bluuebunny/crossref_metadata_2025 huggingface dataset:
THE RESOURCES USED BY THE STUDENTS FOR LEARNING PROGRAMMING SUBJECTS
Authors: Zamfiroiu Alin , Rotuna Carmen
Published: February 2023

Nowadays students turn to various knowledge assimilation methods for the programming languages they want to learn or improve skills. Considering that information is available in different forms, besides the fact that students have access to a large data stack, they also have access to various information types in order to ease the assimilation process. In recent years the learning techniques evolved and continue to evolve, given that technology and communication are continuously developing areas. Thus there is the possibility of remote live learning through teleconferencing, webinars or virtual classrooms where the learning process is carried out through lectures, presentations or demos from a web-connected computer to students web-connected computers, there is the opportunity to learn by using video and audio tutorials, in which case students are presented programming techniques by teachers or trainers conducting these tutorials and there are also conventional learning methods consisting in books or electronic books. Any learning technique is specific to certain people and each person appropriates a specific way of learning according to his capabilities and/or depending on the experience he has in the programming area.
The present article illustrates the analysis of a survey conducted among students about how they are learning programming information required in college. The questionnaire was applied both to 2nd year students with less programming experience and 3rd year students with greater experience in programming. To conclude future learning methods for student will be analyzed and reviewed in comparison with actual learning method and old learning method used by students in the past.
HEALTHCARE PREDICTIVE MODELS BASED ON BIG DATA FUSION FROM BIOMEDICAL SENSORS
Authors: Aileni Raluca maria
Published: February 2023

The paper presents a method for analyzing data from sensors and developing the predictive models based on learning methods. There are some methods, described on scientific literature, such as statistical methods (linear regression, logistic regression, and Bayesian models), advanced methods based on machine learning and data mining (decision trees and artificial neural networks) and survival models. All of these methods are intended to discover the correlation and covariance between biomedical parameters.
This paper presents the decision tree method for predictive health modeling based on machine learning and data mining. Based on this method used can be developed a decision support system for healthcare. Machine learning is used in healthcare predictive modeling for learning to recognize complex patterns within big data received from biomedical sensors.
The sensors data fusion refers to the usage of the sensors wireless network and data fusion on the same level (for similar sensors - e. g. temperature sensors) and on different levels (different sensors category - pulse, breath, temperature, moisture sensors) for developing the decision systems.
Big data concept is familiar for medical sciences (genomics, biomedical research) and also for physical sciences (meteorology, physics and chemistry), financial institutions (banking and capital markets) and government (defense).
For predictive models in clinical analysis is important to establish the time steps discretization of occurrence of a particular event (critical state required continuous monitoring) for observe the impact of the correlated values for biomedical parameters. These aspects presented are useful for healthcare learning about correlation between diseases and biomedical parameters.
VIRTUAL REALITY FOR EDUCATION AND TRAINING IN DENTISTRY
Authors: Pavaloiu Ionel bujorel , Sandu Simona andreea , Grigorescu Sorindan , Ioanitescu Radu , Dragoi George
Published: February 2023

Dental students have to master, along with the theoretical knowledge, a lot of visual, practical and technical skills, essential to the dentistry profession. They include visual assessment of the medical condition, where the three-dimensional (3D) view differs from the images from manuals, first-rate psychomotor skills and understanding of the technical issues arisen in dental practice (restorations, implants, etc...).
In recent years, both internationally and nationally, the invasive treatments made by students on patients were limited and are increasingly replaced by various alternative training solutions. Simulator laboratories with teeth replicas, typodonts (models of the oral cavity) and phantom heads are used for preclinical skills development.
The paper presents the introduction of virtual reality as an e-learning tool for the dentistry education and training in Romania. It will precede and attend the current methods, accelerating the learning process before and during the training with artificial models and phantom heads, reducing the expenditure of artificial teeth, student time and instructor effort.
Virtual reality for education and training in dentistry implies the usage of a human-computer interface dedicated to this task. The working environment is a 3D representation of the dental tools and of the oral cavity with teeth and gums, accessible through stereoscopic devices. The input is capturing the hand/hands posture and movements using haptic devices or other hardware sensor devices that detects hand and finger motions. The feedback includes visual modifications, tactile feedback and sound effects when different operations are performed in the oral cavity.
The use of these technologies will decrease the costs of the educational process and will increase its quality through individual training and self-assessment of the results.
MODEL OF EVALUATION USING QUESTIONS WITH SPECIFIED SOLVING TIME
Authors: Nijloveanu Daniel , Bold Nicolae , Popescu Ion alexandru
Published: February 2023

