realities of the contemporary world.
Under these circumstances, the main challenge for education and training is that of properly assimilate the information and communication technologies in order to substitute a part of the present structures with a new, probably superior spectrum of performances to meet the requirements derived from the inherent changes in culture and civilization.
E-learning is the general term defining a new educational paradigm which is based on the use of information and communication technologies in the teaching/learning process. The basic element of e-learning is represented by the smallest entity of knowledge which, in order for the didactic objectives to be achieved, has to be well defined, clear and coherent so as to meet three basic requirements: essential, intuitive, simple. Consequently, a new approach to education and training becomes necessary with emphasis not on routine intellectual activities but on the development of certain skills, so that both the teachers/instructors/educators and students/trainees could function properly in the new educational environment.
The education with a virtual component has as starting point the proper understanding of the role played by e-information in the progress of mankind and has as main objective a new, open vision and attitude towards man.
ROLE OF MODEL OF EXCELLENCE TO IMPROVE D-LEARNING PROJECTS
Authors: Najima Daoudi , Lemsalmi Ikram
Published: February 2023

TThe learning area has undergone several changes following the technologies and web services that have emerged.
Two conceptual axes have appeared, on the one hand, concepts referring to technologies, namely: e-learning, m-learning learning P-or u-learning. On the other hand, referring to Web services, including e-learning 1.0, e-learning 2.0, etc. Nowadays, d-learning has reached a mature level in terms of platforms, standards and pedagogical approaches integrated. Despite the diversity of platforms and their functions and the development of standards, the distance learning cannot reach a satisfaction level without pedagogical approaches which are, in fact, very important in any learning process. Prodigious developments in distance learning have encouraged many organizations to adopt these new environments as continuous training tools. Thus, several projects have emerged to explore these advances to create new learning opportunities for different categories unable to attend physically the courses.
Despite a previous failure the d-learning projects can still succeed through appropriate measures to redress the situation. These measures cannot be the result of a simple cogitation process but rather via the implementation of a continuous improvement process in logic of total quality management.
Deployment of a total quality approach is dependent on three essential elements, the appointment of a permanent team which will be leading and supervising the project, the choice of an appropriate tool which makes that kind of approach effective and efficient, and a benchmarking strategy which allows comparison between the ESI e-learning project and similar developed projects. Excellence Model: a new system for the d-learning project. The models of excellence have been developed on the basis of total quality management TQM; they may have a significant contribution to rehabilitate the d-Learning project of ESI. These models of excellence offer the advantage of having a double function: an assessment tool, and a system of orientation towards a total quality management approach, fully focused on the needs of the various stakeholders of the project.
EDUCATIONAL E-LEARNING PLATFORM AND PERIODICALS DATABASE
Authors: Ionica Serban , Calina Ana maria
Published: February 2023

We live in an era of communications and electronics. Everything is developing very rapidly every day. People need be informed fast, short and to the point. Our eyes began to be more careful in front of a computer or in front of a screen than before a newspaper or a magazine. I would dare affirm that the era of printed paper is nearby. Thus, in order to encounter these needs, databases were created.
These are packages of information, tools and services that carry new discoveries from all fields of specialty. Databases are in electronic format, and stored on electronic media (CD-ROM) or can be accessible via the Internet. These include hundreds of prestigious professional journals and magazines, including an archive with the numbers of these from previous years, thousands of full articles, original and / or revised, abstracts, reviews, photos, description journals, bibliographic data, links to other articles or related databases, diverse queries on news published in a particular area (i.e. automatically receiving of emails for a specific item from a certain area).
Periodical databases can be accessed by any person in any institution such as a library, university, organization, and so on, in front of available computers connected to the database with a password. Access to databases can be done simultaneously by several users from the same institution and simultaneously with other users who have purchased these databases. Interested institutions acquire a number of important databases in order to provide to their users access to new and prestigious sources of information.
From scientifically point of view, this type of documentation processes has an important role in information, documentation and research. The advantage of regular databases are numerous: those interested can keep up with the latest information in different areas on national or international level, quickly get information to readers, can be accessed by multiple people simultaneously.
CORPORATIONS, SUPPORT COMPETITION AND INNOVATION IN E-LEARNING EDUCATION SYSTEM
Authors: Anca Varga ungureanu , Silvia Rascu pistol , Adrian Ungureanu
Published: February 2023

Challenges of today business, cause corporations to create and develop new ways of learning. Due to globalization, corporations, universities and other organizations use e-learning system to adopt innovations and new technologies to generate economic benefits and gain added value in the international market.Corporations feel the need for innovation and knowledge transfer as major drivers in their development as a sustainable competitive advantage. Thus, development of knowledge through e-learning is an important strategy in implementing management policy and improve knowledge and skills.To the progress of a corporation are a number of principles, drawn from practice management such as strategy, technology, process and people. These issues have been analyzed in order to understand the value chain and the major concerns of corporate development through knowledge.
Corporations worldwide are now seeking more efficient and innovative ways to take a different approach to education by implementing new activities for recent graduates to business market.Participants in the education system through new e-learning technologies, coming from the corporate or academic, soon become familiar with the virtual environment and relatively soon come natural transmission rate, respectively, assimilate knowledge.E-learning education offers many benefits to institutions wishing to provide effective education and training programs, greatly reduce the costs of training and learning, saving travel costs, significantly reduce travel time, save a lot of opportunity costs.
The present paper intends to present a comprehensive and realistic view of e-learning system, which means another approach from educational point of view of this process, all this to face global competitiveness.Corporate success is based on information, knowledge, innovation and progress using e-learning.