Reviewerly/exHarmony huggingface dataset:
Digital Competence in Educators Through Interaction with a Virtual Learning Environment

Digital technologies have had a huge impact on the modern information society, affecting how education is delivered. For this reason, different institutions have started to define frameworks for the assessment of digital competences. For that reason, the European Commission have created DigCompEdu, to assess digital competence in teachers. Since then, many studies have defined tools to determine the level of competence in educators by creating questionnaires. However, in this study, we want to focus on analyzing whether this level of competence can be inferred through the interaction teachers have with a virtual learning environment such as Moodle. The results presented in this study show that sufficient tools exist to determine a wide range of competence levels. However, the very nature of a virtual learning environment presents some drawbacks that need to be considered.
Mentoring in Educational Innovation: Systematization in the Experience of Teachers’ Educational Experimentation and Research

This paper aims to analyze the mentoring process carried out during the development of 70 educational innovation projects from Tecnológico de Monterrey, Mexico, financed by the Novus fund. This fund grants financial resources to professors of the institution to perform educational innovation and research projects. The projects analyzed included 243 collaborators impacting 247 courses and 5824 students. For this analysis, the author systematized the experience using instruments to record and follow up on the activities, identifying the primary needs of the participants in the process and the essential elements of mentoring. The results showed that the main requirements for mentees were the definition of the experimental procedure, review of experimentation progress, the presentation of evidence, and scientific writing at the end of the project. The essential elements for mentees were agreeing on times with the mentor and having someone knowledgeable in educational research and their accompaniment. The participants considered the mentoring process positive because they received support on methodologies, writing, and research in educational innovation and had follow-up and good communication. The results of this study can be helpful for universities, innovation managers, and teachers, where a mentor can accompany professors to become more involved in educational innovation and research.
Towards Sustainable Living: Undergraduate Training Course Using AWORLD App as an Educational Resource

Education for Sustainable Development (ESD) provides all-ages learners with the development of cognitive and non-cognitive skills needed to be responsible individuals for their communities and the world. The need for training options in ESD drives academia to offer feasible responses that help learners face critical circumstances like climate change. Thus, this paper focuses on providing a structured course in ESD for undergraduate students. This course integrates the AWorld mobile application as a core educational resource to support the learning process. Authors point out the need to integrate and take advantage of mobile technology to EDS and start initiatives addressed to youth until educational systems include it as a curriculum component.
The Usefulness of a Mobile App in a Visual Literacy Blended Learning Course for Educators

The Visual mobile app was designed and developed to support a 20-h blended learning visual literacy course that was intended for educators. This study explores whether integrating the Visual mobile app into teacher training was valuable for participants to enhance their visual literacy. It used an ex post facto research design. Teachers who used the app during the learning process were asked to fill out an anonymous questionnaire about app usefulness and usage when the course finished. The questionnaire has three sections and seven different types of questions: multiple-choice, Likert scale, dichotomous and open-ended. Researchers conducted a univariate analysis of survey data and used some graphics to describe the results. The qualitative analysis included coding to categorize the open-ended responses. Results indicate that the Visual mobile app was helpful to teachers during the blended learning process to support the development of visual literacy skills.
Piloting the Willingness to Use a Didactic Robot in Health Sciences Education on the Basis of the UTAUT Model

This paper presents a preliminary study focused on the factors that influence the willingness to use a robotic arm under development by students in health sciences. The main objective was to get a deeper knowledge of such factors so to determine the efforts needed to adapt the robotic interface as to provide a good user experience. Following the UTAUT theory, an online questionnaire was carried out using the Google Forms platform with participants from the University of Salamanca, with a total of 26 valid responses, of which 88.5% were female and almost half (46%) were occupational therapy students with mainly medium or high level of computer literacy. Results show that students seem confident on their capabilities to use the robotic tool, or at least they prioritise the expected benefits over the difficulties that its use may entail. On the other hand, using a robot that highly resembles a human may provoke rejection in its use.
Education Through Organizations with a Purpose in Social Networks

Nowadays, the objective of organizations which have a positive impact on society goes beyond economic benefits, as they pursue achieving global wellbeing. In this sense, education is a key tool to make real some of the business purposes of many organizations. In order to carry this out, organizations have to their availability a range of tools like social networks with brands can reach directly to their public, communicate, promote, chat or why not, educate them. Objective. The objective of this research is to approach the activity that some organizations spread through their social networks, generating knowledge and offering lessons to society through digital tools. Methodology. To investigate the use that selected companies make of their social networks as tools for the transmission of knowledge, content analysis has been monitored throughout a month of six brands selected under the criteria of experts according to their activity in this countryside. Results. All the organizations taken as a sample generate content linked to the dissemination of knowledge in various fields, which positively impact society. Conclusion. Organizations must establish valuable relationships with their audiences to prosper and become true social agents by generating content that enriches users.
Urban Exploration Game – An EPS@ISEP 2022 Project

Tourists nowadays tend to avoid tourist traps and are looking for engaging ways to explore cities in the limited time they have. Standard options to explore cities seldom offer a combination between efficiency and fun. Furthermore, a search for an exploration city app returns an unlimited supply of lookalike websites and apps, all claiming to be the best. This paper reports the development of QRioCity, an efficient and exciting way to explore cities, by the “Dragonics” student team. QRioCity offers users the option to sign up for a playful tour through the city of Porto using a public kiosk with an interactive touchscreen. There is no limit to the number of teams playing simultaneously nor there is need to provide personal data. The teams are led through the city using clues and are proposed assignments, like scanning QR codes, to earn points. At the end of the game, every team receives discount coupons for local shops or stores depending on their score, even when they play alone. This way QRioCity helps tourists enjoying the local city life while offering municipalities a chance to strengthen their local economy.
Digital Qualitative and Mixed Methods Research in the Transformation of Higher Education