The assessment is an important process within learning. This learning stage can lead to the modification of the learning strategy, to the development of simpler or more complex mechanisms, depending on its results. The modality of evaluation can have several forms, one of them being the one which uses questions with a certain thinking time. This time can differ, depending on the question complexity, the quantity of information which must be specified in the answer and the training and age of those which are involved in learning and evaluation. Another component which will be taken into consideration in the process of composing the tests is the fact that certain questions will depend on each other and, as a result, they will be used together within the test or they will not be used at all. In this paper we will present a method of generating a group of questions in order to form assessment tests. The questions used for these tests are given by statement, solving time and relation with other tests. The assessment tests will be generated so that the time used for their solution finding would not exceed an estimated given time and the questions within the test must be related. The paper presents the description of the model, the algorithm that generates the tests and some results after the implementation of the algorithm. In order to generate all the variants of generating tests, backtracking method was used, though this method has its restrictions related to data dimension: the reduced number of questions and the reduced number of connections between questions. The times used in the application for each question were similar to the ordinary ones. The maximum solving time is variable and can be introduced by the user, as well as the questions, the solving time and the connections with other questions. With all the restrictions, the results were good in practical conditions related to a university course or study subjects from preuniversity level.
MLEARNING APPLICATION FOR ECOSYSTEM SERVICES ASSESSMENT ON SITE
Authors: Savin Cristina , Cojocaru Calin , Moldoveanu Florica , Moldoveanu Alin
Published: February 2023

Ecosystem services are by definition benefits that people receive from nature - such as naturally produced food, fresh water or climate but also cultural or leisure experiences of which people are aware or not. Due to the negative impacts to which biodiversity was exposed, ecosystem services have undergone significant changes, many of them being degraded. Currently, there are very few techniques for assessing and measuring ecosystem services as these processes are considered expensive and difficult to technically implement. This article details how information technology can be used to conceptualize and operationalize in practice a set of theoretical instruction that provide guidance on how to assess and monitor ecosystem services without the use of expensive resources for technical expertise or financial resources. The paper presents TESSA - an application for mobile learning that can be used intuitively by any person interested in ecosystem services, be they scientists or uninitiated people in this field but interested in assessing the benefits of biodiversity spread across human society. The main features of TESSA are geolocation and data evaluation. The results obtained through this evaluation can be saved for future research or can be shared via e-mail. This mobile application is designed to improve the limited techniques for assessing and measuring the available ecosystem services by providing practical guidance to scientists on how they can identify significant ecoservices at a site in order to analyze the data needed to measure them, the methods or sources that can be used to obtain the data and how to communicate results.
NEW PERSPECTIVES ON DISTANCE LEARNING IN INTELLIGENCE EDUCATION
Authors: Udroiu Adriana meda
Published: February 2023

,,Mihai Viteazul" National Intelligence Academy (ANIMV) is an institution of higher education which develops educational policies in the intelligence field. ANIMV combines academic education, military discipline and training in the university training programs which use traditional tools (face-to-face learning) or modern/innovative tools of Knowledge society such as eLearning or distance learning. Implementation of e-learning platforms in Academy contributes directly to the attainment arising from its mission by streamlining and increased adressability educational offer. Numerous advantages offered by distance learning such as learner-centered education and low cost allows the intense use of distance learning (eLearning, collaborative learning or blended learning) for training programs, academic and non-academic in our academy. eIntelligence education combines all type of distance learning to develop new perspective in preventing and combating the asymmetric threats.
Eintelligence education combines the methods and methodologies in intelligence training with innovative tools of education in knowledge society such as distance learning. The intelligence training is based on specific methods and methodologies to collect , process and transmit information from all field from all areas of society. Preparation of best specialists requires commitment, dedication and modern training methods and tools. The use of simulation and training tools applicable to specific activities help students in training to a high level. In this context, distance learning or elearning/collaborative learning are necessary tools for the best education. The training in fields such as phycology, communication, security and political science requires cases simulation and analysis.
Modern education tools and specific working methodologies offer the framework for the best training in intelligence and develop a new concept eintelligence education.
DECISION MODELS IN ROMANIAN BANKING SECTOR AFTER THE LAST WORLD FINANCIAL CRISIS: AN AHP APPROACH
Authors: Radutu Andrei , Pop Ionut daniel
Published: February 2023

