bluuebunny/crossref_metadata_2025 huggingface dataset:
EVALUATING E-SATISFACTION AND E-LOYALTY BASED ON WEB LEARNING EXPERIENCE
Authors: Teodorescu Ioana , Viorel Vasile , Onete Bogdan cristian
Published: February 2023

E-learning initiatives have materialized by expansion of nontraditional learners. The requirements of flexible schedule, geographic location, access to on-line resources and use of new techniques and technologies have increased the number of learners that are seeking e-learning experiences. The main purpose of this paper is to identify and to analyze satisfaction and loyalty of employees that have completed an e-learning course and how e-learning programs contribute to improve CRM activities (customer relationship management) of the companies.
Our study will be focused on Kano's model (1984) to evaluate how e-learning influences the CRM process. As CRM is based on strategies and technologies which main goal is to improve business relationships with customers, definetely e-learning programs for employees have impact on CRM activities. E-learning encourages participants to improve their skills, offering them a comprehensive learning. This method of learning determines employees to practice and apply what they learn in daily tasks and make better interactions with customers.
Kano analysis was designed to better understand customer needs that contribute to satisfaction and loyalty. The model consists of 5 unique types of requirements: performance (originally called one-dimensional), basic (originally called must-be's), excitement (originally called attractive or delighters), indifferent and reverse. The research will be based on a questionnaire inspired from Kano's survey created to represent a requirement by using two strategic questions, a functional and dysfunctional representation of the requirements. As e-learners want more flexibility and affordability, it is important to investigate their online needs and level of e-satisfaction and e-loyalty.
ORGANIZATIONAL BARRIERS IN DISTANCE EDUCATION: PERSONNEL ASPECTS
Authors: Ananchenkova Polina , Ponomareva Elena
Published: February 2023

The use of remote sensing technologies in higher educational institutions in a process of preparation of bachelors and masters in conditions of transition to a new educational standards is a vital task in the framework of new educational law as well as eagerness of students to combine learning and work and other circumstances. In these cases Russian universities started to implement distance learning programs. However, in the process of implementation they explore a number of organizational problems.
The article presents the results of author's research that demonstrate partial reluctance and unwillingness of some professors and teachers to participate in distance education as well as difficulties in development of distance learning courses, the establishment of assessment tools, the compilation of final report, group discussions, etc. The study was conducted by questioning teachers from 27 universities and academies of Moscow as well as 50 experts. Total sample included 340 people, the coefficient of an error - 0.3%.
On the basis of this research, the program "Organizational, methodological and didactic foundations of distance learning" was developed and implemented for teaching staff of higher and secondary professional educational institutions. The program aims to teach them modern innovative technologies and to prepare them for the use of distance learning technologies in their practice.
The main part staff of the Department of Economics and Management in the social sphere of the Academy of labor and social relations have finished this program. And now it is not a problem to work in e-learning system for most of them.
E-LEARNING IN COMPANIES
Authors: Condruzbacescu Monica
Published: February 2023

The article focuses on the process of e-learning in companies. E-learning system does not try to impose a revolution in the education system, but proposes a step further to the educational process by increasing the capacity to adapt to the people' demands and possibilities, given the rapid pace of our lives. The paper also presents the advantages and disadvantages of e-learning compared to traditional education system. The next part underlines the benefits of e-learning on employees. Both employers and companies providing online training courses think that the market is growing and that in the coming years, even if it will not replace traditional training, e-learning will be the main refuge of employers pressed by small budgets and the need for well-trained people in a short time. Online training method has clear advantages related to cost, ease of programs implementation towards a wider audience in the company, providing many types of content, according to several types of learning and, most importantly, access to content created by teachers, authors of books or reputable consultants. E-learning courses began to have more success in Romania in the last three to four years, as employers wanted to motivate and train employees without allocating large budgets for training. Considerable advantages are that they can address a large virtual class, are interactive, provide the ability to be accessed from home, which keeps them on the first place concerning employers' choice for training. The advantages of e-learning stand out more clearly in this time of crisis. Although, at present, training budgets are cut from the priority list of many companies, e-learning is the best solution that can accomplish this additional training of employees, with lower costs than traditional training programs.
THE EMERGENT LEARNING MODEL; USING THE INFORMAL PROCESSES OF LEARNING TO ADDRESS THE DIGITAL AGENDA FOR EUROPE
Authors: Garnett Fred , Ecclesfield Nigel
Published: February 2023

