Reviewerly/exHarmony huggingface dataset:
Learning English by Making an English News Video to Improve Students’ Speaking Skill

The aim of this research is: (1) to know the implementation of the technique of making an English news video to improve students’ Speaking skill, (2) to know the ability of the students non English in improving speaking skill. The research was conducted at students majoring Islamic Communications and Broadcasting of IAIN Surakarta. The researcher used qualitative research method to find out the improvement of the students’ speaking skill. The researcher collected the data through observation, interview, and documentation. The researcher obtained the data during teaching and learning processes. Based on the research that has been done, it can be concluded that: (1) the implementation of making an English News Video gives advantages for students’ in improving speaking skill, especially on communications and broadcasting field; (2) the non-English students got a lot of communications and broadcasting vocabulary, become more active and fearless in making mistake when showing their ideas after doing this research.
Actitudes del profesorado sobre la innovación con herramientas TIC multisensoriales en entornos inclusivos

There is evidence that the use of digital games based on multisensory tools provides benefits in different dimensions of learning for students with special educational needs. However, the use of these tools in early childhood and primary education classrooms to promote the inclusion of such students has not been treated in depth. The aim of this paper is to analyze how the participation of a group of teachers in a professional development program focused on the integration in the classroom of games based on multisensory technologies contributed to the evolution of their attitudes about the adoption of these technologies in school contexts from an inclusive perspective. In this research, a mixed method with a sequential explanatory strategy has been used. The techniques and instruments used, interviews and questionnaires, have allowed us to collect data on the evolution of the concerns that arose after the training received in the framework of the European project INTELed. The results show that the teachers highly valued the collaborations that emerged during the project, and that they experienced an evolution towards higher levels of concern regarding sustainability and transfer in this type of innovations in the classroom.
Adaptive Clock Frequency Based Energy Efficient Provisioning for Virtual Data Centers

An energy-efficient virtual data center (VDC) embedding scheme is proposed through applying dynamic frequency scaling (DFS) to datacenters. An integer linear programming (ILP) model and a heuristic algorithm are developed to demonstrate the effectiveness of the proposed scheme in energy saving.
Archivists Managing Research Data? a Survey of Irish Organisations

&#x0D; This paper describes a survey undertaken in 2017 to establish which research data management policies and practices were in place at Irish organisations; the extent to which archivists and records managers were employed to manage research data at those organisations; and the impact that archival skills have on research data management at an organisation. The paper describes the survey methods and data analysis, and presents findings including the presence of archivists and records managers at more than half of the surveyed organisations. Next steps for the research are also outlined.&#x0D;
The Effectiveness of Artificial Intelligence on Education: Learning During the Pandemic and in the Future

This paper reviewed ten International publication about the effectiveness of Artificial Intelligence in Education: During the Pandemic and Learning in the future. Since the pandemic has disrupted world education, distance has become an alternative by relying on machine learning. To understand the extent of the power of artificial intelligence in education both during the COVID-19 period and the period, we try to understand it through the example of ten International scientific publications that speak out about artificial intelligence in education today and the of earning. Besides reviewing ten papers, we also conducted an online search engine for related literature. We performed searches with keywords such as artificially intelligent, learning during a pandemic, and future learning, Then, we analyzed a phenomenological approach to ensure our findings answered the study questions under a qualitative method design. By considering the evidence of research and literature, we can summarize our findings, among others, that the critical understanding of artificial intelligence in education, the use of AI in education, typical Learning in the pandemic era, and the role of AI in pandemic as long as residents and Learning still depend on data patterns and automation based on tasks that are smarter than usual.
The Capacity of Multi-user Private Information Retrieval for Computationally Limited Databases

We present a private information retrieval (PIR) scheme that allows a user to retrieve a single message from an arbitrary number of databases by colluding with other users while hiding the desired message index. This scheme is of particular significance when there is only one accessible database-a special case that turns out to be more challenging for PIR in the multi-database case. The upper bound for privacy-preserving capacity for these scenarios is C = (1 + 1/S+··· +1/S <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">K-1</sup> ) <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">-1</sup> ,where K is the number of messages and S represents the quantity of information sources such as S = N + U - 1 for U users and N databases. We show that the proposed information retrieval scheme attains the capacity bound even when only one database is present, which differs from most existing works that hinge on the access to multiple databases in order to hide user privacy. Unlike the multi-database case, this scheme capitalizes on the inability for a database to cross-reference queries made by multiple users due to computational complexity.
Living with Urban Everyday Technologies

