bluuebunny/crossref_metadata_2025 huggingface dataset:
MAKING E-MOBILITY SUITABLE FOR ELDERLY PEOPLE
Authors: Schipor Ovidiuandrei , Mocanu Irina
Published: February 2023

Regular physical exercises seem to be one of most important habit for living a healthy and joyful life. No matter what the age is, physical activity offers a general framework for an improved handling of human needs, starting with the basic ones such as physiological and safety and ending with the higher one such as belonging, esteem and self-actualisation.
Despite of this, the higher the age is, the lower the availability for physical exercises become. Health issues, general lack of energy or social conformism are some of the most frequent reasons for such behaviour. Moreover, these factors act like a negative feed-back mechanism conducting to chronic inactivity. That is why maintaining a high level of physical activity even at a high age become a priority.
In this article we present PAT - Physical Activity Trainer, a module projected to be included in Mobile@Old - an integrated platform for assisting elderly people to maintain a healthy lifestyle in their homes. One of the primary goals is to act as non-intrusively as possible while relying on modern technologies that will insure its effectiveness. Mobile@Old will take an interdisciplinary approach making use of several novel techniques in artificial intelligence, image analysis, facial expression recognition, data fusion, knowledge extraction and agents cooperation.
PAT is presented from both psychological and technological point of view. The interface between kineto-therapist and old people is based on Kinect impersonal silhouettes. Real examples of recorded exercises are also presented. Moreover, we explain the interactions amongst PAT and the other components of Mobile@Old platform.
AUTOMATIC ANALYSIS OF PAUSES IN COLLABORATIVE LEARNING CHATS
Authors: Sibel Denisleam (molomer ) , Trausanmatu Stefan
Published: February 2023

The purpose of the present paper is to describe a system which automatically analyses pauses within the communication between the participants to a collaborative learning instant messenger (chat) conversation. Learners use chat as an assignment, for example, to have a debate in which each participant takes the role of a representative for one of the given subjects: "chat", "forum", "blog", "wiki".
The utterances used inside this automatic analysis are question-answer type speech acts, and the pauses in collaborative learning chats are classified based on the used utterance types and conversation times.
In addition, it is presented the link between the number of used utterances and the pause numbers, causing in this way, the implication of each participant. The last part of the paper identifies the link between the utterance type and the pause type used by each participant, based on the automatic analyses. An important characteristic of collaborative learning chats is highlighted by the overlap of the utterances in the same time. By using this characteristic we can say that more participants can issue more utterances in the same time.
The participants exchange speech acts and, depending on everyone's involvement, there may be established types of interchangeable utterances and types of pauses for each participant. There are also implicit and explicit (stated by the participants) references in the conversation. The paper will determine several statistics like the number of words for each participant, the number of utterances, the number and types of pauses, time intervals between the utterances of each participant and between participants who have the same reference.
At the end, we will present the results obtained automatically, a comparison between them and a parallel with the results analysed manually.
ACCELERATING ELEARNING FOR CLOUD SERVICES AND BIG DATA PLATFORMS IN HEALTHCARE
Authors: Suciu George , Banica Raluca , Todoran Gyorgy
Published: February 2023

Using Cloud services and Big Data platforms is considered a technological innovation in healthcare, furthermore improving performance of clinical data analytics and enabling the development of eHealth applications.
In healthcare, Big Data can rapidly be used for obtaining new knowledge through online diagnostic and prediction tools, such as prevention of diseases, as well as easier access and reduced cost of healthcare services. Also, Cloud Computing enables the fast deployment of software applications as web services - Software as a Service (SaaS), which are hosted in a secure datacenter with elastic resources enabling scalability in case of workload change and failover redundancy in case of disasters.
However, the problem of learning to work with such new technologies involves a delay in the adoption, many due to misunderstanding of aspects regarding data privacy and ownership issues, risks of misuse of personal data, and new scientific risks.
The purpose of this paper is to analyze and compare technological innovations in eLearning for Cloud and Big Data technologies in the healthcare domain, moreover proposing an acceleration framework for the training of scientists and eHealth users in the use of open source tools. Furthermore, validated learning methods are proposed for eLearning where best practices for security and data management problems are addressed, given the heterogeneous nature of the communication and computing environment.
The paper fills a gap in the eLearning literature by providing an overview of Cloud and Big Data best practices and open source tools that can be integrated for accelerated adoption in the healthcare domain.
A PRACTICAL SURVEY ON HEALTH MONITORING DEVICES AND THEIR IMPACT ON QUALITY OF LIFE
Authors: Dinu Viviana elena , Codarnai Tudor ion , Dascalu Mariaiuliana , Moldoveanu Alin , Taslitchi Cristian , Negoi Ionut
Published: February 2023