Since the advent of Web 2.0, which establised the participatory web as a platform, we have been involved in rethinking how we might design and support learning to match the potential of this possible new web-based world of education. In our Open Context Model of Learning (Luckin et al 2010) we captured what we had learnt from theory and web-based learning projects, arguing for a model of "informal e-learning, and for fresh thinking about pedagogy in terms of both andragogy (collaboration) and heutagogy (creativity). We thought this provided an opportunity to rethink the contexts in which learning might take place in the 21st century, as education could be released by the potential of new technology platforms and tools. For us Web 2.0 highlighted the informal social processes of learning over the institutional, formal processes of organising the institutions of education, which raises ethical, cultural and social issues concerning how we might design new contexts of learning.
When the EU identified that, post-Bologna, we should look to integrate informal, non-formal and formal learning, we found this inspiring and wrote the Emergent Learning Model (ELM), to both capture what we knew from our own work with informal, non-formal and formal learning and also to be socially inclusive. ELM builds on the Open Context Model and is an attempt to be a learning design tool, what we call a "development framework" for the Digital Agenda Post-Web2.0. We will discuss its origins, the "development framework" we created and how we have used it in designing new learning projects Ambient Learning City & WikiQuals.
TOP 10 - WEB 2.0 TOOLS USEFUL IN TEACHING ACTIVITY
Authors: Chicioreanu Teodora daniela , Wodala Barnabas , Burcea Maria
Published: February 2023

For education, web 2.0 can been a means of teaching strategy refresh with a new type of interaction between teacher and student. Web 2.0 applications because it provides a virtual space in which users can download relative, and upload information, communicate and relate, may prove particularly useful educational process...This technology has been adopted by the Romanian education because reduce costs, there are easier and faster access to information, control access to resurces by authenticating users, the public expression of experiences through blog, wiki, Flickr activity of materials by combining images and sounds and other forms of social software.
The use of technology in teaching enhances student learning, increases productivity and promotes creativity/student collaboration and communication skills. Existing applications Web 2.0 facilitates learning and knowledge sharing, preparing young people for the future and bring together people from various places, with the most diverse experiences. They provide teachers, pupils/students and parents opportunities that should not be wasted but used to its full potential.
Because in the virtual environment is necessary to identify many Web 2.0 applications that can be easily integrated in education, was conducted a study aimed at prioritizing these applications, in terms of usefulness and frequency of their use in teaching activities. This paper presents the results of this study, based on a sample of 82 teachers and 120 students from the Polytechnic University of Bucharest (Faculty of Computers Science, Faculty of Applied Sciences, Faculty of Electronics, Telecommunications and Information Technology, Faculty of Electrical Engineering and Business Management, Faculty of Electrical Engineering and Faculty of Economics).
Also in the second part of paper are presented the advantages, disadvantages first 10 applications of this classification, in the application and class information experienced by author in the courses and seminars in Computer Assisted Training Course of the Module psychological and pedagogical training, too.
UTILIZING CROSSWORD CREATION SOFTWARE TO DEEPEN LEARNING IN UNDERGRADUATE STUDENTS.
Authors: Stanciu Ionutdorin , Bal Carmen
Published: February 2023

Learning support software varies from dedicated learning software that emulates the didactics of learning as close as possible, to non-dedicated software capable of providing support or scaffolds for the cognitive processes involved in learning. Software such as Algebrator (TM) or Cabri 3D (TM) are closer to the first end the spectrum. Regarding the other end of the spectrum, many steps were taken since the advent of the first concept and mind mapping tools, with software like Argunet (TM), Austhink's Rationale (TM), or Hot Potatoes (TM) bringing considerable diversity to the digital cognitive tools available today. While the implementation of complex learning systems is not adequate for certain educational establishments as well as for certain courses, teachers are open to any efficient tool that can adequately contribute to the instructional and learning processes. Our research included a between-subjects post-test only study of the various manners of utilization of Hot Potatoes and explore the research hypothesis that the use of digital tools to increase information processing leads to observable increase in academic performance. Crosswords created in Hot Potatoes were used to enrich the information processing involved in students' solving of homework. 1st year undergraduate students enrolled in the Classroom Management course participated in the study and were distributed in one control group and two experimental groups. The control group received regular homework assignments, while the experimental groups were tasked to solve crosswords created with Hot Potatoes (TM) only, or, respectively, for the second experimental group, to solve regular homework assignments and crosswords given the first experimental group. ANOVA processing indicated statistically significant differences between the group receiving homework and crosswords, as compared to both the control and the experimental group receiving only crosswords assignments. The best academic performances were achieved in the experimental group using both regular assignments and crosswords, followed by the group receiving regular assignments and by the group receiving only crosswords assignments. Also, a measure of perceived difficulty of knowledge test was made, indicating that the use of crosswords assignments contributed to a decrease in perceived difficulty of the knowledge test. While the obtained results support the research hypothesis, further study is needed to clarify issues and the role of other variables, such as the role of the perceived task value in motivating the learning and, consequently, in academic performance.
USING E-TRAINING IN MATHEMATICS MODELING OF THE BIOMECHANICAL CHARACTERISTICS OF YURCHENKO VAULT
Authors: Potop Vladimir , Mihaila Janinamihaela , Urichianu Adrian ion
Published: February 2023

