2020
DOI: 10.24818/ie2020.02.01
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Perception Over E-Learning Tools in Higher Education: Comparative Study Romania and Moldova

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Cited by 23 publications
(17 citation statements)
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“…The present study comes to enrich the body of research conducted to evaluate the impact of the emergency elearning imposed by the Covid-19 pandemic on students worldwide (Edelhauser and Lupu-Dima, 2020 Nur Agung, Surtikanti and Quinones, 2020;Odriozola-González et al, 2020;Adnan et al, 2020;Bączek et al, 2021;Calhoun et al, 2020;Iyer, Aziz and Ojcius, 2020;Kapasia et al, 2020;Lovrić et al, 2020;Al Rawashdeh et al, 2021) and in Romania (Tartavulea et al, 2020;Dospinescu et al 2020;Stavre and Ilie-Prica, 2020;Obrad, 2020). Furthermore, the research brings added value because it employs both quantitative and qualitative research methods and is conducted in two different stages of the emergency e-learning process: at the beginning (April-May 2020) and after over a year of online learning (March-April 2021).…”
Section: Methodsmentioning
confidence: 99%
“…The present study comes to enrich the body of research conducted to evaluate the impact of the emergency elearning imposed by the Covid-19 pandemic on students worldwide (Edelhauser and Lupu-Dima, 2020 Nur Agung, Surtikanti and Quinones, 2020;Odriozola-González et al, 2020;Adnan et al, 2020;Bączek et al, 2021;Calhoun et al, 2020;Iyer, Aziz and Ojcius, 2020;Kapasia et al, 2020;Lovrić et al, 2020;Al Rawashdeh et al, 2021) and in Romania (Tartavulea et al, 2020;Dospinescu et al 2020;Stavre and Ilie-Prica, 2020;Obrad, 2020). Furthermore, the research brings added value because it employs both quantitative and qualitative research methods and is conducted in two different stages of the emergency e-learning process: at the beginning (April-May 2020) and after over a year of online learning (March-April 2021).…”
Section: Methodsmentioning
confidence: 99%
“…Secondly, the study identified the significance and the possibility of using gamified applications as a potential novel method to increase the efficiency of disaster education. As discussed in the paper, gamification attracts community attention through extrinsic elements and introduces motivational elements in a gaming environment, while indirectly transferring knowledge to the players [22,[96][97][98]. As Australia is frequently exposed to bushfires, such an approach would further reduce community vulnerability by strengthening it through adequate knowledge [99][100][101].…”
Section: Discussionmentioning
confidence: 99%
“…In conclusion, during the post-epidemic period, universities and colleges should strengthen international education cooperation and cultural exchanges with other universities, scientific research institutions, and international organizations; replace unilateral protection with the concept of cooperation; and replace scientific and technological blockades with academic exchanges, so as to make up for the damage caused by physical international immobility during the epidemic in terms of local internationalization [39][40][41][42][43][44]. This will lead to the international cooperation of higher education institutions towards the concept of "recognizing education and knowledge as global common interests" advocated by UNESCO and the concept of "community with a shared future for mankind", which assume a shared governmental responsibility for global education and maintains the ideal of multilateral and diverse cultural cooperation [45][46][47][48][49].…”
Section: Discussionmentioning
confidence: 99%