As a follow-up of the current escalated technology, especially in the fields related to advanced sensors and pervasive computing, significant changes have been brought in medical diagnostics and health surveillance equipment, including arrangements for prevention, self-care monitoring of various chronic conditions, as well as high performance hospital monitoring systems.
This paper provides a detailed definition of a healthcare monitoring device and offers a multi-perspective classification of them. Some important examples (such as clothing-embedded sensors, mobile/smart devices, microprocessor-based monitoring systems, implantable sensors), and their exact fields of usage (e.g. blood pressure and heart rate monitoring, pulmonary arterial hypertension detection, diabetes management, movement impairments and so on) are also given, as well as a brief note on the exploited technologies (for instance wireless networks and sensors, microelectronics, biosensing technologies) in order to set the trends and offer a better understanding of the capabilities of health monitoring devices.
We claim that learning how these health monitoring devices can improve one's lifestyle is of tremendous importance, therefore we underline the advantages of implementing and using them versus the reasons for which they are considered to be inappropriate, intrusive and controversial by some people who feel rather reluctant about the daily monitoring of their health parameters.
Finally, means of educating people about how to optimally exploit the information given by health monitoring devices are presented, taking into account several factors, e.g. environment, age, people whom they interact with. In addition to this, best practices related to attracting more followers towards a healthier and more qualitative life through health monitoring devices will be enumerated. Obviously, there are also some risks in trying to raise people's awareness in this matter, that need to be assumed and are discussed within this article.
CASE STUDY: USING THE TOPSIM GENERAL MANAGEMENT 2 BUSINESS SIMULATION SOFTWARE TO DEVELOP THE KEY ENTREPRENEURSHIP COMPETENCES
Authors: Mustata Ioan cristian , Hantulie Catalin , Trifan Elena laura
Published: February 2023

The spirit and the competences related to Entrepreneurship are very important for students and graduates of industrial engineering and management master programs like Gesch?fts- und Industrieverwaltung (GIVE) and Business Administration and Engineering (MBAE) because first it enables them to create new successful companies and increase their chances to be more successful working in a multinational company where entrepreneurship competences are valued on the other hand. Thus entrepreneurship competences have a high potential to improve the quality of life for master students in business related fields, including the field of industrial engineering and management.
In this context the paper analyzes in a Case Study format the experiences of implementing the TOPSIM General Management 2 business simulation game at the above mentioned master programs and the feedback of two professors involved, of two external observers and of the participating students regarding the development of business competences and especially key entrepreneurship competences. The professors and observers feedback uses the interview method because of its deeper level of feedback. Given the fact that there are only four persons this method is possible despite the given time limitations determined by their personal agenda.
The participant's feedback consists in a survey, given the higher number of participants that makes the interview method impossible due to time limitations. The survey uses Google Docs and its online survey instruments. A univariate analysis will be used to summarize the most important research results regarding the development of business competences and especially key entrepreneurship competences. The conclusions of the paper summarizes some recommendations based upon the research.
COGNITIVE TRAINING GAMES TO IMPROVE LEARNING SKILLS
Authors: Nichifor Cosmindaniel , Dascalu Mariaiuliana , Bodea Constantanicoleta , Moldoveanu Alin , Neagu Anamaria
Published: February 2023

The Cognitive Learning Theory explains why the brain is the most incredible network of information processing and interpretation.The ability to learn and make sense of new information is crucial to successful learning and that is why developing cognitive skills is so important. The current study proposes a new cognitive training application, which aims to help people (both children and adults) improve their learning skills, especially for those having particular difficulties, as poor visual memory or poor content memory. The functionalities, the technological details, implementation issues which were overcome with innovative solutions, as well as the strengths of the application are highlighted in the paper, in the context of other IT-supported instruments for cognitive learning. Our tool consists into a desktop application which offers the user the choice of several learning games, e.g. 2048, Image, Digit Puzzle, Box Matching. The tool also helps the user track his or her progress by registering the high scores and the record times. Therefore, the competitive capabilities could be also developed for those who ought to improve these skills throughout this application. Completely written in C++ and using the custom graphic library built from the ground up, the developed app boasts superior performance over other applications of the same type using the default or other much more complex libraries written in C. The graphic library uses just the amount of computer power that it needs in order to offer the user a simple and fluid experience. Thus, we claim that our tool exploits successfully gamification and human computer interface principles to offer an accessible instrument to all individuals aiming to improve their lives, by solving their attention deficit disorder or poor memory issues, by enhancing their prediction skills and mind reflection abilities or by offering relaxation and pleasant game-based activities.
CONTINUOUS KNOWLEDGE - CONSTRUCTION AND CONSOLIDATION OF A NATION
Authors: Pivoda Roxana mihaela
Published: February 2023