The purpose of this paper is to develop a mathematical model based on the use of e-learning in the technical training of Yurchenko vault.
This scientific approach has led to an ascertaining experimental study that has been conducted by means of the following research methods: 1. Analysis of the specialized scientific literature. 2. Computerized video method by using "Pinnacle Studio" capture and video processing program and "Kinovea" and "Physics ToolKit programs for biomechanical video analysis of sports technique. 3. The method of mathematical modeling. 4. The method of movement postural orientation. 4. The statistical method, by means of "KyPlot" computerized program. The research was conducted during the period 2012 - 2014 and was attended by 8 female athletes of 12 to 15 years old, members of the national junior team of Romania. In this respect there were analyzed biomechanically 22 vaults executed in three national competitions; the kinematic and dynamic characteristics results and the performances achieved in competitions were correlated statistically.
Results. Highlighting the linear correlative significance of kinematic and dynamic characteristics indicators of the combined rotational and translational movement in conformity with the anthropometric, biomechanical and performance parameters of junior gymnasts aged 12 to 15, for developing the mathematical model of Yurchenko handspring vault in women's artistic gymnastics.
Conclusions. The effective use of e-training in the mathematical modeling of the biomechanical and sport performances characteristics created the possibility to deepen the phasic preparation of sports technique and to process more efficiently the modern didactical programs of learning.
EDUCATIONAL PERSPECTIVES BY THE UTILIZATION OF HOSAND GT. AQUA TELEMETRY SYSTEM IN THE TRAINING OF WATER POLO PLAYERS
Authors: Ticala Laurentiu daniel , George Marinescu , Radulescu Adrian , Bidiugan Simona nicoleta
Published: February 2023

In the water-polo game, acyclic movements are predominant, but during a match, the swimming technique, the covered distances and the swimming intensity are different, which indicates that a water-polo player must train with all three types of effort (aerobic, anaerobic lactacid and anaerobic alactacid ones).
Hypothesis of the research: knowing in real time the heart rate (HR) values during the training sessions allows the water-polo coaches to efficiently manage the effort, in order to reach the objectives established.
To validate this hypothesis, the following methods were used: test method, graphical method, statistical-mathematical method, etc. The test was administered to 4 athletes and consisted of freestyle swimming 3x (4x100m), with a 10-second break between repetitions and 5 minutes between series. Heart rate is monitored by means of the HOSAND GT.a telemetry system, which allows visualization of the group or individual sports performance and analysis of the HR curve and of the effort intensity within a training session. Hosand GT.a comprises: the TX200 transmitter wore by the athlete, together with a standard belt which measures the heart rate, the RX200 receiver, the SX200 box for synchronization and the SW200 software.
Athlete 1 starts with a HR of 94 beats/min, at the end of the warm-up the HR is 179 beats/min, after the first series the HR reaches 195 beats/min, after the second series the HR reaches 197 beats/min and after the third series it attains 196 beats/min, which corresponds to a work intensity close to 90%. HOSAND GT.a offers a personalized training and, at the same time, a monitoring in real time of the training, the heart rate contributing professionally to the improvement of the coached athlete's or team's performance.
Analyzing the data, the hypothesis has been validated and the research meets the interest of the Romanian Water-Polo Federation.
ASSESSING SPEAKING - AUTONOMY AND AUTOMATICITY IN ESP
Authors: Pacurar Elena
Published: February 2023

