Reviewerly/exHarmony huggingface dataset:
English teaching method training to improve the competency of kindergarten teachers

The English Teaching Methods training program as a Community Service activity was carried out at one of the kindergarten schools, in Malang city. This training aims to improve the professionalism of kindergarten Teachers in teaching English materials. This activity consists of several stages namely preliminary study, material preparation, onsite training, and evaluation. The preliminary study, which involved discussion with presenters and school principals, was conducted to identify problems and assess teachers' needs. During the training process, teachers are equipped with theoretical frameworks, methodological examples, and English teaching materials specifically tailored for the effective instruction of young learners. Subsequently, the educators were allocated a period for discussion, during which they engaged in the development of inventive approaches and media. These outputs were subsequently delivered on the next day. The training instructors also offered feedback for every new method and media creation that was presented by the teachers. Upon the end of the training program, the participants offered testimonials and suggested ideas pertaining to the training. In addition, the lecturers offered instructional objects that can be utilized when teaching English in kindergarten.
Enhancing data accuracy with design of a web-based citizen data management application for neighborhood/residential unit

Citizen data is critical in making appropriate decisions by neighborhoods/residential units (RT/RW) and sub-districts. Therefore, citizen data must have a high level of validity. In Tiban Lama Sub-district, Batam City, at the RT/RW level, citizen data management is still done manually, so problems often occur such as inaccurate data, delays in updating data, limited data access, difficulties in analysis, and difficulties in data coordination, decision-making errors in determining social assistance recipients, and obstacles in data management at Integrated Service Centers (Posyandu). To overcome this problem, a web-based citizen data management application is needed, where residents can upload the required data through the application by attaching supporting documents and the data will be verified by the RT/RW. This application can help villages and RT/RW manage citizen data and make the right decisions for their citizens. Based on the implementation of the activity, a positive response was obtained from the Head of Tiban Lama Village and the RT/RW level of Tiban Lama regarding the use of web-based applications.
The Role of Artificial Intelligence in Education Informatisation: Prospects and Challenges

The purpose of the article is to conduct a comprehensive study of the role of artificial intelligence in the process of education informatisation and to identify the prospects and challenges associated with the introduction of these technologies into the educational process. Research methods. In order to effectively achieve the purpose of the study, the methods of analysis and synthesis, generalisation of theoretical data, observation, and a systematic approach were used. All of this made it possible to analyze and identify the features of the digitalization of education using artificial intelligence. The scientific novelty lies in a detailed analysis of the role of artificial intelligence in the process of education informatisation with a focus on the prospects and challenges associated with the introduction of these technologies into the educational process. The current state of education informatization is analyzed, key aspects of artificial intelligence are considered, the possibilities and limitations of its use in education are highlighted, and specific recommendations are given to educational institutions for the successful implementation of these technologies. Conclusions. Thus, the current state of education informatization reflects the great need for new approaches to learning and adaptation to the requirements of the digital society. Information technologies are changing the educational process, making it more accessible and efficient. The analysis shows that artificial intelligence can play an important role in achieving these goals. It provides opportunities for adaptive and personalised learning, automated assessment and reporting, as well as the development of recommendation systems and the use of virtual assistants in the educational process. However, along with the benefits of using artificial intelligence in education come challenges. Ethical issues, data privacy, training, and technical limitations are serious issues that need to be addressed and resolved. Despite these challenges, we believe that artificial intelligence has great potential to transform education. It can help create more innovative and accessible learning for all. That is why we recommend that educational institutions carefully develop strategies for implementing artificial intelligence, taking into account ethical and legal issues, and focusing on training qualified specialists in this field. Further research in this area can help develop best practices for using AI in the educational process and ensure access to quality education for all.
Visual Effects in the Creation of Game-based Learning Content: Impact on Perception and Motivation in Learning

