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University Readiness for Inclusive Digital Education in Industry 4.0 Era: Survey Results

University Readiness for Inclusive Digital Education in Industry 4.0 Era: Survey Results

Author(s): Evgeniya Nikolova,Mariya Monova-Zheleva,Yanislav Zhelev / Language(s): English Issue: XIII/2023

The emergence of Industry 4.0 has brought about remarkable technological progressions, leading to substantial transformations in work environments. This has created a globally shared vision that the educational and training systems should be improved to offer high-quality, inclusive, and accessible digital education to develop essential skills and abilities that guarantee job readiness and assimilation into the current labour metamorphoses of era 4.0. In Europe, the reform of education at all levels in response to the concepts of University 4.0 and Education 4.0 is outlined as a key priority. In this re-gard, outlining the factors for successful inclusive digital education, as well as the barriers to its implementation, is crucial. This paper presents some of the main results of a survey conducted in Bulgaria, Greece, Italy and Latvia, aiming to determine the readiness of universities to provide inclusive Indus-try 4.0 education.

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Educational Video Games as Tools for Raising Awareness of the Protection and Preservation of Cultural Heritage

Educational Video Games as Tools for Raising Awareness of the Protection and Preservation of Cultural Heritage

Author(s): Yavor Dankov,Andjela Dankova / Language(s): English Issue: XIII/2023

This paper focuses on educational video games with a thematic orientation related to conserving and preserving Cultural Heritage (CH). Educational video games are effective and contemporary tools for influencing and educating users. Not only the educational content is integrated into these games, but they also embody the pedagogical and moral messages of the educator, which are transmitted to the learners in an entertainment game. This paper proposes a classification of educational video games in the domain of cultural heritage according to the significance and importance of Cultural Heritage objects in the three categories, presented in detail in the paper. The recommendations to designers included in the classification will help them purposefully design and develop educational video games for CH. These games will have pedagogical principles and form additional knowledge, val-ues, and attitude in users towards the conservation of the CH at international, national, and local levels. The proposed classification of educational video games for CH will promote CH-related educational video games and provide ideas and opportunities for future developments for such educational video games. In this way, educational video games for CH will serve as powerful tools for raising awareness of protecting and preserving Cultural heritage.

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The Design Process of Educational Video Games in Cultural Heritage

The Design Process of Educational Video Games in Cultural Heritage

Author(s): Yavor Dankov / Language(s): English Issue: XIII/2023

This paper presents a summary model of the design process of educational video games for CH. The model is based on the use of the Classification of Educational Video Games for Cultural Heritage (CH) and the Design Recommendations included in it, described in a previous study by the author of this paper. The summary model focuses on CH objects that form the theme of the educational video game. Designers should carefully and purposefully research and analyze the CH objects, use the classification, and follow the design recommendations to design educational video games for CH, following the described design stages in the presented summary model of the design process. The paper also presents an appropriate example of using the summary model in applying it to design a new educational maze video game dedicated to CH object. The proposed summary model can serve as a starting point in establishing the design process of educational video games for CH and direct designers and creators of such games in the overall design process. Based on the classification and the design recommendations intended for the designers, the summary model presents essential design stages that designers should follow in designing and developing informative, purposeful, and effective educational video games in CH.

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The Impact of Cloud Technologies on Preserving and Promoting Cultural Identity

The Impact of Cloud Technologies on Preserving and Promoting Cultural Identity

Author(s): Irena Peteva / Language(s): English Issue: XIII/2023

This study explores cloud technologies' role in cultural preservation and promotion, analyzing accessibility, collaboration, and cost-effectiveness. The paper identifies challenges, including the digital divide and cyber-security concerns, and emphasizes addressing them to harness cloud technologies' full potential in cultural heritage initiatives.

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Storytelling and Gaming Tools for Easy Immersive Fruition of Intangible Heritage

Storytelling and Gaming Tools for Easy Immersive Fruition of Intangible Heritage

Author(s): Maria Teresa Artese,Isabella Gagliardi,Mattia Fortunati,Tiziana Pasciuto / Language(s): English Issue: XIII/2023

Transmission and preservation are key aspects of intangible heritage, so new communication strategies are crucial to reach a wider audience. The aim of this work is to apply digital storytelling tools and games to disseminate heritage and help people to discover it, by developing challenges and adventures based on the resources retrieved from Querylab's ICH Discovery section.