The paper is an investigation of the underlying factors that eventually lead to achieving autonomy and automaticity in the process of language learning. It starts from an experimental procedure of assessing speaking among students in Tourism, at Babes-Bolyai University. Initially designed as a task for developing fluency outside the classroom context (the test of real linguistic autonomy), the recorded spoken productions of students in Tourism were integrated in the final assessment. The paper discusses the importance of a task-based approach, a task-based syllabus and of collaborative tasks. It also questions the way technology assists the teaching and assessment practices by looking into the advantages of using wikis in and outside the classroom context. As assessing speaking is time and resource-consuming, solutions to making it more efficient and less class-dependent must be identified. Another key-issue that the paper addresses is that of authenticity: the authenticity of tasks, of context, of participants. Students' recorded productions were organized in an authentic context(hotel industry) and this helps develop communicative competence and an awareness of the needs of the job market. From a pedagogical perspective, a selection of the video recordings presented in class offered students the possibility to self-assess and inter-assess their linguistic competence (use of checklists). The role of feedback and washback is further analysed in relation to the question of the assessment impact on the overall teaching practice. This, in turn, should closely respect the basic principles of assessment (feasibility, validity, authenticity), as they are formulated in the Common European Framework of Languages.
THE SIGNIFICANCE OF PRIOR KNOWLEDGE IN PHYSICS LEARNING
Authors: Esanu Andreea , Hatu Cristian
Published: February 2023

In constructivist literature, there are three main accounts of the role that children's prior knowledge plays in learning Physics and in developing mature scientific views: the knowledge-as-theory, the knowledge-as-elements and the knowledge-as-system accounts. The first one defines children's prior knowledge in terms of naive theories which are incorrect but display enough coherence to resist restructuring. In this view, the purpose of Physics education is to find ways to dislodge children's naive theories and replace them effectively with scientific concepts. The second account interprets prior knowledge as a scattered map of knowledge elements that children develop on their own based on previous day-to-day experience. Contrary to the first account, the second one stresses that such knowledge elements are mostly correct, but what they miss is a coherent system of relations to link them properly. In this view, Physics education is expected to develop children's existing knowledge elements into consistent sets of scientific beliefs. The third account defines prior knowledge in a more complex manner. The knowledge-as-system account highlights a series of dynamic and heterogeneous properties that most children's concepts about nature seem to possess. In this view, children's naive ideas display both knowledge-as-theory and knowledge-as-elements characteristics, so the task of Physics education is to address each characteristic in a differentiated manner and with adequate instruments. Keeping this background in mind, the main aim of the present paper is to evaluate constructivist accounts of children's prior knowledge from the point of view of a pragmatic evidence-based approach to learning scientific concepts - i.e. which of these views is convincingly supported by empirical research in Physics education and what are we to understand about children's knowledge from empirical investigations of scientific practices in the classroom.
A REMOTE HANDS-ON EXPERIMENT FOR TEACHING PHOTOVOLTAICS
Authors: Korganci Nuri , Miron Cristina , Dafinei Adrian , Antohe Stefan
Published: February 2023

Laboratory studies are very helpful in teaching, providing experience and making the subject that is being taught more tangible to the student and hence easier to grasp. However, many educational institutions do not have the funding that the establishment and maintenance of a modern laboratory require. The solution to this issue is a remote lab, which would allow anyone to do experiments through the internet, thus giving all students the possibility to study experimental physics using high-level equipment any time and everywhere via the internet. Photovoltaic (PV) devices convert light energy to electrical energy for use in various applications. It is therefore important to understand how a specific PV device works for a range of operational conditions does. As PV systems are becoming more and more common, large numbers of skilled engineers with a greater understanding of all aspects of PV technology, both theoretical and practical, are needed. An online lab allows students to control real equipment through a visual interface and to learn in a user-friendly environment. Remote lab improve the practical knowledge of students as well as allowing them to repeat the experiment at a time suitable for their needs, unlike a physical laboratory. Therefore, a remote laboratory has been developed to allow distance learning students to investigate the energy conversion properties of photovoltaic panels. The purpose of the experiment is to study the effects of temperature and irradiance on PV panels using the characteristic measurement called the IV curve. A group of students from high school were involved in this study. Student's perception of the experience was obtained by means of personal interviews. In conclusion, the remote lab is useful as it enables students from all over the world to investigate the different properties and characteristics of photovoltaic panels.
SOFTWARE APPLICATION FOR THE DEVELOPMENT OF IDEA DIAGRAMS USED IN TECHNICAL CREATIVITY
Authors: Seghedin Neculai eugen , Dragos Chitariu
Published: February 2023