The purpose of the article is to study the use of visual effects in the creation of game-based learning content and their role in improving the quality of the learning process. The research methods include analysis of scientific and educational sources, analysis of examples of successful use of visual effects in educational games, comparative analysis of the effectiveness of different types of visual effects, their interaction with the educational process, and identification of potential advantages or limitations in the use of these effects to improve the learning process. The scientific novelty lies in the analysis of the effectiveness and capabilities of visual effects that can significantly increase the interest and effectiveness of learning. Conclusions. The use of visual effects in the creation of game-based learning content and their impact on the learning process, as well as specific examples of the successful use of visual effects in educational games, are considered. The impact of these effects on learning and their role in improving the quality of the learning process is investigated. Creating visual effects for game-based learning content is a key element for enhancing learning and helps to increase the interest and engagement of students and learners. The use of visuals, animations, three-dimensional models, and other graphical elements helps to enhance understanding and memorization of complex concepts, especially when dealing with abstract or complex topics. The process of creating visual effects for game-based learning content includes planning, modelling, texturing, animation, and understanding the target audience. Planning visual effects requires a clear definition of the goals and scope of implementation, as well as structuring the effects to maximize the effectiveness and receptivity of the material. Potential directions for further research in this area have been identified to develop innovations in curricula and optimize and adapt these effects to different types of learning, in particular in the development of specialized tools for creating visual effects that would enable educators and developers to create high-quality educational content without specialized skills in graphic design. And also, the introduction of innovative technologies, including the use of virtual reality and augmented reality to create immersive learning environments.
Leveraging VR/AR/MR/XR Technologies to Improve Cybersecurity Education, Training, and Operations

The United States faces persistent threats conducting malicious cyber campaigns that threaten critical infrastructure, companies and their intellectual property, and the privacy of its citizens. Additionally, there are millions of unfilled cybersecurity positions, and the cybersecurity skills gap continues to widen. Most companies believe that this problem has not improved and nearly 44% believe it has gotten worse over the past 10 years. Threat actors are continuing to evolve their tactics, techniques, and procedures for conducting attacks on public and private targets. Education institutions and companies must adopt emerging technologies to develop security professionals and to increase cybersecurity awareness holistically. Leveraging Virtual/ Augmented/Mixed/Extended Reality technologies for education, training, and awareness can augment traditional learning methodologies and improve the nation’s cybersecurity posture. This paper reviews previous research to identify how distance and remote education are conducted generally, and how Virtual/Augmented/Extended/Mixed reality technologies are used to conduct cybersecurity awareness training, cybersecurity training, and conduct operations. Finally, barriers to adopting these technologies will be discussed. Understanding how these technologies can be developed and implemented provides one potential way of overcoming the cybersecurity workforce gap and increasing the competencies and capabilities of cybersecurity professionals.
Integrating NIST and ISO Cybersecurity Audit and Risk Assessment Frameworks into Cameroonian Law

This paper reviews cybersecurity laws and regulations in Cameroon, focusing on cybersecurity and information security audits and risk assessments. The importance of cybersecurity risk assessment and the implementation of security controls to cure deficiencies noted during risk assessments or audits is a critical step in developing cybersecurity resilience. Cameroon's cybersecurity legal framework provides for audits but does not explicitly enumerate controls. Consequently, integrating relevant controls from the NIST frameworks and ISO Standards can improve the cybersecurity posture in Cameroon while waiting for a comprehensive revision of the legal framework. NIST and ISO are internationally recognized as best practices in information security systems and cybersecurity risk management. This paper highlights the lack of specific international law provisions addressing cybersecurity audits and risk assessments. Overall, the paper highlights the importance of continuous risk assessment and monitoring, implementation of security controls, and compliance with organizational policies, relevant laws and regulations to ensure the adequate protection of information systems. Finally, the paper underscores the importance of improving Cameroon's cybersecurity regulations by integrating provisions from NIST and ISO.
Leading K-12 Community Responsiveness to Cyber Threats via Education of School Community

Cyber threats have escalated in recent years. Many of these threats have been direct and vicious attacks on K-12 systems. Educators are rarely trained on how to address cyber threats from a systemic and educational perspective when such challenges arise in their school buildings. This article explains the cyber threats that are looming large for K-12 systems and provides concrete tools for school leaders to employ in order to provide preventive education to their school communities.
COMET: A ML-Based Tool for Evaluating the Effectiveness of Software Design Communication