Today's reality shows that we live in a world in permanent change, in which success at school, at work, or in business is influenced directly by the capacity to assimilate new knowledge and to put it into practice; and the quantity of information raises exponentially each day. While in the past instruction was done before starting work in a certain field, nowadays continuous education has become necessary all along our whole life. This is due to the fact that continuous education opens new horizons to the formation, development and value of the human resource, in agreement with the challenges and requirements of the cognitive society, with the transformations of work and world division, with the aspirations of every citizen, who has become himself the leading actor of the continuous learning process. As a result, the paradigm of life, work and learning is changing. Actually, continuous learning is the requirement and vehicle of the constructive, accelerated transition to the economy and society based on knowledge and information.
The great majority of the world states are engaged, with different intensities and results, in promoting a process of development based on knowledge. We note that developed economies stepped into a new stage characterized by a domination of generating, spreading in real time and applying knowledge in all fields. It is the stage of generalizing knowledge, by renewing all the fields of the economic and social life. The advance of a society can be supported consistently by its adaptation to specific structures and practices: continuous learning, systems of competences, virtual organizations, professional communities, team work and teleworking. The social actors of this evolution are at the same time its beneficiaries: enterprises, universities, research institutes, public authorities, civil society, and not last, citizens.
A SURVEY OF VIRTUAL REALITY APPLICATIONS AS PSYCHOTHERAPEUTIC TOOLS TO TREAT PHOBIAS
Authors: Stanica Iulia  cristina , Dascalu Mariaiuliana , Moldoveanu Alin , Bodea Constantanicoleta , Hostiuc Sorin
Published: February 2023

The current paper presents a survey on virtual reality applications and analyses their utility as tools for learning how to overcome phobias, thus improving one's quality of life. Nowadays, phobias do not have a universal treatment, even though medicine is a constantly evolving field. There are hundreds of well-known phobias, such as Arachnophobia (fear of spiders), Agoraphobia (fear of open spaces), Claustrophobia (fear of closed spaces), as well as bizarre ones, such as Coulrophobia (fear of clowns). In some cases, specialists consider that avoiding the phenomenon which causes the phobia is the sufficient treatment; in others, the exact opposite, being gradually exposed to the object of fear may lead to a cure. We have to start looking for other psychotherapeutic methods, innovative ones, in order to help people surpass their immense fears and improve their life quality. Virtual Reality (VR) is a major current trend, a technology which creates a realistic artificial environment that can have a lot of day-to-day applications. Using IT-based solutions for treating real-life problems, especially medical conditions, can be viewed as controversial and provoke scepticism. The current methods of dealing with phobias will be reviewed, as well as the computer-based or VR-based tools used for this genre of treatment. We will analyse the existent VR applications, the concept behind their mechanism and the possibility of exploiting them in a medical environment. There are a lot of challenges coming from such an innovative field, therefore the paper debates whether these IT instruments are useful, difficult to implement or if they can be tested on real subjects. Based on the results of the survey, we will propose a model of a virtual reality application containing some phobias that it should treat, as well as the principle on which it is based.
ELEARNING AND MOBILE APPS IN PALLIATIVE CARE
Authors: Vilcu Dana mihaela
Published: February 2023

On one hand, roughly speaking, palliative care is a multidisciplinary approach aiming to improve the quality of life of people facing life-threatening illness, and of their families. As such, it is included -- more or less -- in the health system of each country. On the other hand, due to the increased usage of Internet, mobile phones and tablets, eLearning and mobile applications (in short apps) can effectively improve the quality of life. The purpose of this paper is to identify how palliative care could benefit from those IT tools.
The domains of issues associated with illness and bereavement are presented corroborated to appropriates eLearning tools and mobile apps. We survey of the nowadays eLearning tools and mobile apps for palliative care, and propose new ideas for their development in this direction. With this respect, we also mention possibilities of collaboration between IT developers and the specialists in palliation, specifying for each case the specialization needed by each part.
Other approaches to these IT tools are given: by their type, by their users, by their specific domains.
Much has been done in some parts of the world to improve the palliative care, including the direction of IT; we specify how to make the respective tools useful here and elsewhere.
Concluding, the paper can be seen as a collection of descriptions of existing tools, proposed tools, and ideas about making eLearning tools and apps for palliative care useful everywhere. Last but not least, we mention that the eLearning and mobile apps tools considered here are never supposed to substitute the specialist, but to give support to the patient, to the personal care of the patient and/or to the corresponding specialist.
THE ROLE OF THE DIGITAL ENVIRONMENT IN INTELLIGENCE ANALYSIS
Authors: Buluc Ruxandra
Published: February 2023