In technical creativity three categories of techniques and methods of creation were structured: logical, intuitive and logical-intuitive. Idea diagrams, alongside morphological matrixes and the generalized object of creation are part of logical methods for creation. Generally, through idea diagrams it can be understood a plane graphical representation of existing correlation between various knowledge representation forms. Accordingly to the principles, terminology and general theory of technical creation, the idea diagrams are an open graphical representation, arborescente type containing structured information on the state of science and technology in a field.
In the paper is presented an software application for the elaboration of idea diagrams, accordingly to a methodology in eight steps previously made. These steps are: a. Delimitation of scientific and technical domain in which the diagram will be made; b. Documentation on the technical solutions, criteria and sub criteria of these solution; c. Establishing the criteria and sub criteria for classifying solutions in the field; Establishing the representative solutions for each level or sublevel classification. The representative solutions are searched considering: the level of detail, quality graphical representation etc. e. Plotting the idea diagram; f. Make possible corrections; g. Establish ways and directions for development in the field; h. Formulation of new creative themes. The application provides access to sources of information, databases that grow continuously. The main function of the application is the actual plotting of the chart by selecting the main number of solutions for the criteria and sub-criteria of classification in the field and designation of those. The diagrams allow the pairing of images with the representative solutions for each sub-criteria classification criteria. Moreover, for each criteria or sub-criteria database solutions can be structured that define the current state of knowledge. In this way, it can be created a complete picture of the knowledge state in the structured field. The proposed application removes the main disadvantage of classically drawn diagrams, which consists of the limited number of solutions that could be included in the chart. Thus, it can be created a structured picture of a complete state of knowledge in the field. The proposed application removes the main disadvantage of classically plotted diagrams which consists in the limited number of solutions that could be included in the chart.
CREATING INTERACTIVE ANIMATIONS FOR SHAPING KNITTING LESSONS
Authors: Dan Dorin , Ursache Mariana
Published: February 2023

The new generation of computerised flat knitting machines has been designed with extensive fully fashioning abilities and can combine its higher productivity, pattern flexibility and modern controls with the economical advantages of this process. The aim of this work is to create and use an animated graphical interface with interactive objects, in order to help the student to understand quickly and correctly aspects related to the definition of certain terms for shaping the knitted fabrics and to utilise interactive description of the schemes for the knitted fabrics edge contour. The interactive knitting schemes refer to the two shaping methods: widening and narrowing. The widening is exemplified by three methods: outside widening - increases the stitch one by one, split knit widening - knitting width is widened by stitch move and the hole is filled by split knit, interlock widening - increases the plural stitches at once. The narrowing is exemplified by three methods: outside narrowing - narrows the stitches by stitch move, bind off - moves the stitches to the next loop from the edge sequentially, cast off method - is performed after knitting 2 cm with waste yarn. The interactive method of teaching presented in this paper represents the outcome of the process of the innovating the working methods applied in the knitting laboratory of the Faculty of Textiles, Leather and Industrial Management of Iasi. The drawings were made with Corel Draw graphics application and the animations and the interactivity were made with Corel RAVE. The program resulted is portable and it may be used online or offline on any computer system.
SOFTWARE PACKAGE FOR TEACHING STUDENTS, ALLOWING THE VIRTUAL OPTIMIZATION IN TEXTILES. PART II.
Authors: Harpa Rodica
Published: February 2023

In the first part of this paper, two programs namely STAT_ADM and STAT_ADT, part of STATISTICA software package were presented. The second part of this paper deals with the third program of STATISTICA package, called STAT-MFD. The STAT-MFD (Statistical Analysis with MultiFactorial Design) is software corresponding to the algorithm developed for mixed factorial experiment, qualitative and quantitative ones. Unlike STAT_ADT, that allows the computer simulation of yarn spinning optimization in a cotton mill (depending on the overall quality of fibers from miscellaneous recipes), STAT-MFD came close to the computer simulation of the processing raw materials within the drafting systems on ring spinning machine. In a different approach this time, count two kind of factors, namely qualitative and quantitative ones, that have to be correlated for the final purpose, which is the yarn spinning optimization for minimum unevenness. This program was also included in the teaching and research activities, as a functional laboratory system at the Faculty of Textiles,- Leather and Industrial Management of Iasi. Ultimate goal of introducing this software as a laboratory system was to support students who have to make interdisciplinary connections, and always have to be aware at addressing the factors that could influence the overall quality of drafting process, so the overall quality of the drafting product, reflected mainly by unevenness. Unevenness is a decisive factor in the textile supply chain because, spinning a yarn with good structural uniformity is a basic condition for obtaining best quality in weaving and / or knitting. STAT-MFD was designed with a user-friendly interface similar with the other two programs, so the students can work based on technological knowledge learned in other courses from the Engineering and Design of Textile Products curriculum, and based on minimal knowledge about the practical use of MultiFactorial Design algorithm.
NEW TECHNOLOGIES IN TEXTILE DESIGN EDUCATION
Authors: Sladescu Viorica , Rusu Alexandra
Published: February 2023