Communication is one of the most demanding activities in software development. The effectiveness of communication can be measured by analyzing three interpersonal communication dimensions: Active Discussion, Creative Conflict, and Conversation Management. Previous work relied on manually labeling the communication dimensions to analyze the effectiveness of software design discussions, a process that is time-consuming and not applicable to real-time use. In this study, natural language processing and supervised machine learning are used to create COMET, a tool for automatic classification and assessment of the effectiveness of interpersonal communication during software design meetings. To determine the optimal classification approach, nine different classifiers are examined. The classifier model that performed the best is Random Forest which managed to achieve 93.66% accuracy, 93.76% precision, and 93.63% recall when trained and tested with a stratified 10-fold cross-validation technique.
Research on Intelligent Analysis and Judgment of English Word Part of Speech Based on Improved GLR Algorithm

As an international language, English is very important in daily life and study. With economic globalization and technological progress, more and more people should learn English well in order to master the advanced technology of developed countries. The implementation of this intelligent error correction system significantly improves the learning outcomes for students. By focusing on college English essays, this approach not only highlights common mistakes students tend to make but also provides insights on how to rectify them effectively. For instance, word spelling errors, which may sometimes go unnoticed by traditional methods, can be efficiently detected and corrected using the intelligent system based on the GLR algorithm. Similarly, grammatical errors, which can compromise the integrity of an essay, are diligently identified and rectified, ensuring that students present their best work. Additionally, the intelligent system ensures a standardized approach to error correction. Unlike manual correction, where personal biases and preferences might influence the outcome, the intelligent system guarantees uniformity in its approach. This ensures that every student’s work is evaluated on the same criteria, making the assessment process fairer. Furthermore, as the GLR algorithm’s database grows and evolves with time, it becomes increasingly adept at recognizing a wider array of errors, including those that are uncommon or nuanced. Such continuous learning and improvement ensure that the system remains relevant and effective over time, adapting to the changing dynamics of the English language and its usage patterns. In the realm of language learning, especially for non-native speakers, this system acts as a powerful tool. By providing real-time feedback and insights, students can immediately rectify their mistakes, which, in turn, accelerates the learning process. The immediate feedback loop instills confidence in learners, encouraging them to engage more with the language, practice regularly, and ultimately achieve fluency faster.
Towards Real-time Co-speech Gesture Generation in Online Interaction in Social XR

Extended Reality (XR) has a potential to allow social interaction for people that are distant from one another, in educational, clinical or co-working applications, as well as for scientific studies. However, a full-blown embodied social presence and interaction via avatars in XR requires motion tracking hardware that many users do not have. At the same time, modern machine learning approaches enable the synthesis of natural and life-like nonverbal behavior, but only in offline settings and with considerable lag. We evaluate the applicability of current gesture generation systems for online interaction in social XR. We define a set of requirements for real-time-capable gesture generation and propose an approach to employ a state-of-the-art model in a real-time XR interaction pipeline. To test the model under conditions of online interaction, we divide an input audio stream into chunks of different lengths and stitch the resulting gesture animations together to form continuous motion. We evaluate the quality of the resulting multimodal avatar behavior in a user study. Our results show a significant trade-off between real-time generation capabilities and gesture quality. Suggestions for future improvement to retain model performance during online interaction in Social XR are made. A project page with videos of the generated gestures is available at https://nkrome.github.io/CAGE.html.
MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games

In this paper, we present a Q-learning-based multi-agent system designed for Dynamic Difficulty Adjustment (DDA) in a 3D fighting game. Our primary goal is to enhance the player’s gaming experience through dynamic game difficulty adjustments based on their performance. We leverage the Unity game development platform and the ML-Agents framework to implement the Q-learning algorithm, training intelligent agents to adapt the game’s difficulty. Our findings underscore the efficacy of Q-learning and multi-agent systems in improving DDA for video games. In the conclusion section, we discuss potential implications and future directions for our research.
Тандем-технології як інноваційні технології навчання іноземних мов