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Digital Storytelling Approach for Environmental Challenges and the Early School Leaving Prevention

Digital Storytelling Approach for Environmental Challenges and the Early School Leaving Prevention

Author(s): Michela Tramonti,Alden M. Dochshanov,Fabrizio Casadio / Language(s): English Issue: XIII/2023

Given the rapidly evolving nature of the labour market, it is crucial to develop individuals' soft skills to ensure effective job performance. To achieve this, teaching methods should prioritize the development of soft skills among students. One such instructional method is digital storytelling, which has been recognized as an essential tool for developing future workforce skills such as creativity, critical thinking, digital literacy, and communication skills. Two European Commission-funded projects under the Erasmus Plus Programme that utilize digital storytelling in education and training to help individuals and organizations adapt to the digital age are presented in the paper as examples of initiatives promoting this approach: The BIG_GAME and the Digital Stories.

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The Design and Implementation of an Open-source Programmable Bot for Educational Purposes

The Design and Implementation of an Open-source Programmable Bot for Educational Purposes

Author(s): Alden M. Dochshanov,Michela Tramonti / Language(s): English Issue: XIII/2023

The ubiquity and an established framework for using open-source electronics and 3D prototyping platforms have enhanced the ways educational robotics (ER) is introduced. Low entry-level, a wide range of peripheral modules and 3D designs alleviate approaching the subject. Nevertheless, the relative ease such systems aim to provide tends to obscure the underlying machinery and basic principles. In this regard, the present article describes designing and implementing a simple programmable Arduino-based bot with a particular accent on the underpinning principles' exposition.

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Towards an Augmented Reality Game for Learning about Ivan Vazov's Literary Works

Towards an Augmented Reality Game for Learning about Ivan Vazov's Literary Works

Author(s): Ivan Kratchanov,Dimitar Minev / Language(s): English Issue: XIII/2023

This paper presents a concept for a serious game based on an augmented reality representation of a mural artwork located in the National Library “Ivan Vazov” in Plovdiv, Bulgaria. The mural features the renowned Bulgarian author Ivan Vazov in the center, surrounded by characters from his literary works. By using a head-mounted display in front of the mural, the players would see movement of the characters and will be able to interact with them in a gamified augmented reality environment. The serious game proposed in this paper offers a solution to the engagement of players with literature and textual heritage within a broader cultural context.

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Cultural Heritage through the Lens of e-Governance

Cultural Heritage through the Lens of e-Governance

Author(s): Daniela Pavlova,Irena Peteva,Ivanka Pavlova / Language(s): English Issue: XIII/2023

This paper explores the intersection of e-Governance and cultural heritage digitization, discussing its potential impact on the economy and social life amid rapid advancements in Information and communication technologies (ICT).

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Digital Approaches for the Presentation of Tourist Sites with Historical Significance

Digital Approaches for the Presentation of Tourist Sites with Historical Significance

Author(s): Radovesta Stewart,Colin Stewart / Language(s): English Issue: XIII/2023

This paper explores the digital approaches for the presentation of tourist sites with historical significance, focusing on the integration of cutting-edge technologies and innovative strategies. It investigates the use of virtual reality (VR), digital libraries and interactive web platforms to create immersive and interactive experiences for visitors. The paper highlights the benefits of these digital approaches in enhancing tourism, conservation efforts, and cultural understanding. Additionally, it discusses the role of digital representations in preserving both – the tangible and intangible heritage, while also promoting global accessibility, passing down the generations, volunteering and cultural exchange. Through case studies and examples, the paper showcases the transformative potential of digital approaches in presenting and safeguarding cultural heritage.

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The 14th National Information Day: Open Science, Open Data, Open Access, Bulgarian Open Science Cloud

The 14th National Information Day: Open Science, Open Data, Open Access, Bulgarian Open Science Cloud

Author(s): Peter L. Stanchev,Aneta Karaivanova,Yanita Zherkova,Hristiyaniya Klisarova,Jordan Iliev,Radoslav Pavlov,Georgi Simeonov / Language(s): English Issue: XIII/2023

The paper gives an overview on the current landscape and the activities on national and institutional level regarding Open Science, Open Access to scientific information, Open Data, Bulgarian Open Science Cloud.

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Tytus Laskiewicz w służbie książki. Z dziejów bibliotek Politechniki Lwowskiej i Politechniki Śląskiej w Gliwicach

Author(s): Renata Frączek,Jolanta Gwioździk / Language(s): Polish Issue: 20/2022

Tytus Laskiewicz (1884-1964) was the head of the library of the Lvov University of Technology. His contribution to the transfer of its collections to a new building and the organisation of library work there was exceptional. He published 4 catalogues presenting its collections. He performed the same function at the Silesian University of Technology in Gliwice, where he built the book collection from scratch, dealt with the development of the collection and made it accessible. His duties also involved building issues. Furthermore, Laskiewicz collaborated with the local library community. For his accomplishments in the field of librarianship, he was awarded the Gold Cross of Merit and the Officer’s Cross of the Order of Polonia Restituta. The article was developed mainly on the basis of source documents, including materials previously unknown by the scientific community, such as Kronika Biblioteki c.k.Szkoły Politechnicznej we Lwowie (in the collection of the Stefanyk Library in Lviv).