Important changes are anticipated as digital technologies impact the traditional world of education. Textile design education meets the requirements of the textile industry and brings the student closer to experimenting with new technologies. There is not an area of our world unaffected by the advances in textile research. Principles of textile science and technology merge with other research fields such as engineering, chemistry, biotechnology and information science.
This paper follows a set of pro/con arguments for the use of new technologies/software in textile design education. The present paper does not emphasize the contrast between old and new solutions but rather challenges the degree of adaptation of new technologies both to the requirements of the industry, for a sustainable future and the need to develop the creativity of new generation of designers.
To exemplify the arguments we turn to our teaching and research activity. Working with students to design projects for a new generation of digital textile printers led us to conclusions that aim to establish the relevance of these technologies in textile design education.
In teaching textile design we often combine modern techniques of printing and weaving with ancient methods and emphasize the wide array of environmental friendly techniques. The experience gained in textile design education and the use of new digital printing technologies/software in particular determined us to change our view over the possibilities the field offered until not too long ago. Textile design is the research field that could reach at an industrial scale the standards for a sustainable future.
GAME BASED LEARNING IN TEXTILE ENGINEERING EDUCATION
Authors: Ursache Mariana , Ionesi Savin dorin , Dan Dorin
Published: February 2023

The purpose of this paper is to describe how the game-based learning is working in academic context, how we have used it and what kind of experiences we have got of it. One of the objectives of using serious games for formative purposes is to help students to improve their learning and thinking skills. This paper presents how a practical laboratory within the curricula of "Knitting and Clothing Technology" BSc program at the Faculty of Textiles, Leather and Industrial Management from Ia?i, Romania, have been taught experimentally through the game-based learning method. The game was designed in php and html programs. The user interface allows the player (student) to interact with game elements, for example: play, load/save, end game, options buttons, and exit. The interface also includes some built-in information: game name, variance, rules. At the end of game, the score and time consumed are given. The game was designed so that it can be used both for learning and for assessment.
The new learning method was applied with two groups of twelve students each. Other two groups of students (considered as control groups) have studied using the usual method. The level of understanding through the acquisition of knowledge and abilities revealed the effects of the applied method. The paper gives an idea about teaching certain concepts and processes like those in knitting technology in the form of a game. Among the benefits from using games in learning that one can take into consideration are the followings:
- the students were more interested and involved in their learning when playing the game than when were just sitting and listening.
- the small-scale experiment may be replicated or adapted to other units within Knitting and Clothing Technology curricula which aim to equip students with clear understanding of technological processes.
HIGHER EDUCATION ELEARNING PROGRAMS - A BRIEF ANALYSIS OF THE SHORT FUTURE TRENDS AND CHALLENGES
Authors: Dobre Iuliana
Published: February 2023

Post-industrial society changes have lead to a necessity to exchange more and more information in many and very various domains. Such huge quantity of information was impossible to be handled using the traditional means therefore new solutions were designed, developed and deployed. Starting early '70s we all have witnessed the changes impacting the information collection, exchange and use. The continuous growth of the technological means, for these mentioned purposes, have impacted positively the access of the people to information as well as have increased the possibilities to transform the information in knowledge and ultimately in society progress. Together with many other domains, the education has changed. Nowadays, the education has become a very complex process which has to answer with solutions to several challenges, which in case are not approached correctly and solved properly could lead to unsuccessful results. Teaching, learning and assessment, the three critical main sub-processes of educational process, have to consider and rely on the Information and Communication Technologies means as the fundament for the future progress of the education at all levels. One demonstrated as reliable option for a successful education is the eLearning, this option being fundamentally based, from design, to development, up to deployment and improvement, on the Information and Communication Technologies achievements. Today, used at a large scale in the higher education organizations programs, the eLearning it is seen as one of the main tools which will have a great role in developing the human resources capable to fulfill the requirements of the more and more demanding employers. The present article is providing a brief statistical analysis of the achievements to date in terms of the Information and Communication Technologies access and use through specific key indicators which are provided by international specialized organizations, as well as a brief analysis of the trends and challenges which, in the author opinion, should be considered for the next half decade in order to assure a sustainable and high quality education within the higher education organizations eLearning programs.
THE IMPORTANCE OF NATURAL USER INTERFACE IN DESIGNING MOBILE LEARNING APPS
Authors: Georgescu Mircea , Popa strainu Roxana marina
Published: February 2023