After the early start of the financial crisis from 2007, the representatives of the banking system have taken some important decisions in order for the global and local economies to become more stable. The risk management activities became exponential, as the effects of the crisis were being felt by each country in the world. Therefore, in this crisis counter-measures mix, their specific policy decisions have been regarded as one of the most important variables for the recovery process. Every day, each financial institution is searching for the best decisions that could reduce the risk. But is there an optimum decision that can be taken? The purpose of this paper is to find the proper answer to this question, by analyzing the data and decisions taken by the risk management experts within the Romanian banking system. Previous studies have shown that at the present moment, on the Romanian Banking sector, the efficiency of this specific market is rather low, hence the need for improvement of the risk management policies used. By using the Analytical Hierarchical Processes (AHP) and the experts' input, an optimum model of decision making regarding the decrease of risk in the banking sector has been defined. This innovative method of decision making is decomposing a specific problem into a hierarchy, using several clusters of criteria and alternatives and the principle of pairwise comparison for reaching to consistent and relevant decisions. Thus, this paper follows the implications of the policies implemented until now, which are about to be put face to face with the designed model, in order for a series of recommendations to be offered to the risk management experts.
LEARNING COMPUTER PROGRAMMING THROUGH GAMES DEVELOPMENT
Authors: Ivanova Slavina
Published: February 2023

Nowadays, the technology evolves rapidly and with it increases the need for qualified professionals in the field of ICT. Employment of IT professionals is projected to grow worldwide by 22% till 2022, much faster than the average for all occupations. The main reason for this rapid growth is a large increase in the market demand for computer software and mobile applications. In regard, nonprofit organizations and established businesses are looking for alternative ways to educate and grow the number of people, in particular students, involved in learning computer programming.

On the other hand, most of the students regardless of their age have access to the Internet via laptops, tablets, smartphones which turns them into intuitive and everyday learners and gives them access to unlimited resources, content and information in the form of web-based platforms, mobile e-learning applications, social media, online games and others providing abundant and diverse learning experience.

However, no matter how fast technology evolves and how many alternative teaching techniques are introduced constantly, the major challenge of the education still remains motivation. In this context, students are more driven to learn by playing online games, interacting via social media and expressing themselves via digital resources rather than struggling with the traditional educational methods.

A relatively new, but gaining popularity, form of education is the use of interactive online e-learning platforms that merge the possibility of learning computer programming skills while building digital games. Most of the platforms are designed using gamification approach and provide vast and entertaining methods, based on rich user experience, interaction and simulation.

The purpose of this paper is to present these innovative e-learning platforms for learning computer programming, to explore their features, advantages and drawbacks as well as to investigate the impact of the interactive learning experience they create.
"SERIOUS GAMES" FOR SERIOUS VISION PROBLEMS OF CHILDREN
Authors: Baritz Mihaela ioana
Published: February 2023

In this paper the evaluation methodology of interactions between games and visual function development in preschool children was presented.
In the first part are presented some important aspects of preschool children's perception of single or collective games, dynamic or static games, interactive or repetitive games.
In this regard it is important to follow the action identifying the typology of games that they can accepted by each subject, it can place or it can understand.
When children - subjects of this research have previously identified vision problems that require visual recovery program through systematic training, the serious games are the most useful instruments for achieving this goal.
It was found during observations on children's behavior more efficiency to their visual recovery procedures when using various instruments or devices with which children interact like games.
Using various games, tests or electronic applications (involving the use of computers or electronic devices) allowed the development of several forms of games and actions by which to track it, evaluate it and intervene on manifestations of visual dysfunctions.
These procedures were developed on the principles of identifying, preventing the installation of visual impairments, the progressive recovery of visual function and that the principles of the so-called "serious games".
In the paper, some important aspects of the experimental system used in assessment methodology and also the results on an analysis of preschool children sample are presented.
In the final part of the paper we present the results of applying these methodologies to implement games in the actions recovery and rehabilitation of visual function previously detected or identified during these actions.
TEACHING PROGRAMMING BY DEVELOPING GAMES IN ALICE
Authors: Florea Adrian , Florea Delilah , Gellert Arpad , Florea Adriancristian
Published: February 2023

