Reviewerly/exHarmony huggingface dataset:
FOSTERING TEACHERS’ CREATIVITY THROUGH THE CREATION OF EDUCATIONAL INTERDISCIPLINARY GAMES

The paper presents the creative training process of university students – future teachers in 3th and 4th grade. The main aim is promoting creativity for all students by creating educational multidisciplinary games. The creative enterprise in higher education encounters many barriers and some teachers feel inhibited by the environment in which they work. But there are also a significant number of teachers who are committed to helping students develop and demonstrate their creativity.Creativity: Creativity and being creative involves doing things like: thinking in particular ways; behaving in particular ways; making new things; changing; authenticity.Interdisciplinary:Interdisciplinary education involve the use and integration of methods and analytical frameworks from more than one academic discipline to examine a theme, issue, question or topic. The role of the teacher in the educational processThe role of the teacher is to:• Explain to students the nature of interdisciplinary.• Motivate students and to continue the training process with constructing and developing declarative, procedural and strategic knowledge and specific skills for creating of the interdisciplinary educational games.• Help the students to determine the subject, objectives, activities, expected results, the appropriate reference, links, and target audience;• Help the students to design the educational game - planning, accessing, transforming and translating information into knowledge, evaluating the knowledge base, revising the knowledge base;• Encourage students to discuss their ideas and forming and presenting the results, etc.Activities for acquisition of key competences associated with interdisciplinary linksKey competences:• Competences in the field of Bulgarian language• Communication skills in foreign languages• Mathematical competence and basic competences in science and technology• Digital competenceExpected results from students-future teachers: • Creating educational interdisciplinary game that will be useful in their future professional work.• Presenting and assessing the educational interdisciplinary game Assessment criteria• Originality: How original or creative are the educational games• Critical thinking: How well learners convert the ideas into the final product• Interdisciplinary: The level of interdisciplinary• Presentation: How students present the product• Cohesion of game: How consistent are the digital materials used with the message to be conveyed.• Team work: How successful the team work together to produce the application? Did everyone perform their specific functions?
THE IMPACT OF TECHNOLOGY IN THE 21ST CENTURY LEARNING ENVIRONMENT

With the fast paced technology growth occurring in today’s society, it is hard for schools to keep up with the latest technology. With the increasing use of technology in today’s world, questions are being raised as to how technology within the learning environments is affecting students. Studies are continuously shifting between whether or not technology is benefiting students or hindering them. These researchers wanted to understand how students use technology in learning, where it is useful to them, and how it can hinder their learning. These researchers used mixed method research approach. The qualitative research included review of published research on this topic, case studies, observations, and interviews to obtain the data. Their review of published literature on this topic indicated that technology in schools, while necessary for some learning, is not always necessary for all instruction. Based on these literature reviews, these researchers hypothesized that a classroom solely dependent on technology will not be as effective as a classroom that uses technology to supplement learning. To test their hypothesis, these researchers observed a local high school to understand how students use technology in their classroom. They also surveyed the high school students to understand the most effective way to incorporate technology into their classrooms. They also interviewed these students and observed their activities and behaviors in their classrooms. This research team’s findings suggested that some schools don’t implement technology as much as they should, while some schools overuse it. The use of technology use is also dependent on different demographics and age groups and various other factors. In this paper, the researchers will share their research methods and findings in detail. The results of this study inform how students viewed and reacted to the amount of technology in their classroom setting.
Image Denoising Using Spatial and Frequency Domain Filters: A Tool for Image Quality Enhancement

Image denoising plays a vital role in image analysis. Image denoising helps in removing noise in the image by which the quality of the image is improved. Image denoising is mainly used in photographic images for enhancing the quality, medical image analysis where inbuilt noises are present due to images obtained from various imaging modalities. These noises should be removed to get a better understanding of medical images to detect tumor, cancer, and other diseases. Denoising helps in improving the image fidelity in satellite images. This work focuses on performing image denoising by various spatial and frequency domain filters on photographic images to enhance the image quality. The comparative analysis of all these filters is analyzed based on quality metrics like peak signal-to-noise ratio (PSN)R and mean square error (MSE).
COOPERATIVE LEARNING IN COMPUTER SCIENCE EDUCATION