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Nauki o komunikacji społecznej i mediach – forma, treść, kontekst

Nauki o komunikacji społecznej i mediach – forma, treść, kontekst

Author(s): Jadwiga Woźniak-Kasperek / Language(s): Polish Issue: 19/2021

Pursuant to Article 5 (3) of the July 20, 2018 Act, The Law on Higher Education and Science, which specifies academic disciplines in the fields of science and art, the September 20, 2018 Regulation of the Minister of Science and Higher Education reclassified the academic disciplines in Poland’s higher education system. Selected disciplines were consolidated, reducing the total number of disciplines in the sciences and arts from 102 to 42. In this paper, I analyse the consequences of these consolidations, using one of the newly created disciplines, Communication and Media Studies, as a case study. Communication and Media Studies is an aggregate of three previously independent disciplines, namely, Library and Information Science, Media Studies and Cognition, and Social Communication Studies. Analysis specifically focuses on the discipline’s nomenclature, its aims and objectives, methodology (content), and human resources. These are examined in relation to similar disciplines in world of science and arts (context).

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Kształcenie specjalistów z zakresu data science na poziomie studiów wyższych w Europie

Kształcenie specjalistów z zakresu data science na poziomie studiów wyższych w Europie

Author(s): Katarzyna Jarczewska-Walendziak,Małgorzata Kowalska-Chrzanowska,Przemysław Krysiński / Language(s): Polish Issue: 19/2021

The aim of the paper was to analyse data science educational programs at institutions of higher learning in Europe for the 2020–2021 academic year. The authors attempted to answer the following questions: What are the education options for individuals who would like to follow the professional path of data science analytics? Where and how may one obtain the required competencies? What competencies may be earned during higher studies? What professions are predestined by data science studies? The authors analysed 100 randomly selected bachelor’s, major and post-graduate curricula found in the prospectus of various institutions of higher learning. The basic information about the offered courses were obtained through individual searches on several Internet portals (e.g., Studies in Europe, Academiccourses.com, Studia.gov.pl, Postgrad.com and MastersPortal.com). Based on the information available on the institutions’ websites, the authors grouped the data according to the following criteria: branch name, academic unit, description of curriculum (preliminary requirements, offered knowledge and skills, potential employment), duration of learning, course type, and subject taught. The research proves the diversity in the presentation of data scientists’ education. In Europe, this curriculum is offered at bachelor level by ca. 30 institutions of higher learning, at major level – by ca. 170 institutions and at post-graduate level – by ca. 350 institutions. The most varied educational contents are offered in post-graduate programmes. All study programmes identified by the authors are profiled for the needs of certain disciplines – especially IT and Mathematics, as well as Statistics and Economics. The candidates for higher learning courses are often expected to possess advanced skills in ICT, and often also professional experience in the field of data analysis. Most courses are paid, and depending on the level of education, the courses last from one to four years. Furthermore, study programmes are dominated by IT subjects and enriched with general curriculum subject modules. Most branches make it possible to earn knowledge and skills in the field of IT and exact sciences, especially the methods of aggregating, storing and processing of Big Data, the rules of correct and effective programming, and performing statistical analyses and interpreting their results. Among the identified branches of studies, surprisingly, there is a small number of opportunities directly addressed to graduates of the humanities, including the widely known information studies (information management, information broking, library science, information architecture, information science).

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Architektura informacji a umiejętności informatyczne…. Próba oceny programu nauczania na Uniwersytecie Mikołaja Kopernika w Toruniu

Architektura informacji a umiejętności informatyczne…. Próba oceny programu nauczania na Uniwersytecie Mikołaja Kopernika w Toruniu

Author(s): Mariusz Jarocki / Language(s): Polish Issue: 17/2019

The information architecture as a field and profession seems to have real potential for success on the labor market in Poland. Therefore, it is not surprising that students are interested in learning in this profession, and universities sensing this trend offer them the opportunity in the framework of postgraduate studies and fields of study (or their specialties). In the process of creating studies of information architecture at the Nicolaus Copernicus University in Toruń, providing its future graduates with relevant IT competences was one of the leading themes. The paper will present the basic assumptions adopted in the field of program creation, justification of the actions taken and general characteristics of the graduate included in the context of his IT skills.