The digital environment can aid intelligence analysts in several ways. Firstly, it is a source of information. Data and evidence can be obtained from various on-line sources and they can provide an insight not only into the possible actions the foreign actors may undertake but also into their motivations, their ways of reasoning, their world views. From this perspective, the digital environment an help enhance the analysts' awareness of the cultural components of mindsets, can aid them in developing a clear understanding of various ideologies by providing first hand (albeit indirect) insight into the way a foreign culture manifests itself, into its values, beliefs, assumptions, reasoning mechanisms and rationales. Secondly, computers can process the vast amount of information that is nowadays available to analysts, by organizing it according to topics, to threads of discussion. By constructing matrixes for the issues at hand, computer-assisted analysis facilitates a clearer picture of the event, highlights the points where a hypothesis may need further refinement and brings to light new connections that would have remained absconded if the information had not been organized thus. Thirdly, collaboration via a network can help analysts keep in contact with one another, it creates a virtual community in which analysts can pool not only the available information but also share resources, ideas, knowledge and expertise. The present article will look in turn at the ways in which the digital environment can aid intelligence analysts and it will pinpoint both the strong and the weak points of the process.
SCHEDULING RESOURCE ALLOCATION - A MAJOR ISSUE IN IMPLEMENTING PROJECTS WITHIN ORGANIZATIONS
Authors: Puscasu Mirela , Costea Luiza
Published: February 2023

Within an organization, there will always be more project proposals than the resources available. Having this in mind, selecting projects must be made through a system of priorities as those projects which contribute to reaching the organization's aims should be selected.
Planning a project is complete after having scheduled all activities, taking into account the entire resource basis available in the organization.
We should also keep in mind the fact that in order to successfully run a project one should focus on the project finalizing effort in accordance with the deadline. Thus, the planning process should comprise the fact that the organization resources are to be employed neither excessively nor deficiently. All the above lead to a rather complex planning process, should we keep in mind the scheduling or the organization could face great unbalance in carrying out the project or situations could appear in which the resources necessary to the project could be more numerous than the ones available in the organization.
Unfolding a project under an ideal execution program cannot be always a fact, but using rules and best working tools definitely lead to a rational and efficient scheduling of resources.
Employing an adequate method could support starting a project in a short period of time only if scarce resources are available and can be legally allotted to the respective project.
While allotting resources, most of the times observation can be made that available resources do not allow unfolding activities quickly enough so that the project could reach the final deadline.
Projects are limited in using resources by the level and the bulk of available resources and the maximum deadline set in finalizing the respective project.
THE MODELLING OF THE AIR DEFENCE INTEGRATED SYSTEMS SUCH AS MULTIAGENT ONES
Authors: Sandru Vasile
Published: February 2023

Developing multiagent systems theory and application in recent years has led to a veritable revolution in modeling complex systems. Commonly used modeling style is the one based on equations. With the help of this type of modeling, the researchers have made many calculations in order to determine equations of projectiles, and missiles motions in the air, some corrections that apply at the time of the adverse conditions to achieve the final goal of hittng the targetThe domain of the agents and the multiagent systems is a new one and dynamic and has associated a technology on maturization. It is clear that this technology will be predominant in the informational applications of the future, in the digital common environment, in the future corporations and in the creation of the intelligent services.
Agents are and will be used in a great variety of applications, from the small dimension systems, as personalised e-mail filters or agents for shoppings to great systems, complex, as organisations and virtual economical systems.The agent concept has became since the XX th century, a central element in a few scientifical disciplines which have e a high development rank. The artificial intelligence, cybernetics, computer science, computational economy frequently use the concept of agent and the abducted methods from this.
In this moment there exists a rich literature from this domain, which contains a lot of definitions, but from the gained knowledges I will try to describe this concept as simple. In dictionaries, the agent is defined as "someone who, or whereby power is exerted or creates an effect", but this definition is too basic
GAMIFICATION FOR ACCELERATING THE GO-TO-MARKET OF ELECTRIC VEHICLE BATTERIES
Authors: Suciu George , Butca Cristina , Necula Lucian
Published: February 2023