What do we teach? How do we teach? Who do we teach? These three interrelated questions are not necessarily new, but are fundamental in terms of reshaping the teaching-learning process in order to accomplish the educational needs of a digital native society. Current solutions rely on merging traditional ways of teaching with modern approaches such as e-Learning, interactive teaching, open-ended questions, collaborative team-work, professional challenges and competitions in order to require student's brainpower. The concept of learning by doing is extended to learning by gaming.
The main goal of this paper is to propose a solution to a fundamental problem in Computer Engineering Education: attracting students, capturing the interest and retaining them in order to acquire a profession in this area. Specifically, students will learn the fundamental concepts of procedural and object-oriented programming in Java by developing games in Alice 3.0 - a 3D interactive animation environment which uses text-based programming in order to create visual programming blocks. Based on advanced hardware-software technologies, our game represents a pleasant learning alternative to the traditional education system. Although it is suitable for beginner learners of any age greater than 8, this software application may be especially engaging for girls. The software application is free, easy to extend, and additionally, being built as a game, develops specific skills such as ambition, desire to win, strategic thinking, motivation and perseverance in order to improve player's performance, understanding the solving methods and the joy of discovering new things.
The usefulness of this paper is twofold: first, for teachers who, starting from the John C. Dana quote's "who dares to teach must never cease to learn", will be able to implement new teaching methods, applying thus the concept of lifelong learning in their didactic, scientific and pedagogic activity; second, for students, who can become active in the learning process by creating interactive educational games.
IBM INNOV8 BUSINESS SIMULATION GAMES FOR E-LEARNING
Authors: Pavaloiu Ionel bujorel , Rosu Sebastian marius , Neagu Anamaria , Dragoi George
Published: February 2023

The authors present in this paper the environment, the development and the results of the Serious Games exploitation for Master's level teaching, where the studied games are proposed by IBM in its INNOV8 Smarter Scenarios. The students that are using the system are enrolled at the Faculty of Engineering in Foreign Languages from the University POLITEHNICA of Bucharest in the Master program of Business Administration and Engineering. The particularities of this academic program come from the teaching activities given in English to students from different countries (from Europe, Africa and Asia) and with very different backgrounds (in engineering, economic studies, sciences).
The INNOV8 games are based on IBM's Smarter Planet real-world examples: Smarter Traffic (regulate the flow of traffic in a city), Smarter Supply Chain (maximize efficiency and profitability while reducing carbon emissions) and Smarter Customer Service (maximize customer satisfaction and revenue). They introduce students to Business Process Management (BPM) fundamentals, from early discovery and modeling stage to analysis, optimization and monitoring.
The interdisciplinary nature of BPM make the introduction and the study of its concepts particularly difficult. The traditional teaching methods are inefficient because the majority of students have a narrow understanding of business processes, a lack of modelling awareness and no practical experience. Simulation-based training enables the development of management skills much faster than the classical learning and offers insight into the business that is studied.
Data collected from 2011 to 2015 is used to analyze the value of simulation games in education, the degree of satisfaction for the students, the perceived usefulness and the most important features of business simulation games, as well as the results obtained by the students considering different criteria
USING INTERACTIVE GAME-BASED ANIMATIONS FOR TEACHING AND LEARNING SORTING ALGORITHMS
Authors: Vegh Ladislav
Published: February 2023

Understanding algorithms are one of the hardest tasks for novice computer science students. One of the reasons why algorithms are difficult to understand is because they use abstract concepts. Algorithm animations, especially animations with the conceptual view, can make a bridge between these abstract concepts and real world examples.

We collected and developed interactive animations to help students understand some of the sorting algorithms. In this contribution, we focus on two of our interactive animations: the collection of card sorting animations, and the box sorting game. These kinds of interactive animations with the conceptual view can help students to understand the main features of different sorting algorithms, but they are not going into details.

The collection of card sorting animations contains five animations of sorting algorithms: simple exchange sort, bubblesort, insertion sort, minsort, and maxsort. The learners' task is to sort the playing cards in ascending order. In the animation, only those steps are allowed, which are consistent with the steps of the given sorting algorithm. In this way, students recognize the main ideas of the algorithms while they learn the rules of the card sorting games. During the second semester of the academic year 2014/15 we conducted a pedagogical experiment, where first-year students were asked to fill out a pre-test, experiment with the card-sorting animations, and fill out a post-test. The results showed that students were able to recognize the main ideas of sorting algorithms, but they did not understand the algorithms in details.