Mobile learning is a very wide term which encompasses not only learning principles, but also in most cases a bunch of smart devices, from smartphone to tablet or wearable devices. Any device that allows learning anywhere and anytime is a channel to information, a channel that helps gain knowledge and apply it, and this is the main goal of mobile learning. It is not so simple to develop such a system in practice. One of the most important question is how an app can be designed to support learning and to help the user and not to tangle him or her in mobile apps that are too sophisticated and difficult to be handled. In this purpose the Natural User Interface (NUI) principles help, and with this article we want to prove that the university students are interested in applications that are easy to use, fun and help learning in a natural way, without barriers like the dimension of the screen or the lack of features. The study will use data gathered from questionnaires, to extract the needs of the students, in the context of a mobile world, and to compare it with the principles of NUI design. We consider, this is necessary before trying to develop an app, to determine the degree of utilization in the future implementation, but also to meet and support the needs for learning and information of the students, which is one of the main goals of mobile learning and not waste our efforts and resources.
KNOWLEDGE MANAGEMENT UTILIZATION IN ORGANIZATIONS: EMPIRICAL EVIDENCE
Authors: Nedelko Zlatko , Cirnu Carmen elena , Potocan Vojko
Published: February 2023

Knowledge management and especially knowledge appliance process plays an important role in organizations for a long time, although its importance has been clearly emphasized and established through the concept of learning organization and rise of knowledge society. In such circumstances has become evident, that for the realization of aims of learning organization, there is an increased need for knowledge appliance processes. In that frame the knowledge management as a discipline satisfies challenges of knowledge economy. From the organizational viewpoint, knowledge management enables knowledge creation, it use and its spread among employees in organization. The main purpose of this paper is to examine the role and importance of knowledge management tool for in-service training process and in general education in organizations and to outline the potentials and possible drawbacks of knowledge management tool utilization for knowledge gathering, in-service training, and enhancement of employees' competencies, skills and knowledge. The contribution also report about actual state of knowledge management tool utilization in selected areas and reveal that knowledge management tool is, among other tools used in organization, more frequently used in Central and East Europe, than in West Europe, North America and on Global average. With this paper we try to discuss knowledge management tool utilization in the frame of utilization of information technology solutions for supporting training and education processes in organizations. The paper will outline practical implications to amplify benefits of knowledge management tools for training and education in organizations. The paper will outline practical implications to amplify benefits of knowledge management tools for training and education in organizations.
BUSINESS INTELLIGENCE IN ELEARNING
Authors: Popa Aida maria
Published: February 2023

In a society which is currently very dynamic, where the time resource is declining in the lives of people compared with their increasing need of knowledge and access to educational resources, the eLearning platforms have become increasingly necessary. Accessibility is the main feature through which the eLearning platforms are distinguished. These can be accessed regardless of place or time through a device and, if applicable, an Internet connection. The learning process experiences new dimensions thanks to eLearning industry development. Consequently, the platforms whose includes learning management systems (LMS) have become extremely numerous, and the options for those interested in such a method are numerous and varied. Monitoring the activity and results also requires a special attention, serving to highlight both the strengths and the aspects less developed within the platform. Thus the implementation of Business Intelligence in the eLearning process can be successfully used for managing the behavior of learners. Moreover, this can be used to analyze the opinion of the learner about the performance of the eLearning platform. Besides, Business Intelligence can be used in this context also for evaluations about courses and exams structures and measuring their effectiveness in the learning process. This paper aims to highlight the usefulness of Business Intelligence in the eLearning platforms by presenting reports and analysis for the managers of the platforms to increase performance, efficiency and satisfaction among users. The study aims to present how to implement Business Intelligence in eLearning platforms and their impact on decision making process, implicitly on the future developments and the satisfaction of user requirements about content and presentation.
IT-SUPPORTED LIFELONG LEARNING PRACTICES IN DANUBE REGION COUNTRIES
Authors: Postelnicu Roxana , Bodea Constantanicoleta , Tesila Bianca , Moldoveanu Alin , Morar Anca , Mitrea Alexandru , Dascalu Mariaiuliana
Published: February 2023