The article deals with the possibilities of using cooperative learning in computer science education. Cooperative learning is one of the communicative approaches, which uses work in small groups with an emphasis on positive interdependence and responsibility of the group and the individual, joint leadership and feedback in the group. In cooperative situations, higher productivity is usually recorded than when people work independently. The ability to cooperate is considered a key competence even in practical life. For these reasons, cooperative learning is a suitable modern pedagogical approach, but it is less used in schools than would be appropriate. Often frontal teaching or group teaching still prevails.The article describes the results and experience of case studies that were carried out in computer science education at secondary schools. Pupils in small groups carried out activities in the class where they had to work together to solve problems. Activities were focused on document creation, use of cloud services, information discovery, paired programming. The results show that with the right use of cooperative approaches, pupils are usually more motivated, more focused on solving tasks, and work results tend to be better than individuals.
DEVELOPING LEXICAL COMPETENCE IN TECHNICAL UNIVERSITY STUDENTS THROUGH SCIENCE FICTION READING AS PART OF ESP CURRICULUM

E. Temnova, A. LazarevaMoscow State Institute of International Affairs MGIMO University (RUSSIAN FEDERATION)
Development of a wireless surface electromyography (sEMG) signal acquisition device for power-assisted wheelchair system

Muscle fatigue due to long-term of manual wheelchair propulsion is an issue faced by most of users. A power-assisted wheelchair developed to amplify propulsion force that activated by surface electromyography (sEMG). A sEMG detection wireless device to trigger the assistive system is an advantage to ease installation on user’s body and wheelchair which is developed in this study. A device that operated on Arduino Nano processor connected to 2 (two) Myoware sEMG sensors to record muscles electrical potential (EP), recognise the pattern and activate DC motors wirelessly connected through radio frequency. Data monitoring on personal computer and smart phone associated with Bluetooth to store and ease observation on recorded information. Tested on 1 healthy participant by propelling a manual wheelchair on tiled floor. Developed device’s performance tested and the result are average sampling rate (33.55 ms) and average reading latency was just 12.38 ms. Compared to wired device, sampling rate is faster by % and reading latency slower by 1.04 %. Result demonstrate that developed wireless device would improve in speed in signal reading and enhancement on reading latency is needed to provide a reliable device for power-assisted system in the future.
Do Deep Minds Think Alike? Selective Adversarial Attacks for Fine-Grained Manipulation of Multiple Deep Neural Networks

Recent works have demonstrated the existence of {\it adversarial examples} targeting a single machine learning system. In this paper we ask a simple but fundamental question of "selective fooling": given {\it multiple} machine learning systems assigned to solve the same classification problem and taking the same input signal, is it possible to construct a perturbation to the input signal that manipulates the outputs of these {\it multiple} machine learning systems {\it simultaneously} in arbitrary pre-defined ways? For example, is it possible to selectively fool a set of "enemy" machine learning systems but does not fool the other "friend" machine learning systems? The answer to this question depends on the extent to which these different machine learning systems "think alike". We formulate the problem of "selective fooling" as a novel optimization problem, and report on a series of experiments on the MNIST dataset. Our preliminary findings from these experiments show that it is in fact very easy to selectively manipulate multiple MNIST classifiers simultaneously, even when the classifiers are identical in their architectures, training algorithms and training datasets except for random initialization during training. This suggests that two nominally equivalent machine learning systems do not in fact "think alike" at all, and opens the possibility for many novel applications and deeper understandings of the working principles of deep neural networks.
VIRTUAL REALITY (VR) IN MUSEUM EDUCATION: A SYSTEMATIC LITERATURE REVIEW

Current research has demonstrated that museums use modern technologies in their education programs, which aim at creating participative and interactive learning environments as a complement to the formal education path set in schools and universities. These technologies are mainly visual technologies that centralize the image or the object in the communication together with interactive technologies, which ask visitors to act and/or choose. Virtual Reality (VR) is one popular type of the technologies used to achieve positive change in learning experience. VR and museums come together in multiple ways. The most common way is the concept of the virtual museum. A virtual museum can take various forms, depending on the manner in which the technology is applied and used. As the field of museum education with the use of VR is ever maturing, this paper attempts to systematically review the literature relevant to this topic. Three researchers collaborated to apply a qualitative method, coding and synthesizing the results using multiple criteria. Their main objective was to study the impact of Virtual Reality in museum education by detecting and discussing research trends and gaps. The research, which was conducted between September and November 2019, used Google Scholar and ProQuest data bases. The reviewed papers were selected with prior chosen keywords: Virtual Reality, Museum and Education. The keywords were combined while operating the Boolean operator “AND”. The selected papers were published in peer-reviewed journals, in English, between 2012 and 2019. The selection process consisted of four phases: identification round, first round of exclusion, second round of exclusion, and final inclusion round. This process was carried out separately for each database. The identified articles were collected in a shared RefWorks project.Following the objective of the research, three main groups of articles were found. First, articles that focused on VR technologies in museum education were identified. More specifically, it was found that the majority of the studies of this group analyzed the different types of virtual reality systems or designs in museum education and the applications of virtual reality technologies in museum education. The second group of articles was related to the functionality or adoption of virtual museums, with a focus either on the educational functions of virtual museums, or on individuals’ learning experience in a virtual museum. The third group of articles was related to the theories of virtual museums. Moreover, the authors also reflected on the user groups and the research methodologies of the selected articles. As a final step, the authors consolidated evidence for the benefit of academics and practitioners in the field of museum education interested in the efficient use of VR to promote active learning. Such evidence also provided potential options and pathways for future research.
Stochastic Flows and Geometric Optimization on the Orthogonal Group