Currently, transportation is one of the main air pollution sources and has a significant impact on human health and environmental quality. This paper describes a gamification approach for the way redox flow batteries systems will be used as a power source for future hybrid electric vehicles. The system will be designed as a hybrid concept between Vanadium Redox Flow Battery and Hydrogen Fuel Cell for energy management in emission-free electric vehicles. The novelty of this solution is represented by the active unit with a charge/discharge efficiency greater than 85%, improved physical characteristics and reliability in exploitation, thereby providing a commercially viable electric power system for electric vehicles. To accelerate the go-to-market process of this innovative product that will be made in Romania for the first time, we will use a validated learning process. The adoption of a validated learning process requires new ways of measuring the progress of acceleration from idea to a minimum viable product. Validated learning is defined as a process that is creating knowledge by applying initial assumptions and measured data to confirm the effects. The main contribution of this paper consists of the description of a serious game approach for a new product which will be launched onto the market through the validated learning process and learning cycle. The product will be reliable and will come with no limitation in exploitation compared to classical battery systems for energy storage. Using the learning cycle methods, the marketing innovation can be carried out by different companies from a modular unit that can be used in different stages of the go-to-market cycle.
A WEB-BASED 3D LUNG ANATOMY LEARNING ENVIRONMENT USING GAMIFICATION
Authors: Vagg Tamara , Plant Barry , Ronan Nicola , Tabirca Sabin , Eustace Joe
Published: February 2023

The bronchial tree structure is a complex form within the human lung. It consists of many intertwining pipes which decrease in size and increase in number as you travel deeper into the structure. To amplify the difficulty this poses, visual learning aids accessible to students both in a lab environment and self-learning environment are generally two dimensional. Gamification techniques for education and eLearning have been proven beneficial in advancing many area of medical pedagogy. This paper presents a system intended to disseminate lung anatomy knowledge to medical students, as well as novice bronchoscopists.

To achieve this, a 3D bronchial structure was modelled to match that of schematic drawings provided to medical students. This model was then imported into a 3D learning system that had been created using a game engine and designed for deployment on a web-based platform. This framework provides a learning environment in which the user can navigate through the bronchial pipes and interact with interest points to learn about the anatomical structure. The framework also includes a quiz environment, adapting the interest points as quiz questions. The quiz includes dynamically generated feedback, providing a means of self-assessment for the user. This environment also incorporates game metaphors such as points of interest, levels, objectives, and a heads up display (HUD). Similarly, the environment uses player pawn flying navigation with keyboard and mouse input, reflecting the navigation found in many first-person games. Future developments for this system involve the inclusion of pathologies to compliment anatomical knowledge. It is also anticipated that the system will be further extended to include other pedagogical content regarding the thoracic cavity.
A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES
Authors: Vasilateanu Andrei , Wyrazic Sebastian , Pavaloiu Bujor ionel
Published: February 2023

The paper presents a serious game, implemented as a software application, aimed towards beginner programmers with the purpose of teaching programming languages fundamentals. The application is a top-down 2D game combining elements from the shooter and strategy (particularly tower defense) genres, with high-level visual programming elements, giving it an educational component. The user creates the scripts in a visual manner, creating the flow of scripting elements then programming each element.
Serious games are games which are designed and developed without having entertainment as their main purpose. Instead, their primary purpose is to educate, train, or inform their audience. The meaning of the term has evolved in the last few years and currently it is usually assumed that serious games are video games, rather than physical, non-digital games. Digital game-based learning is a subset of serious games having as a main purpose to educate the player through the use of video games. Video games manage to keep the players interested, even if they find themselves in challenging situations, and this is on account of the intrinsic motivation they achieve to maintain on the players. What makes learning an intrinsically motivating process is similar to what makes a video game intrinsically motivating, this being challenge, curiosity, fantasy and control. Contextualization, personalization, and choice improve the intrinsic motivation of a learner, thus increasing their degree of engagement in the learning process and ameliorating their learning performance. These three properties are often present in most video games. This compatibility between video games and learning makes integrating the one to the other an easier accomplishment.
While some other serious games aimed at programming exist, such as RoboCode, CodeCombat, Kernel Panic, CoLoBoT, CeeBot, CodeSpells, there is still much room for innovation, and our application explores new features and modes of play, focusing more on the program structure and logic than on the syntax.
MOBILE LEARNING IN HIGHER EDUCATION: A SURVEY AMONG THE STUDENTS OF THE BUCHAREST UNIVERSITY OF ECONOMIC STUDIES
Authors: Albastroiu Irina , Felea Mihai
Published: February 2023