The second, interactive box sorting animation is a simple game, where students' task is to sort three, five, or seven boxes in ascending order. The boxes are identical, and only a two-pan balance scale is available to find the lighter/heavier box of two selected boxes. During the second semester of the academic year 2014/15, first-year students were asked to play with the animations and fill out a questionnaire. Their goal was to sort the boxes without unnecessary weighing. Some of the students were not able to minimize the number of weighing when they used bubblesort. Other students were able to minimize the number of weighing when they grouped the boxes and simultaneously used an algorithm similar to bubblesort, or when they used quicksort algorithm.
DIGITAL HANDBOOKS FOR PRIMARY EDUCATION - A PSYCHO-PEDAGOGICAL ANALYSIS ON DESIGN
Authors: Botnariuc Petre
Published: February 2023

It is one year now from the launching of the new digital handbooks developed for the first and the second grades of primary education in Romania. While there have been previous experiences with developing education software for schools, the switch to digital handbooks at national level starting from the first grades is something new. Therefore, piloting and validating the new digital handbooks as well as collecting users feedback on the use of such means for teaching primary students are needed. This need is also an urgent one as the process of developing digital handbooks for the following grades is ongoing and digital handbooks for the third grade are already introduced in the system. The article will survey similar experiences from other countries and discussed learned lessons and implications for design, development work in interdisciplinary teams and actual work of the teachers and pupils with the digital handbooks as well as current trends in the international literature in this field. The multifarious factors conditioning the implementation success of these resources are discussed (developers training/approach, teachers training, available equipment, conditions of learning) and teachers and students voice is considered with regard to formulating suggestions for improvement to different actors: teachers, pupils and digital handbook publishers. We will analyse in this article how the new developed digital handbooks meet on the one hand the users expectations, and on the other hand the principles of designing educational digital resources, as well as it will explore possible ways of improvement and redesign according to the psycho-pedagogical principles of design.
INVESTIGATING AND ASSESSING THE LEARNING STYLES OF OBSTETRICS STUDENTS
Authors: Coffey Donnchadh , Tabirca Sabin , Greene Richard , O riordan Mairead
Published: February 2023

In the last decade, there has been decisive and irreversible changes in the field of medical education, with change or shift in the paradigm of instructive lecture and material focused teaching. The practice of interactive, problem-based, student focused learning has drawn full emphasis. Introduction of ICT based modules, eLearning and supplementary creative online means shift the type of learning environments that are commonplace to medical students. The practical and theoretical influences in student's further education can affect the type of learner they are, along with an array additional aspects. This study aims to identify learning styles prevalent in Obstetric students through the use of an online learning style index survey. This study endeavors to diagnose the correlation with educational methodologies that would be applied using Observational and cross-correlation methods. This article describes the Learning types or styles that apply functions in education or training and frameworks the accounts of cognitive learning research. To further this research, an exploration of the application of learning styles in medical education is conducted, heavily referring to its application in Obstetrics. This exploration includes methods that use evidence about students' learning styles to assist them to manage tests of material proficiency and professional norms, customs/ ideologies. The impression of this study can offer assistance to students that handle their subject matter inadequately with the ever burdening stresses of medical education and to outline efforts to reform the students views on types of learner and predominant attitudes or attributes attributed to the type of learner groups. The results of the study create the means of developing a comprehensive user interface as part of a larger study on the basis of the collective student learning style.
THE IMPORTANCE OF EDUCATIONAL SOFTWARE IN IMPROVING THE QUALITY OF EDUCATION FOR CHILDREN WITH SPECIAL EDUCATIONAL NEEDS
Authors: Hritcu Mirelastefania
Published: February 2023

Lately, there has been a growing interest in inclusive education and in teaching/learning methods, adjusted to every student`s educational demands. In Romania, the use of technology in children`s education has been increasingly promoted, with emphasis on different types of software. Computers have transformed the act of learning, becoming a modern activity that focuses on interactive learning. It is a learning tool used by teachers in order to improve the educational process. Nowadays, there is a wide range of educational software, for instance: drill-and-practice software, interactive software, simulation software, software that test children`s knowledge, learning software, respectively.
The present paper shows the advantages of the bond between teaching and technology by using computers and educational software in inclusive schools, more precisely, in children with special educational needs, consistent with every child`s capacity to learn. This study focuses on children with moderate intellectual disabilities from 1st to 4th grade and on teachers whose main objective is to offer educational support by adapting the curriculum to the needs of every student with SEN. The purpose of this study is to underline the importance of these types of software by showing their role in improving the academic performance of children with SEN, in the area of mathematics. Also, by using "G. S.- e-learning applications" questionnaire, we have measured teacher`s satisfaction quotient regarding the utility of educational software in the learning process. Throughout this study, there have been used specific educational applications during mathematics classes, which were taken from the Special School Portal.
CHANGING PEDAGOGY: THE USE OF TECHNOLOGY IN EDUCATIONAL SUPPORT PROGRAMS
Authors: Stingu Mihaela , Iftimescu Simona
Published: February 2023