We present a new class of stochastic, geometrically-driven optimization algorithms on the orthogonal group $O(d)$ and naturally reductive homogeneous manifolds obtained from the action of the rotation group $SO(d)$. We theoretically and experimentally demonstrate that our methods can be applied in various fields of machine learning including deep, convolutional and recurrent neural networks, reinforcement learning, normalizing flows and metric learning. We show an intriguing connection between efficient stochastic optimization on the orthogonal group and graph theory (e.g. matching problem, partition functions over graphs, graph-coloring). We leverage the theory of Lie groups and provide theoretical results for the designed class of algorithms. We demonstrate broad applicability of our methods by showing strong performance on the seemingly unrelated tasks of learning world models to obtain stable policies for the most difficult $\mathrm{Humanoid}$ agent from $\mathrm{OpenAI}$ $\mathrm{Gym}$ and improving convolutional neural networks.
DESIGNING THE STRUCTURE OF THE DISCIPLINE IN THE EDUCATIONAL ENVIRONMENT

The article discusses an example of the development of the discipline structure in&#x0D; the information and educational environment on the learning management system (LMS) Moodle. The&#x0D; possibilities of using modules and plugins of the system to achieve the effectiveness of training and&#x0D; implementation of the work program of the discipline are considered.
EMPLOYING E-LEARNING FOR TEACHING AND LEARNING ESTONIAN

This study aims to investigate the advantages and disadvantages of Internet-based language learning and focuses on computer-assisted learning of the Estonian language. Estonian is a less commonly taught language, belonging to the Finno-Ugric language family.The inspiration for this presentation came from analysing the on-line courses of Estonian, concentrating mainly on the experience of the teachers and the feedback given by students of the teacher-assisted Estonian courses for advanced learners. These courses help the students to develop different skills and to get acquainted with the vocabulary and the grammatical structure of the Estonian language. The courses’ activities are structured around access to online resources and communication via social media (Skype). The courses are available in the University of Tartu learning environment Moodle.This presentation will offer a broader analysis of Internet-based language learning, considering both the advantages and disadvantages of this learning method. The special linguistic characteristics of Estonian that make its learning and teaching via Internet different from the teaching and learning of other languages will also be discussed.To gain information about students’ opinions about the most difficult aspects of the Estonian language and the attitude of the students towards the computer-assisted Estonian learning, data was collected via a questionnaire survey. The students of Estonian courses also evaluated the content and structure of the course materials.
USE OF NEW TOOLS FOR BETTER QUALITY TEACHING OF CALCULUS AND ALGEBRA

One of the main challenges in adapting existing curricula to the European Higher Education Area is to reduce the number of credits allocated to each subject. This decline is counterbalanced by the fact that former credits were calculated solely taking into account the personal interaction between teacher and student, while the new credit concept in the European credit system encompasses not only this aspect but also the time a student has to spend separately to acquire competencies related to subject.In a university environment, formative assessment becomes a necessity. It is necessary to help students by providing feedback on their work. Traditional methods usually rely on student and teacher meetings and are very time consuming. Automatic distance assessment opens up a promising field that helps educators help their students more intensively without increasing the workload. In addition, this type of evaluation can also be used as an evaluation tool.Many higher education institutions use virtual campuses not only for distance learning students, but also to improve their learning experience in the field of contemporary education. Calculus and linear algebra are very important in the study of mathematics. They are also very difficult for students. Therefore, we gradually created groups of practical and theoretical tasks for the students to gain the correct knowledge of the ways of solving tasks and general mathematical procedures. All these tasks were created in Mathematica ©. It is a program used for symbolic calculations, but also for real mathematical calculations. It also provides a high quality environment for programming the above tasks.The whole process is constantly evaluated based on feedback from students, but also from teachers. Based on several years of realization, it is clear that the knowledge of students is gradually improving both in quantitative and qualitative terms.
MEDIATED TRANSFER FROM BLOCKS TO TEXT-BASED PROGRAMMING

D. Krpan, S. Mladenović, G. Zaharija, M. Aglić ČuvićUniversity of Split, Faculty of Science (CROATIA)
TOWARD A THEORY OF LINGUISTIC ADAPTATION: RESEARCH ON UNDERGRADUATES’ CURRENT SITUATION ON SECOND LANGUAGE WRITING IN IELTS