The emergence of mobile technology provides people alternatives not only in interpersonal communication and Internet access, but also in learning and teaching. The fast growth of new generation of mobile devices as well as the frequent use of wireless technology has capitalized the great potential of mobile learning in becoming an effective tool for education. Mobile learning technologies offer teachers and students a more flexible approach to learning. Mobile devices have greater functionality, giving teachers the opportunity to provide contextualized and personalized learning resources, unrestricted by spatial and temporal constraints and allowing learners to use readily-available, handheld computing devices and communication technology to access information from anywhere and at anytime.
In this context, the purpose of this paper is twofold. The first goal is to analyze various theoretical approaches of the m-learning and, secondly, this paper aims to present the findings of a research among undergraduate and graduated students from The Bucharest University of Economic Studies. The objectives of the survey were to explore the ways students are already using mobile technologies to support their learning and to identify students' readiness and also willingness towards the use of mobile devices in learning situations. Our research shows that students are ready to adopt mobile learning due to their higher ownership of mobile devices and greater familiarity with the use of technology in learning contexts. Considering the research findings, our paper will also present different ways to incorporate mobile technologies into educational processes to foster collaboration and social interaction and for enhancing their potential for both formal and informal learning.
ENGLISH LEARNING EVOLUTION FROM CLASSICAL TEACHING METHODS TO THE DIGITAL AGE OF VIDEO GAMES
Authors: Bodea Anca silvia rusu
Published: February 2023

This paper outlines how teaching English as second language strategies have developed over time, making place for game-based learning methods containing designed features, related to language acquisition.
The study is a qualitative analysis of a number of articles concerning the topic of the importance of videogames in language achievement and a focus group data collection in which the subjects were asked about in what way games create situations when engagement determine gamers to join communicational contexts with other players, in order to solve problems, gaining metacognitive and metalinguistic skills.
The association of words and syntagms with images, actions,contexts, experience and dialogue help the subject to deduct the meaning of the involved lexic, growing the pedagogical potential of digital games.
Findings of this study show that according to the main characteristics of the played videogames, subjects may acquire vocabulary related to rules, goals, competition, narrative constructors by placing the learner in the middle of the learning and teaching process.
Games may offer intuitive feel for language and put native speakers face to face with learners, explaining them the tasks and problems through language usage, making this type of social interconnectedness able to emphasize that, gaming environments not only use the traditional and conventional pedagogy of teaching English, but also transform the language into a tool required to solve an issue.
Even though gaming represents a social activity that reduces anxiety and creates informal atmosphere as a pedagogical tool it has not been yet fully understood and its affordances and limitations are being tested.
THE FORMATIVE IMPACT OF VIDEO GAMES ON CHILDREN'S PERSONALITY
Authors: Calin Razvanalexandru , Cernat Alexandru
Published: February 2023

Designed to satisfy a human need less concrete, the entertainment one, video games are expanding their area of distribution among consumers from one year to another.
Direct or indirect, results of consumption of video games, outlined in the form of benefits or not, is also a concern in terms of trying to understand how individual development is influenced by this activity.
Consumption of video games (gaming) brings both positive and negative contributions to the training and development of the personality of "gamers", influences and motivations being different depending on their age.
The aim of the present study is to make a radiography of the strengths and weaknesses in terms of the influence of video games on youth development, with a research foundation based on The Critical Incident Technique by J. Flanagan, in conjunction with Scaling Behavioral Anchors by P.C. Smith and L.M. Kendall. The research was made on a sample of 120 students aged between 10 and 11 years, who have been playing video games from the age of 7-8 years, with a frequency of higher than three times a week.
The results take the shape of two lists comprising on the one hand the advantages and on the other hand the disadvantages of early exposure to the formative influences of video games. The comparison and the interpretation of the two lists provide a set of conclusions and recommendations of potential formative interest, quantifiable in a possible code of good practice regarding the management of the access to video games given to children in elementary school.
QUALITY EVALUATION OF THE PRESCHOOL EDUCATION SYSTEM IN IASI
Authors: Gavrea mazur Iuliana
Published: February 2023

The interest shown to the children of pre-school education increased due to the benefits which the students had by participating in the preschool education and they achieved the necessary abilities in school. The investments in good quality pre-school education had benefits on the long term because they contributed to the increase not only of the social inclusion and the employment of workforce, but also to the poverty reduction. The pre-school education systems within the European Union support investments in pre-school education programs offered to the children who come from disadvantaged environments, who would be insufficiently prepared for school, and they act as a helping instrument for the entire school system.
The aim of this paper is the quality evaluation of the preschool education according to the main quality dimensions: human resources, equipment and financing sources. In order to emphasize the relation between the quality dimensions of the preschool education, we apply the cluster analysis, while for the evaluation of the differences among the kindergarten clusters we use ANOVA. The kindergarten, as a formal education service, ensures the child's development, with the help of the family and of the community, in the learning process, and takes into account the psychological features.
At the pre-school age, all the education functions are centered on the formation of the student through the transmission of information with a moral, religious, cultural and scientific character, according to the age's particularities.
The results of this study show that the good training of the teachers and the better equipment in education explains the higher level of preschool participation, thus reflecting a quality of the preschool education system. The significance of this study consists in highlighting the necessity for the preparation of the pre-school child according to the cognitive, physical, socio-emotional development, in order to integrate in the school activity.
LEARNING FOREIGN LANGUAGES BY USING MOBILE APPS WITHIN INTEGRATED EDUCATIONAL PLATFORMS
Authors: Ionita Mirela , Asan Doina
Published: February 2023