New and complex technologies are exceedingly present and in widespread use in contemporary cities globally. The urban lifeworld is saturated with various applications of information and computing technologies, but also more rudimentary forms of technology construct and create the urban everyday life as we know it. Many forms of urban technologies are perceived first through their everyday aesthetic qualities: how they look, feel, sound, or are otherwise encountered within the streetscape. Philosophical aesthetics, however, has tended to overlook everyday technologies as a topic, often due to unquestioned ideas of how a city should ideally look and feel. Thus, a more realistic approach to contemporary cities is needed, in which the deep-seated role of technologies is recognized and the experiences related to their entangled uses become acknowledged. This paper brings together recent developments in urban aesthetics with some of the core ideas of postphenomenological approaches to new urban technologies.
Improved Super-resolution Reconstruction of Infrared Images Based on Deep Back-projection Networks

Deep back-projection networks have excellent performance in the super-resolution reconstruction of visual images.This paper explores the application of deep back-projection networks to the super-resolution reconstruction of infrared images.In view of the characteristics of low infrared image contrast and low image quality, the following improvements were made in the framework of the deep back-projection network: adding a concatenation layer before the upsampling module, cascading the previous downsampling output and the original low-resolution preprocessed image as the input of the upsampling module.This was designed to improve the network's ability to obtain high-frequency information of the image and enhance the detail of the generated image.The experimental results proved that the proposed algorithm could create infrared super-resolution reconstructed images with richer details and improved visual effects.
A Multiple Representation Network with Adversarial Regularization for Automatic Modulation Recognition

In this paper, we proposed a multiple representation network with adversarial regularization (MRN_AR) for automatic modulation recognition. For multiple representation module, the MRN_AR can extract features with different scales to improve recognition accuracy by utilizing convolutional neural networks. Moreover, the adversarial regularization was employed for improving generalization of the network. The adversarial regularization was conducted by virtual adversarial training, which can promote the robustness of the model for conditional label distribution by local disturbance. Experiments on unmanned aerial vehicle communication signal datasets demonstrates the effectiveness of the proposed method.
Education Game based on Timor Local Wisdom as an Android-Based Mathematics Learning Media

The linkage of technology in the world of education today has developed rapidly. One of them is the development of mathematics learning media in the form of educational games. The purpose of this research is to develop an educational learning media game that is integrated into Timor local wisdom so that this media has its uniqueness to help students learn. Research on a fast educational game on mathematics based on an android smartphone was conducted at MTs Nurul Falah, Kefamenanu, NTT. The media was developed using software construct 2. The method used in this research is development research with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The results of the validity test based on material experts, media experts, and teachers indicate that educational games with the theme of local wisdom as android-based mathematics learning media were included in the category of very feasible to use with an average validation of 4.33 and very feasible criteria. At this stage, a limited trial using a questionnaire showed that game education received a positive response to the use of game education media with an average percentage of 98.93%. These results indicate that the process of learning mathematics using this media can motivate and facilitate student learning compared to the learning that has been done. During the pandemic, COVID-19 media can be used as online-based learning media because students can easily download the application then the teacher controls the process.
Pengembangan E-Modul Berbasis Kvisoft Flipbook Maker Perjuangan Para Pahlawan di Kelas IV Sekolah Dasar

Abstract: The purpose of this study is to determine the feasibility and practicality of the e-module based on the kvisoft flipbook maker for the struggles of heroes in grade IV elementary school. The research method used in research and the Research and Development (R&D) method, which is research used to create certain products, and testing the feasibility of these products using the ADDIE research stage. The results of research from material experts and design experts got a percentage of 80.5% and 84.5% in the feasible category, while the results of the assessment from prospective users (teachers) and student responses got a percentage of 95.7% and 90.5% in the category practical. Based on this percentage, the e-module based on the kvisoft flipbook maker, the struggle of heroes in grade IV elementary school, has met the appropriate criteria and is practically used as a learning resource in schools.
Integrating BERT and Score-based Feature Gates for Chinese Grammatical Error Diagnosis