EFL learning has always been a hot research field in Second Language Acquisition. As an international assessment test of English language proficiency for non-native English learners, IELTS has become one of the most renowned testing systems among Chinese candidates and acts as a standard to apply for a master degree. Nevertheless, current research concerning IELTS still remains in a relatively low level. Although Linguistic Adaptation Theory belongs to pragmatics, its content and structure can be functioned as guidance for the improvement of students’ academic writing. This essay attempts to apply Linguistic Adaptation Theory into IELTS writing, thus it is of great cross-disciplinary significance.The design of his research is a mixed method one, involving a combination of quantitative and qualitative questionnaire-based approaches. A total of 185 questionnaires are collected then SPSS 20.0 is used to further explain the statistical results and text analysis of typical errors in IELTS writing with different scores is made in order to find the place where the content of writing does not conform to Adaptation Theory.According to the results of the survey, a vast majority of undergraduates feel anxious about IELTS writing. Students in different score groups tend to behave significantly different and those with higher IELTS writing scores show better performance on adapting to all aspects of IELTS writing including task response, coherence & cohesion, lexical resources and grammar. Besides, the common weakness of all participants lies in task response, with an overwhelming majority bothered by presenting and extending arguments. In addition, it is not negligible that transfer of the native language (mostly negative transfer) plays a significant role in students’ writing, since they tend to think in Chinese in the mind then translating words and sentences into English. At last, some useful pedagogical suggestions are put forward for the enhancement under Adaptation Theory.
Practical Teaching of Business English Specialty Base on the Ternary Crossing Theory Perspective in the Context of Big Data

With the rapid development of social economy, the internationalization of education has created some difficult challenges. One of them is that college students majoring in business English who are studying hard for college degrees lack English proficiency, and a ternary crossing theory model for "Business English" has been gradually formed. In this study, the effectiveness of post-entry language assessment (PELA) was used as a predictor for examining the international business English writing and academic performance. The results show that PELA can be used to predict the students' English writing and academic performance and other English skills properly. Contextualized English writing workshop is a worthwhile intervention approach, which can help students improve not only their English writing skills but also their overall academic performance.
THE PORTRAYAL OF RACIAL DISCRIMINATION REFLECTED BY THE AIBILEEN AND SKEETER IN KATHRYN STOCKETT'S THE HELP

This study analyzed about racial discrimination topic reflected in The Help novel by Kathryn Stockett from Aibileen and Skeeter characters. In the past era, black people are the worst. They do not have rights like as white get. The purpose of this study was to show how the racial discrimination happens in Aibileen and her friend as a black help in the white people house. There are some data from the novel to be analyzed with this topic. They are monologues, dialogues, and narration. Those data use descriptive qualitative technique as the method of analyzing. Collecting the data has some steps, the first is reading the novel, indentifying the data, and the last classifying the data. This study shows that black people are the worst at that time, there were no one who can help the condition. Racial discrimination is the topic which portrayed by Aibileen and Skeeter character from The Help novel by Kathryn Stockett. In the pas era, black people have lot of limitation for their rights. As the result, they only can be a help as their profession for the black women. Aibileen is a black help in the white people house. She gets lot of racial discrimination in that house by her boss. In the other hand, there is Miss Skeeter. She is white people who want to help black people. She wants to change something. In the end of this study, Miss Skeeter can decrease racial discrimination that happen at that time through her book. In addition, she gets lot of bad treatment from her white friend because of her defends to black people. Keywords: Race, Discrimination, Black and white people.
NETWORK ANALYSIS OF ATTITUDES TOWARDS STATISTICS: THE CANADA AND SPAIN CASES

A.M. Ruiz-Ruano García1, A. Miles2, F. Marmolejo-Ramos3, F. Gabriel3, J. López Puga1 1UCAM Universidad Católica de Murcia (SPAIN) 2University of Toronto Mississauga (CANADA) 3University of South Australia (AUSTRALIA)
HOW TO MANAGE ONLINE PROCTORED EXAMS AT EUROPEAN UNIVERSITIES? BACKGROUND KNOWLEDGE AND PRACTICAL EXPERIENCES ON THE USE OF ONLINE PROCTORED EXAMS IN EUROPE

Information about the paper titled "HOW TO MANAGE ONLINE PROCTORED EXAMS AT EUROPEAN UNIVERSITIES? BACKGROUND KNOWLEDGE AND PRACTICAL EXPERIENCES ON THE USE OF ONLINE PROCTORED EXAMS IN EUROPE" at IATED Digital Library
LibGuides: Remote Library Services: Student Hosted Zoom

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