Using digital resources has become common practice in teaching and learning foreign languages since e-learning or blended learning are an inherent part of the educational process in the contemporary ,,digital" society. Especially the so-called ,,digital natives" are willing to integrate technology into their daily activities, studying included.
The advantages of miniaturizing have turned mobile learning into an alternative way of acquiring knowledge. The instant access to information resources, regardless of the existence of a time or space entirely devoted to studying, has contributed to customizing the learning processes, in accordance with personal needs and abilities.
Mobile applications available on mobile phones, smartphones or tablets have been integrated into the educational offers of language learning since they enhance learning autonomy.
As a result, in this article we intend to present an overview of mobile apps used in foreign languages m-learning. Firstly, we shall discuss differences and similarities between mobile apps and integrated platform apps, and secondly, we shall address the impact of mobile apps on developing receptive and productive skills. To be more specific, we shall analyze the opportunities provided by mobile apps in teaching German as a foreign language to beginners, through the investigation of those materials which integrate this high-tech facility.
The usefulness of this approach lies in the benefits analysis of mobile apps in the process of acquiring foreign languages, for both students and teachers. Moreover, this article is an invitation to ponder over the transforming capacity of authors and methodologists when dealing with the society's changes that inevitably affect the learning processes.
THE INFLUENCE OF EARLY USE OF TECHNOLOGICAL INNOVATION IN THE LEARNING AND DEVELOPMENT OF INDEPENDENCE / DEPENDENCE IN CHILDREN
Authors: Ivanic Ivana , Petkovic Violeta , Popovic Virdinija
Published: February 2023

The influence of early use of technological innovation in learning and independence/dependence of children is focused on positive and negative impact in teaching and developing of their independence. We analyzed the responses obtained from 200 parents from 5 primary schools and three preschools in the city of Novi Sad, Serbia. With the method of focus groups, it
was analyzed impact of early use of technological innovations adjusted to children, their autonomy in performing everyday schools and after-school activities. Analyzes shows that the perception of the real picture of the situation of independence can be obtained very quickly after the first use of technological innovation. Regardless of the developmental age of the children, recognizes the distinct coordination of small hand movements, the motivation to win, a high level of concentration and focus of attention. Severe progressiveness, in terms of education, reflected to the children in higher grades possessing advanced knowledge in relation to their peers, which is in direct correlation with the early use of of technological innovation in independent study. On the other hand, looks at the "lack" of motivation for mastering the skills important to reflect the independence of children to a certain age, such as binding of shoelaces, wear, loosening the cap, using a pencil, ball handling, storage bags for the school, editing workspace, purchase and etc. Based on these results it is concluded that there is so-called "conflict of interest among parents" when it comes to the use of of technological innovation of children in early calendar age period, because it borders on the traditional system of values that do not follow the interests and needs of children. On the other hand, parents perceived advantages associated with technological innovation, and are directly related to: independence, self-confidence and self-creation of time.
THE COMPARISON OF THE EFFECTIVENESS OF THE FLIPPED CLASSROOM TEACHING METHOD AND INTERACTIVE MULTIMEDIA AIDED CONVENTIONAL TEACHING METHOD FOR PROBABILITY TOPIC AT PENANG MATRICULATION COLLEGE, MALAYSIA
Authors: Mohamad Mariam , Zolkifli Farah alwani
Published: February 2023

Probability is one of the topics in the syllabus of Mathematics semester II of Matriculation Program. Students often have difficulty in understanding the concept of probability during the teaching and learning process and they do not perform well in the quizzes. Therefore, this paper presents the flipped classroom teaching method and the interactive multimedia aided conventional teaching method in order to improve understanding of probability's concept and also to provide alternative teaching methods to teachers. The study was conducted to evaluate and compare the effectiveness of both flipped classroom teaching method and the interactive multimedia aided conventional teaching method for probability topic. In addition, this study was also conducted to assess students' perceptions of both teaching methods. The flipped classroom teaching method is using instructional videos while the conventional teaching methods is using interactive multimedia software as teaching aids. The selected research methods are experimental and descriptive survey. The samples comprised 261 Accounting students at the Penang Matriculation College. The effectiveness of the two teaching methods was assessed through an evaluation post test after the teaching and learning process of probability topic completed. Independent t test results show that there is no significant difference at 0.05 significant level between the flipped classroom teaching method and the interactive multimedia aided conventional teaching method in the population. The results of the given questionnaires show that the students exposed to the flipped classroom teaching method exhibit moderate perception while the students exposed the interactive multimedia aided conventional teaching method show a positive perception towards the use of interactive multimedia in teaching and learning. As a conclusion, this study contribute an insight and interesting findings towards the new learning environment in higher education Malaysia.
EDUCATIONAL CHALLENGES: USING NEW TOOLS IN COLLABORATIVE TEACHING
Authors: Nistor Cristina mihaela
Published: February 2023