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Metoda etnograficzna i UX usability testing w badaniach użytkowników bibliotek. Badania jakościowe kontra kult statystyki

Metoda etnograficzna i UX usability testing w badaniach użytkowników bibliotek. Badania jakościowe kontra kult statystyki

Author(s): Agnieszka Wolańska / Language(s): Polish Issue: 16/2018

The article presents the ethnographic method (field research) and bases of UX (user experience design) in the research on the experience of library users in their physical and virtual spaces. The assumptions of the methods and its techniques together with the case studies in foreign libraries, as well as the results of such research and the consequences resulting from them have all been presented in the article. The importance of the qualitative research in a modern library, which possessing the technology and tools for quantitative research, can through triangulation access valuable and unique data about its user, has been underlined. The author also raises the question about the possibility of using field research in Polish conditions, as well as points out the potential limitations in its use.

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TRAJNIMI I ARKIVISTËVE NË KOSOVË NGA FILLIMI I VITEVE ’70 DERI NË DITËT E SOTME

TRAJNIMI I ARKIVISTËVE NË KOSOVË NGA FILLIMI I VITEVE ’70 DERI NË DITËT E SOTME

Author(s): Eldina Arifi / Language(s): Albanian Issue: 1-2/2021

In this paper I will present the training of archivists in Kosovo since the beginning of the functioning of the archival service in 70s until today. Through this paper I will elaborate the methods that were used through years and that are being used actually to train and prepare archivists in the country. Employees are the backbone of every organization, training is very important because it has a direct impact on raising employee performance. In order to achieve the purpose of this paper I will use the qualitative research method based on the primary and secondary sources of evidence, which will be used to argue that despite the circumstances in which Kosovo went through, it can be concluded that our country has managed to develop professional archival staff.

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VEPRIMTARI TË AGJENCISË SHTETËRORE TË ARKIVAVE TË KOSOVËS NËNTOR 2020 - TETOR 2021

VEPRIMTARI TË AGJENCISË SHTETËRORE TË ARKIVAVE TË KOSOVËS NËNTOR 2020 - TETOR 2021

Author(s): Habibe Qovanaj / Language(s): Albanian Issue: 1-2/2021

Agjencia Shtetërore e Arkivave e Kosovës, paralelisht me veprimtarinë e saj themelore, si dhe në përmbushje të planit dhe të objektivave, gjatë periudhës nëntor 2020-tetor 2021 ka zhvilluar një sërë veprimtarish të rëndësishme të karakterit kulturor dhe profesional. Në vijim paraqesim punët e organizuara nga AShAK si dhe ato në bashkëpunim me institucionet e tjera

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HISTORIKU I FONDKRIJUESIT TË KOMITETIT EKZEKUTIV I KËSHILLIT POPULLOR I RRETHIT PËRMET 1945-1965

HISTORIKU I FONDKRIJUESIT TË KOMITETIT EKZEKUTIV I KËSHILLIT POPULLOR I RRETHIT PËRMET 1945-1965

Author(s): Lorenc Agalliu / Language(s): Albanian Issue: 1-2/2022

The archival funds of the executive committee of the people’s councils of certain districts are the main funds that are saved and monitored by the state archives. During the technical and scientific elaboration of these archival funds, archivists often encounter trouble with the structures and giving them their appropriate names. This comes as a result of the archivists not recognizing the duties and powers that these local government institutions had, since these institutions are closed. The difficulty of processing is increased in certain occasions, when the fund is entirely unprocessed and when its activity is laid in a relatively long timespan. The methodology used in this study is the one from the research of the archival documents of the Executive Comitte’s People’s Council of Permet funds, for the years 1945-1965 and their comparison, to figure out structural changes that this fund has gone through during the timespan in which it was being visited. The goal of this work is to help archivists and also broad researchers to help familiarize with the structure of this fundcreater, its functions and duties and also to make an analogy with other institutions of this kind, regarding the organisation, competences and their activities. Also, the study wants to push archivists, students and researchers, that through archives, they’ll be able to get more knowledge in ases for historic research and the activities of state institutions and their organizing.

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VEPRIMTARI TË AGJENCISË SHTETËRORE TË ARKIVAVE TË KOSOVËS nëntor 2021- shtator 2022

VEPRIMTARI TË AGJENCISË SHTETËRORE TË ARKIVAVE TË KOSOVËS nëntor 2021- shtator 2022

Author(s): Habibe Qovanaj / Language(s): Albanian Issue: 1-2/2022

Agjencia Shtetërore e Arkivave e Kosovës, me qëllim të përmbushjes së objektivave, gjatë periudhës nëntor 2021-shtator 2022 ka zhvilluar një sërë aktivitetesh të rëndësishme të karakterit kulturor dhe profesional. Në vijim paraqesim aktivitete e organizuara nga AShAK-u si dhe ato të organizuara në bashkëpunim me institucione të tjera.

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