The paper aims at shaping the context for a better understanding of the impact that technology has on the educational process and how it changes the more traditional pedagogical approach. Our research looks into the advantages and challenges of using technology in the classrooms and dedicated online platforms as part of a wider educational support program, as well as into their perceived impact on the direct beneficiaries - 7th-8th and 11th-12th grade students and their teachers from 120 schools in four counties in Romania. The paper first focuses on setting the framework and introducing the theoretical context related to the use of technology in classrooms by using best-practice examples, as well as presenting adjacent activities which have the potential to enhance its positive impact. The paper focuses on analyzing the perceived impact of the activities along two main lines of analysis: students' motivation for learning, particularly in the context of national examinations for 8th and 12th grades, and students' and teachers' opinions on the use of technology in the educational process. Finally, drawing from the discussed cases, our paper attempts at drawing some generalizations on the role of technology in the classroom and of online platforms in enhancing both students' motivation for learning and the overall educational outcomes. Lastly, recommendations will follow the analysis, and the conclusions will summarize the results and attempt to draw predictions on how technology will further redefine the classroom and contribute to creating the new learning environment, on student-teacher interactions and on the future of pedagogy.
THE IMPACT OF BLENDED LEARNING APPROACH IN THE FIELD OF INITIAL TEACHER'S TRAINING
Authors: Langa Claudiu
Published: February 2023

According to Sloan Consortium blended learning systems refer to integrating online teaching tools into the specific activities of the traditional learning. The main purpose for these blended learning systems is that of bringing added value to the learning and teaching process by developing computer usage skills among the students. Such an example is that of the blended learning programmes, which represent those varied forms of delivering the training courses that are found on the continuum between the traditional face-to-face courses and the online courses. The University of Pitesti has implemented a European funded project whose final outcome was the development of an e-learning platform for the students of Faculty of Educational Sciences ; on the e-platform there has been implemented such a blended learning system. Several types of learning, such as asynchronous learning, have been provided on the platform, in order to offer students the possibility to create their process of learning at their own pace. In this respect, teachers can upload the educational resources that are necessary for the course, which will further be shared to the students automatically, so that they can access them in an easy and flexible manner.

The purpose of the study is the analysis of the impact of the blended learning programme implementation on the e-learning platform for the students in the first year at the university, with respect to access to the features of the platform, to the teachers communicating by forums, to the access to digital courses, to taking self- evaluation tests, to uploading specific portfolios, to teachers for the online evaluating of these portfolios.
The methodology used in this investigative approach is the questionnaire applied on a group of 200 students from the study program Pedagogy of primary and preschool education, University of Pitesti. The questionnaires were applied using an online platform.
Findings and Results. The data gathered from the applied questionnaires have been elaborated and analyzed through statistics methods such as the descriptive and the inferential one and have confirmed the usefulness of implementing such a blended learning system.
STUDENT ATTITUDES ON THE USE OF NEW MEDIA IN LEARNING GERMAN AS A FOREIGN LANGUAGE
Authors: Momcilovic Nikoleta , Petrovic Dina
Published: February 2023

The rapid and intense development of new media brought about a significant change in foreign language learning, acquiring and developing language proficiency of students. Changing the paradigm of learning a foreign language under the influence of cyberspace, provides the potential for successful mastering of educational content in the field of language and language skills such as grammar, reading, writing, pronunciation, listening, speaking and culture. The use of new media for learning a foreign language is very frequent in young people, especially in developed countries, while in Serbia, these issues are still insufficiently investigated.
Consequently, the main objective of this study is aimed at testing students' opinions on the use of new media, especially online materials that support successful learning of German language. The main survey instrument was a structured interview, which was carried out on a selected sample of students of Faculty of Philosophy in Nis (N = 40) who learn German as a foreign language. Data processing was performed using descriptive statistics and qualitative approach, the analysis of respondents' answers, percentages and frequencies.
The results confirmed the initial hypothesis that the students in learning the German language use a variety of new media resources and have a positive attitude towards online learning materials. According to the responses, it can be concluded that the largest number of students use laptop or home computer, especially when study at home, while the use of tablets and mobile phones is less common. The data show that there is a trend of using a variety of online materials that students recognize as significant support in learning German. Research findings indicate that the use of online materials in learning the German language is on the rise, and recommend the greater involvement of institutions, especially faculties, in the process of modernization of teaching and learning.
ACADEMIC STUDY MOTIVATION - THE CONSTRUCTION OF A PSYCHO-PEDAGOGICAL SUPPORT PLAN
Authors: Oprea Anca cristina
Published: February 2023