This paper describes our proposed model for the Chinese Grammatical Error Diagnosis (CGED) task in NLPTEA2020. The goal of CGED is to use natural language processing techniques to automatically diagnose Chinese grammatical errors in sentences. To this end, we design and implement a CGED model named BERT with Score-feature Gates Error Diagnoser (BSGED), which is based on the BERT model, Bidirectional Long Short-Term Memory (BiLSTM) and conditional random field (CRF). In order to address the problem of losing partial-order relationships when embedding continuous feature items as with previous works, we propose a gating mechanism for integrating continuous feature items, which effectively retains the partial-order relationships between feature items. We perform LSTM processing on the encoding result of the BERT model, and further extract the sequence features. In the final test-set evaluation, we obtained the highest F1 score at the detection level and are among the top 3 F1 scores at the identification level.
Multimedia Technology to Stimulate Children's Literacy Ability: Study in Kindergarten in Sleman

Literacy ability helps children learn to read more easily and increase children's success at school.This study aims to describe the use of multimedia technology in literacy learning in kindergarten in Sleman, including (1) Lesson plan, (2) implementing the use of multimedia technology in children's literacy learning, and (3) assessment of children's literacy abilities stimulated using multimedia technology.This research is qualitative.Data collection uses observation, interviews, and document review techniques.The validity of the data is obtained through data triangulation.The data analysis technique was conducted using an interactive model.The results showed that: (1) Lesson plan is adapted to the national curriculum, scientific learning approaches, and learning center models, and integrated with the development of other aspects arranged in semester, weekly and daily programs.(2) Implementation of the use of multimedia technology in literacy learning is implemented in the foothold of learning centers with steps: (a) concentration of attention and focus, (b) orientation, (c) modeling, (d) stage of children's play, and (e) summary.(3) Assessment of children's literacy abilities stimulated using multimedia technology is carried out with observation techniques, the results of assignment work, and anecdotal notes, procedures carried out include recording child development, summarizing notes, and describing in the form of short sentences covering competencies in the national curriculum.
Tools for distance learning and e-learning in communities of students and teachers: composition, usage and preferences

Problem and purpose . The article describes the issue of using e-learning and distance learning tools in the communities of students and teachers. The urgency of solving this issue is determined by the need to develop the digital educational environment that can be more or less focused on e-learning and distance learning. The goals of the research were to identify the degree of demand for distance and e-learning tools in the communities of students and teachers, as well as to establish the features of using the proposed tools in the conditions of their joint use. Methodology. In the course of the research the activities of students and teachers of the educational portal of the Volgograd State Social and Pedagogical University in the acade- mic year 2019-2020 were studied. The analysis presented the records of the facts and intensity of using distance (personal correspondence, posting the messages in the public space, presenting the tasks to the teacher) and e-learning (publishing the documents, developing e-course pages, doing self-check training tasks) tools. Based on the research results, teachers and students preferences in using e-learning and distance learning tools were determined, as well as features of joint use of tools. Results. The research has shown that there is a wide range of tools aimed at implementing both distance and e-learning technologies in Internet communities. The tools are quite independent from each other, which allows to build different learning strategies, more or less focused on e-learning and distance learning. Distance learning tools are in greater demand in terms of coverage, but e-learning tools are used more intensively. There is a significant difference in the ways the tools are used by teachers and students. At the same time, a considerable number of users combine different learning strategies, acting both as a teacher and a student. Conclusion. The data obtained in the research allow better understanding of the processes associated with the implementation of teaching in the Internet communities. Understanding the nature of these processes, possible strategies and behaviour preferences of teachers and students in the digital educational environment can become a basis for further development and improvement of online educational tools, as well as pedagogical technologies that are the basis for implementing educational activities on the Internet.
Indonesian English Department Students Listening Difficulties and Listening Strategies

Listening Difficulties and Listening Strategies Perceived by EFL Learners . This study aimed at revealing listening difficulties and listening strategies perceived by Indonesian learners in English as a Foreign Language listening class. The data were collected from 6 EFL students who have studied at the English Department program in one of University in Indonesia. This research is qualitative research which used questionnaires, observation and a semi-structured interview with think-aloud protocol to gain the data. This research used a Second Language Listening Difficulties Questionnaire proposed by Anna Ching-Shyang Chang (2013) to complete the required data. The finding of the research showed that EFL Indonesian learners face difficulties related to internal and external factors. Moreover, in tackling the difficulties, the students apply listening strategies. Those listening strategies are including both cognitive and metacognitive.
Dynamic Occlusion Handling for Real Time Object Perception