In education, the same as in most professional domains, there has been a constant struggle for progress and improvement in recent years. E-learning techniques, in their various forms - ranging from online learning to mobile learning - have made all the difference in the language class. Due to these techniques, a whole new world of learning opportunities has taken form, and both students and teachers have benefited from the new technological developments. At the same time, the teachers' concern with the constant innovation of their own professional field has given rise to new findings with respect to methodology and teaching strategies. One of these strategies has drawn the attention of many teachers and trainers, and a whole literature has been devoted to that particular subject: collaborative teaching. In my experience with the students at the University "Politehnica in Bucharest, I have tried the method myself, while teaching Romanian to multicultural groups; moreover, due to my keen interest in the subject, I have done some extensive reading of the studies on that matter, with a view towards applying the method as appropriately as possible in my own language class. That is why, in my paper, I will focus on the benefits of resorting to the new technological tools on the market, while re-assessing both the teachers' and the students' skills through the prism of a more inclusive, and flexible, approach. I will point out the benefits of the strategy and advocate for its use in the language class. Instead of a conclusion, I intend to extend an invitation to the readers to re-value and re-evaluate both learning strategies and decide on the best method/ combination of methods themselves.
NEW ERA IN WATER ENGINEERING EDUCATION - A PROPOSAL FOR NEW TRENDS
Authors: Petropolserb Gabrieladana , Petropolserb Ion
Published: February 2023

The aim of this paper is to establish the didactical principles of teaching of the curricula of 'Water Engineering' in the context of European culture, with the actual tools. "Water engineering" is a curriculum in the educational field of Engineering and Environmental Protection in Industry. The aim of this curriculum is to give to the students the knowledge which could form lots of abilities to work on water projects. The profile of a water engineer is to assume a wide range of technical or nontechnical range of duties in their responsibility of supplying, managing and maintaining clean water, waste water and preventing flood damage. Typical responsibilities of water engineering are: producing designs, presenting project details and technical information, using a variety of specialist computer application computer software, etc. The question of this work is: 'which are the didactical principles of the triangle 'teacher -student - learning tools' for an effectiveness education in water's science and technology?'. The method used to answer at this question is the descriptive analytic review. The educational objectives are: to cultivate basic knowledge of natural science, of hydrology science, of engineering science, of social science, etc.; to cultivate the creative abilities and self- learning, to cultivate the abilities of collaboration and communication. The result of this work is a learning scenario applied to exemplify the influence of the didactical principles adapted to new learning conditions. The use of this triangle ('teacher - student - learning tools') is important for transpose the scientific and technological content in an educational language model to assess the effectiveness and cost-effectiveness of an adaptive e-learning.
SYMMETRICAL AND ASYMMETRICAL TRAITS OF NEW LEARNING ENVIRONMENTS
Authors: Pripoaeserbanescu Ciprian
Published: February 2023

Learning has always been governed by brain neurophysiology and psychology principles. This articles aims to address the non linear dynamic between explicit (learn about) to implicit dimension of learning (learn to be) in the new learning environments. The author explores the link between the symmetrical and non symmetrical traits of the essential variables presented in the new learning environments and their impact on the self agency as a key factor in determining both the depth of knowledge acquired and the subjective feeling of ownership and satisfaction during learning process.
Although contemporary main stream of learning psychology research remains dominated by a conscious-centric model of the higher mental processes, neuroscience discoveries have brought new insights on the influence of the unconscious dynamics over the rational thinking. Different authors had presented the mental agency using three characteristics to describe individuals as "agents of their own thinking"; self-awareness, self-determination, and self-direction. But attribution beliefs are deeply embedded within cultural and familial contexts and are the mental unconscious representations of early transactional relations of the individual with physical and social environment. Drawing on Matte Blanco theory we analyze the key variables of formal and non formal learning environments (physical arrangements, communication means, instructional material, types of interaction, learning objectives) in terms of symmetrical and asymmetrical traits that in a optimally balanced mix can establish the emergence of self agency. As we previously mentioned, this is not only the key factor in making an epistemic step from knowledge to knowing but also a factor positively correlated with mindfulness.