The article explores the features of tandem technology as an innovative method for teaching foreign languages. One of the primary objectives of foreign language education is to develop communicative competence in the younger generation, achieved through the development of all aspects of language skills, such as reading, speaking, writing, and listening. One of the important innovative technologies that greatly contributes to its development and stimulates students' self-education is tandem technology. Therefore, the purpose of the article is to highlight the current issues related to the implementation of this modern educational technology, namely tandem technology, in the process of learning foreign languages. It is emphasized that the focus on tandem technology today is associated with the rapid development of information and communication technologies, which enable virtual communication in a foreign language at any time and place, making the learning of foreign languages easy, natural, and engaging. The article outlines the specific characteristics of tandem technology in language teaching and identifies three basic principles of its use: no mixing of languages, mutual learning, and learner autonomy. Additionally, didactic principles of tandem technology related to distance education are highlighted, including the principle of comprehensive use of multimedia tools, interactivity, non-linearity, information capacity, and humanization of learning through ICT application. The article points out that the process of tandem communication involves five stages, starting from the search for potential participants for organizing tandem learning to actual communication when the opportunity arises. Taking into account the methodology and specifics of foreign language teaching, the key advantages and disadvantages of applying tandem technology in foreign language education are noted. It is acknowledged that the implementation of tandem technology in the process of learning foreign languages significantly diversifies the learning process and improves its effectiveness.
Етапи дослідження розвитку іншомовної готовності майбутніх інженерів-програмістів

The article deals with the stages of the future IT-engineers’ formation of foreign language readiness while providing person oriented teaching by application of multi-level approach. The research consisted of the initial stage: statement of its purpose and tasks, preparation of the basic means, modification of the subject programme, conducting of the ascertaining experiment; formation stage: implementation of the multi-level approach, conducting of the fomation experiment and analytical stage: analysis of the results, processing of the psychological data, correction of the teachning methods, summerizing. The formation of the future IT-engineers’ readiness to use a foreign language in their professional activity implied providing ascertaining and formation experiments. Ascertaining experiment enabled analysis of the available situation on the students’ readniess at the beginning of their studying. Formation experiment displayed the data after implementation of the person oriented teaching a foreign language. 427 students majoring in Information technologies participated in the experiment, they represented four higher education establishments. Observation, discussion, anonymous survey, tests were among the used methods. To process the results of the final test we made the indicators criteria for answering the psychological and pedagogical part which correlated with the three level division. The obtained results of the psychologial, pedagogical and foreign language indicators defined the increase in personal and academic aspects of the students’ activity, which proves efficiency of the proposed technology. The students’ constructive activity as well as the increase in their self-esteem contributed their positive attitude to the use of this technology.
On some characterizations of generalized quasi-cyclic codes over $ \mathbb{Z}_q $

Quasi-cyclic (QC) codes are a natural and remarkable generalization of cyclic codes. QC codes are further generalized into what are known as generalized quasi-cyclic (GQC) codes. In this paper we study GQC codes of index $ 2 $ over $ \mathbb{Z}_q $, where $ q = p^m $ is a prime power, by considering them as a special case of mixed alphabet codes. Following some recent works on codes over mixed alphabets, GQC codes of index $ 2 $ over $ \mathbb{Z}_q $ can be seen as $ \mathbb{Z}_q $-double cyclic codes. Such codes can be viewed as $ \mathbb{Z}_q[x] $-submodules of $ \mathbb{Z}_q[x]/(x^r-1)\times \mathbb{Z}_q[x]/(x^s-1) $. We determine explicitly the generator polynomials of this family of codes for two separate cases $ (r,q) = 1,(s,q) = 1 $ and $ (r,q)\neq1,(s,q)\neq1 $, and have given different characterizations of these codes. We have also obtained a minimal generating set for these codes. A new Gray map has been defined over $ \mathbb{Z}_q $ and some optimal $ p $-ary linear and nonlinear codes have been obtained through this Gray map.
Image Restoration: A Comparative Analysis of Image De noising Using Different Spatial Filtering Techniques

Acquired images for medical and other purposes can be affected by noise from both the equipment used in the capturing or the environment. This can have adverse effect on the information therein. Thus, the need to restore the image to its original state by removing the noise. To effectively remove such noise, pre knowledge of the type of noise model present is necessary. This work explores different noise removal filters by first introducing noise to an image and then applying different spatial domain filtering techniques to the image to get rid of the noise. Different evaluation techniques such as Peak to Signal Noise Ratio(PSNR) and Root Mean Square Error(RMSE) were adopted to determine how effective each filter is on a given image noise. Result showed that some filters are more effective on some noise models than others.