In Danube region various difficulties related to the employment of knowledge workers have occurred, e.g. decrease of job security over the career, high probability of having obsolete professional competences in a short period of time, incapacity of choosing the suitable working place according to one's education, aspects which conducted to a decrease in life satisfaction.
The current paper is a survey of the specific situation of Danube region countries related to lifelong learning practices with the purpose of increasing one's employability and, consequently, quality of life. In order to offer a realistic description of those practices, the cultural and social values of people in this region with regard to job seeking and job holding are also debated. Among lifelong learning activities, a special place is taken by the IT-supported ones, including extensive use of virtual communities, social networks or online learning environments. Based on a qualitative analysis, we provide an answer to the question whether these modern lifelong practices, are aligned with the life values of Danube region people.
A special attention is given in our survey to the case of university graduates engaged in lifelong learning practices correlated with their occupational employment. We even propose an innovative model for connecting the traditional universities learning environment with modern IT-supported lifelong learning practices in order to provide the graduate students the opportunity to find suitable professional e-communities, in which they can enhance their chances of getting a more rewarding job. We claim that our solution has the potential of generating added value for Danube region, by increasing the knowledge level of the countries within the region and the employability level of the university graduates, by providing the organizations the needed skilled workers, thus raising their competitiveness and by strengthening the collaboration between universities and organizations.
FROM GAME DESIGN TO GAMIFICATION AND SERIOUS GAMING - HOW GAME DESIGN PRINCIPLES APPLY TO EDUCATIONAL GAMING
Authors: Balan Oana , Moldoveanu Alin , Morar Anca , Moldoveanu Florica
Published: February 2023

This paper aims to review the issues related to designing rich interaction paradigms in the context of serious games and 3D virtual environments for educational purposes. Serious games are applications specifically designed for training users to acquire particular skill sets. They possess the ability to draw the player's attention and give him the feeling of uniqueness and individualization in the environment, building knowledge based on connecting a new experience with a previous one. The effectiveness of a virtual environment is influenced by various factors, such as sense of presence (the feeling of being immersed in an environment although not being actually there), mental and emotional involvement, motivation, sense and flow and achievement etc. We also discuss the design principles related to creating complex environments and setting the game's goals and objectives, in order to ensure the player's progress and a pleasant, enriching user experience.
In the near future, we aim to design a game with hierarchical levels of difficulty that would provide auditory and haptic stimuli and follow general game design and learning principles, such as learning by doing or experimenting, reflection and meta reflection - that is the learning transfer from virtual to live contexts. Particular attention will be dedicated to level design, immersion (by emphasizing the role of the player as the protagonist - offering the feeling that the training is addressed to him, interaction design - sense of control through relevant provided by the game and motivation that is triggered by necessity, fun, curiosity, interest and sense of achievement. Moreover, the highest focus will be concentrated towards ensuring a sense of flow, in order to make the player feel at ease with the task and skills achievement. Our contribution will be two-fold and materializes in improving the blind subjects' sound localization and navigational skills and providing
EXPERIENCE WITH AN EXPERT SYSTEM OF ON-GROUND HYPOXIA TRAINING
Authors: Popescu Dragos marian , Macovei Adrian
Published: February 2023

It is definitely necessary to train pilots for hypoxia symptoms, as accident reports, both military and civilian has proved. Traditional training was done in the altitude chamber, a device that simulated with a great degree of fidelity the physiological problems encountered in flight. However, perils of the altitude chamber, decompression sickness being the most cited upon, make this a less than perfect training modality, although the altitude chamber realism stays paramount. Recently there are reports have showed that hypoxia training in chamber is not full proof. Computer assisted learning in chamber it is still not deployed as far as our knowledge goes. A device for on ground hypoxia might be an answer, if not as replacement, at least as a complementary for this training problem. Method: We we have employed a ground hypoxia simulator, a commercially available medical grade device. The principle of on ground hypoxia demonstration is detailed, as well as the tests given for self evaluation. A comparison of recognized symptoms versus altitude chamber training was performed, based on the symptom check list form the ground simulator (basically the forms were the same, only one filled on the computer, the other one by hand). Results: The new method of training lead to improved symptom recognition, generally more symptoms being reported in the on-ground device. Most recognized symptoms were in the mental calculus and in the motor skills category. Statistically, there were no significant differences for symptoms distribution, p value ranging from 0.06 to 0.6, except for the mental symptom reporting (p=0.018, Z=2,36). Brief physiological insights on this difference ground are presented. The study design did not allow us to test computer training efficiency comparison (no way to deploy that in the altitude chamber). Conclusion: The on ground hypoxia training is a valid and useful complementary training method to the classic paradigm of altitude chamber training.