The spectrum of academic study, associated with the constant changes that take place in education, increase the interest for the research of learning motivational perspectives. The necessity of learning adaptation at the hectic rhythm in which the society develops involves responsibility from the educational actors: professors, students and career advisers or mentors. Students and professors have the possibility to improve the learning process. The professors through modern teaching methods varied which arouse the interest of students adapted, according to the studied speciality in the faculty. On the other hand, it is necessary that students personalize the learning models according with their personality, suitable learning style and professional orientation.
The study`s purpose is to determine the special features of the educational actors from a motivational perspective. The study presents the results of a research realized on two different fields: social and economic sciences and technical. In order to create a correct global vision about the researched reality it was used the quantitative method - The Motivational learning strategies questionnaire for students. This instrument investigated the variable ,,learning motivation" differentiated on specialization fields. Analyzing the answers from the questionnaire, perceptions, attitudes, aspirations, valences and orientations of student regarding educational spectrum including the interest for aspects related to professionalization are being emphasized.
We will elaborate a psycho-pedagogical support plan with the purpose of defining the construction of the educational approach from the perspective of adapting to the demands of academic environment. This plan of student`s positivity will be built under the shape of an educational soft that is going to facilitate learning. The achievement of the applicative goal has the role of forming student`s positive behaviour about the motivation of academic learning process, based on the identification of their attitudes with regard to the academic learning values and valences.
TRADITIONAL AND (OR) NEW MEDIA: TEACHERS' WORK EXPERIENCE AND APPLICATION OF MEDIA IN SCHOOLS
Authors: Pavlovic Dragana , Stanisavljevic petrovic Zorica , Soleradillon Joan
Published: February 2023

Intensive use of new media in schools significantly affects the modernization, quality and development of the educational process, especially the teaching activities. However, the use of media in schools is mainly conditioned by several factors, among which are: the attitudes of teachers, their personal opinions on the media tools, and their level of skills for media use. Among the factors influencing the preferences of teachers, especially when it comes to implementing new or traditional media, is the experience of teachers. In line with this, the central issue and the main goal of this paper are to examine the correlation between the years of service of teachers and application of traditional or modern media in school.
The starting hypothesis is that teachers with more years of experience prefer the use of traditional media (radio and television), while the younger part of the population of teachers is more directed towards the use of new media, especially the Internet. The work is part of a broader research, which used a sample of teachers from Central and Southern Serbia. The main instrument used for data collection was a questionnaire, which consisted of 32 questions. For the purpose of this paper, items that relate to the use of traditional and modern media were analyzed.
Research results confirmed the initial hypothesis and showed that there are statistically significant differences in the attitudes of teachers towards the implementation of the media in relation to their years of work experience. The hypothesis that teachers with fewer years of work experience gladly use the Internet and new media, while older teachers rather use traditional media in teaching, was confirmed. Research findings suggest the need for systematic training of teachers, especially of those with more years of employment, enabling them in the use of modern media resources at the school.
BLENDED LEARNING - A MODERN WAY TO LEARN GERMAN
Authors: Stefan Andra sybil
Published: February 2023

The present article is the result of teaching activity for German language with blended learning and from the feed-back received from the students at the end of the module. The course addresses adults, (18 to 50 years old), with higher education, either undergraduates or graduates, and who learn German as at least the second foreign language (after English) or even the third language (after English and French).
I will try to highlight the advantages of this system, which provide us with some of the modern ways to continuously form our students to be "up-to-date" with the ever more sophisticated requests of modern societies, to come out as winners from "the competition" we engage in every day, but also some disadvantages, which, once known, can be avoided by the teacher who organizes the course while structuring the next course. The methods and ways to combine the activities organized in the classroom, where there is direct interaction with the students, with the on-line part, where the contact with the student must be very well organized, offering him/her the possibility to make progresses after every "lesson", represent the focal points of our material. In order to obtain this goal, we have taken into account several aspects: the structure of the curriculum, its organization on the one hand and modality of sending information - presentation, explaining, practicing, and imbedding the information - and evaluation, on the other hand. The data storage and the enrichment of the database, with every course, also represent important elements, contributing to the diversity of the material that will be provided to the students. The flexibility in building the material for practicing and testing seemed to be an important aspect for obtaining a content as diverse as possible and we will largely refer to the solutions found, showing the advantages this time also, but also the shortcomings of some of them as well and the solutions we have used. At the same time, we will prove how the course can be prepared, starting from some versions of the course, that we have applied, mentioning in each case the results obtained.
ICT - KEY RESOURCE IN DEVELOPING EDUCATIONAL ACTIVITIES IN KINDERGARTEN
Authors: Stoican Oana , Stefanescu Cornelia
Published: February 2023