An RGB-D based occlusion-handling camera position computation method for proper object perception has been designed and implemented. This proposal is an improved alternative to our previous optimisation-based approach where the contribution is twofold: this new method is geometric-based and it is also able to handle dynamic occlusions. This approach makes extensive use of a ray-projection model where a key aspect is that the solution space is defined within a sphere surface around the object. The method has been designed with a view to robotic applications and therefore provides robust and versatile features. Therefore, it does not require training nor prior knowledge of the scene, making it suitable for diverse applications and scenarios. Satisfactory results have been obtained with real time experiments.
DIGITAL TRANSFORMATION OF THE EDUCATIONAL PROCESS IN A PANDEMIC. WORK EXPERIENCE OF THE UFA BRANCH OF FSBEI HE «FINANCIAL UNIVERSITY UNDER THE GOVERNMENT OF THE RUSSIAN FEDERATION»

The article highlights the practice of using digital technologies in the educational process during the virus pandemic. The use of digital technologies in education is dictated by modernity and supported at the state level. Digitalization during the virus pandemic is a new social situation of "digital divide", "digital citizenship", "digital socialization". The most important changes in education during the pandemic are related to the transition to full digitalization of education. In this process, I fundamentally change the technology, structure of training and organization of the educational process. The use of new information and communication technologies is an initial condition for the further development of digital pedagogy. Organizationally, the active transition to digital education technologies is based on new educational standards, using a new competence approach. Universities began to effectively use a two-component information and educational environment, which combines the resources of international educational platforms with the content of their own developments, which contributes to the development of their own information technologies. Introduction of a modern digital educational base of the educational process-information and educational environment (IOS). The introduction of digital educational technologies in the higher education system will make changes in the qualification requirements for the teaching staff. Teachers began to use digital technologies to ensure their work. Changes in education related to the pandemic have led to profound changes in the labour market. This is a reason for further reorganization of the educational process. Electronic library systems of all universities of the world, as well as teaching materials of teachers, have become available to all students. Such actions have led to a serious restructuring of the educational process, changing the role of the teacher, who in the future will not explain this or that material, but will help to find the location of this material and understand it.
BLOCKCHAIN AS AN E-VOTING TOOL

Blockchain as a distributed system that confirms security and reliability have started a new era of a solid and consensus system.Blockchains focus on cryptocurrency is encouraging many other processes to follow the same reliable approach of security.Almost all procedures and operations are now invited to be electronically performed in the digital Ethereum network that has been presented. Moreover, this study proposed the use of an Ethereum network on a blockchain platform in the study when it was moved to a blockchain network to confirm transparency.An E-voting system sample has been tested by using an Ethereum network smart contracts inwhich solidity language and wallets were used. In the voting test, the Ethereum blockchain will be able to collect records in which voters can use their Ethereum wallets or android devices to submit their votes in a consensus node.The researchers studied the voting system taking Jordan as a case study.This study recommended the adaptation of e-voting to support transparency and voters trust to reduce corruption and unreliability in the voting processes. Moreover, the use of this system will allow a voter to vote from home in the time of the pandemic.
EDUCATION, INFORMATION ETHICS AND EMOTIONS DURING THE DEVELOPMENT OF THE DIGITAL ECONOMY

The article shows the problems of education during the development of the digital economy.Information ethics has a positive impact on the formation of the digital economy.In the context of total digitalization, the development of information ethics and the desire to achieve emotional balance will help to increase the stability of the personal potential of participants in the educational process.In pedagogical activity, emphasis should be placed on the emotional potential of teachers and students for solving pedagogical problems.A promising direction in education is the use of neuromarketing technologies.
Development of Robot Journalism Application: Tweets of News Content in the Turkish Language Shared by a Bot

Today, news texts can be created automatically and presented to readers without human participation through technologies and methods such as big data, deep learning, and natural language generation. With this research, we have developed an application that can contribute to the literature regarding The Studies on Robot Journalism Applications with a technology-reductionist perspective. Robot journalism application named Robottan Al Haberi (the English equivalent of the application name is “get the news from the robot”) produces news text by placing weather, exchange rates, and earthquake data in certain templates. The news texts, which are produced by placing the data in appropriate spaces on the template and with a maximum length of 280 characters, are automatically shared via the Twitter account @robottanalhaber. The weather information is shared once a day, the exchange rate information is shared three times a day, and the earthquake information is shared instantly. Here, we aim to produce automatic and short news by using the available structured data by placing them in specific news templates suggesting different options or a combination of them for different situations.