The introduction of modern means in kindergarten activities offers the teacher the opportunity to initiate the child into the mysteries of the modern world in which he lives, facilitating them from the earliest age, a better understanding of its living environment. In most cases, the teacher continues a step started in preschool stage, exploiting more the informative and formative valences of new technologies and less their playful side.
Our study seeks diverse ways in which the computer can be involved in activities with preschoolers and it is based on an investigation conducted on a sample of 70 teachers. This research tries to demonstrate the important place modern means have in kindergarten, contributing to the proper assimilation of information leading to the formation of basic skills necessary for the full school education. It is useful to insist on the following aspects: the dynamic role of new technologies in the development of our society, the importance of children early initiation into ICT since kindergarten, the need to reconsider the concept of teaching in the light of strategies imposed by new means. Thus, the very notion of learning acquires new dimensions, allowing the child at the same time to discover and understand the world that surrounds him.
ICT seen as a means of training brings an addition and an extra dimension to learning in kindergarten. New technologies do not establish a new disciplinary field, nor substitute fundamentally practical activities, but they must be designed as means of production, communication, documentation, discovery, experimentation, simulation and practice.
LESSON DESIGN IN TERMS OF E-LEARNING
Authors: Trif Victorita
Published: February 2023

This article discusses the Romanian investigation on lesson planning by design e-learning. Because of the various researches in education are different mental images of the lesson: lesson as construct, lesson as process, lesson as construct, lesson as product, lesson as construct, lesson as a whole, lesson based on learning theories, etc. The written plan of the lesson is a quite difficult issue, literature in the fieldwork suggesting various working scheme. The objectives of the paper are as follows: 1) to review the theories and the practices in the field and 2) to examine the narratives collected in the exploratory stage of the research in terms of design e-learning. In this approach on lesson planning, e-learning is the use of electronic technologies to create in lesson different learning experiences. Meta-analysis of the data collected highlight locus control, styles of learning, the needs of those who learn and those who teach, communications skills, motivation for learning, social abilities, media preferences, experiences, learning conditions, and so on. Several key factors in lesson planning by design e-learning are important: individual lesson or units of work, aims and multi-dimensional objectives, curricular links and resources, differentiation of learning. To conclude, lesson design in terms of e-learning might be adopted taking into account the reactions of the learning communities, contemporary learning cultures, behavior changes (the learners have changed the way of doing things in the classroom), psychological issues, results. In fact, the teacher establish the format of the lesson observing, practicing, taking small group, rotating groups, providing diagnostic feedback, discussing the phases of the lesson, promoting collaborative teaching, activating new structures of learning, identifying the strengths and weaknesses, proposing tasks, and so on.
COMMUNICATION, COLLABORATION, COUNSELLING - BEST PRACTICE CREDIS (2015+)
Authors: Mureanu Alina , Logofatu Bogdan
Published: February 2023

This article is aiming to present some of the achievements of the Department CREDIS (acronym CREDIS), University of Bucharest, and its vision concerning the communication, collaboration and counselling in higher education system, especially in distance learning. Chapter 1 highlights our concern for rethinking the higher education system; this activity is in agreement with the EC initiatives. For this purpose, new systems /modes of teaching and learning, including distance learning and online learning could be taken into consideration. During the last 17 years, CREDIS was undoubtedly focused to boost the potential of the digital technology enhanced learning environments. Chapter 2 presents our best practice in the communication and collaboration with university's students, especially based on the use of electronic platform Google Classroom. Google has launched the platform in August 2014 and CREDIS has successfully implemented this platform immediately, in October 2014! Some of our findings on the use of Google Classrooms are presented in this chapter. As it concerns the student counselling, we have been started the initiative to use the Blogger platform - the details in Chapter 3. This Blog is aiming to provide both general information (legislation, regulations and administrative procedures) and information that are specific to distance learning activities (tutorial activities, residential schools). Chapter 4 presents another initiative, CREDIS Summer University; in the next future we do like to start (September 2016) an online course focusing on the counselling of the new DL students (freshmen, those students that will be enrolled in June and September 2016 for the first time). The final chapter includes some conclusions that can be also taken into consideration as recommendations for the academic staff and HE policy makers in RO.