The Covid-19 pandemic evidenced the need to carry out educational research with a vision of transformation. At the Autonomous Metropolitan University (UAM), a public higher education institution in Mexico, a group of professors used digital technologies to research and systematize their educational practice and that of their students and colleagues. This was relevant to identify effective educational practices and areas for improvement that could inform about the premises that must be considered to promote meaningful educational innovations within their local context. The concepts that guided this process were: change in educational practices [1] and systematization of experiences [2]. Thus, the objective of this text is to systematize the qualitative and mixed methods research processes carried out during the Covid-19 pandemic and how they informed the transformation of educational practices at UAM Cuajimalpa. Among the main results are the following: (a) The practice of qualitative and mixed research in digital environments allowed a deeper understanding of the teaching-learning process during the Covid-19 pandemic, (b) The systematization of experiences derived in the organization and reflection of professors’ innovations, and (c) From the work of qualitative research and mixed methods, educational actors have become aware of the imperative for pedagogical change.
Design and Implementation of Serious Games on Extended Reality: A Use Case in Construction Safety

The use of learning support technologies has been evidenced, associated with environments such as Moodle. Based on this, and considering the new technological contexts, extended reality (XR) is greatly beneficial to accelerating learning processes due to its immersion, first person interaction, customisation and realism characteristics. However, its mass use has been limited by the difficulties of access to technologies, but even more so by the difficulties of design and development of this type of experience. This research proposes a design guide to facilitate development by non-expert users, as a first step to automate the creation of XR learning experiences. Recommendations for the incorporation and development of game components and narratives are provided. Thus, it is possible to set game objectives different from training objectives, incorporating game mechanics. A case of application in risk prevention training in construction is developed to demonstrate its reliability.
Digital Competence, Educational Innovation with ICT and Burnout in Tertiary Education Latin American Professors

Field studies show multiple challenges for teachers during digital teaching, confirming that working conditions for organizational development and job well-being are needed. In the same way, the following objectives were set: to evaluate digital competence (DC), institutional conditions to promote Educational Innovation with ICT (ICEIICT); and burnout or burnout syndrome (BS), in 311 Latin American university teachers. A quantitative methodological approach with a cross-sectional comparative multivariable field design was used. Three questionnaires with adequate construct validity and internal consistency were applied. Regarding the DC, 60.8% have a high domain, and in the ICEIICT 89.7% have a high level. At the same time, the BS indicates that 66.3% are in between the medium, high, and critical levels, showing that the teachers with the highest BS score obtained low scores in DC and ICEIICT, this inverse correlation increased in private schools. In addition, the highest ICEIICT scores are directly associated with a high DC level. Finally, it is considered that educational innovation with ICT requires the development of DC from its technical, praxeological, methodological, epistemological, and socio-emotional components, from adequate management of teaching roles in virtuality and mental health care.
Learning Design Using Mobile Technology in Visual Literacy Teacher Training

According to UNESCO, mobile technology can support the development of educators who work in diverse contexts because it is currently accessible technology. Initiatives must demonstrate that teacher training should integrate mobile learning solutions to serve the training process. Hence, this paper describes the learning design of a Visual Literacy (VL) course for teacher training in which mobile technology supports the learning process based on the RASE (Resources-Activity-Support-Evaluation) framework. Following this model, an educational mobile app was designed as the primary resource to assist participants’ particular needs, such as understanding the new concepts related to the content. A detailed description of the relationship between each VL course theme and the mobile app learning units shows the proper integration of this resource into this intervention. Through this experience, the authors point out the benefits of integrating mobile technology to support the specific teacher training that helps them be more qualified teachers.
Chatbot to Provide Initial Assistance to Erasmus Students in Case of Emergency

Erasmus students spend part of their academic stage in a foreign country, which enriches their experience significantly. During the second semester of the 2019–20 academic year and due to the COVID-19 pandemic, many students found themselves isolated and confined in a country that was not their own. Students lived with uncertainty and many doubts about what they could and could not do, while the Erasmus offices of the host universities could not cope with the many and varied issues. This paper proposes a contingency solution for an efficient communication with those students and the Erasmus offices based on a chatbot that serves as the first layer of attention to the Erasmus student facing an emergency. The chatbot has been developed within an Erasmus project with the participation of six European universities, and the first experiences gathered from its use have been very positive.
Specific permutation polynomials over finite fields

We give sufficient conditions for polynomials of special forms to be permutation polynomials over finite field. More specifically, we construct several explicit classes of permutation polynomials from these forms over finite fields. We also present from these polynomials a new family of complete permutation polynomials.
Realtime Crowd Monitoring—Estimating Count, Speed and Direction of People Using Hybridized YOLOv4

Researchers are becoming more interested in crowd surveillance because of its several potential applications. These applications may include detecting unusual activity for security purposes, monitoring reasons for archiving records, and conducting inventory for facility planning and extension. Detecting people and tracking them from a security viewpoint and understanding their behavior in places large crowds is highly important because unruly crowds in public spaces can lead to serious health and security concerns. Crowd related accidents happen to cause injuries and deaths, which often occur during events not properly planned. The planning of the organizers relies heavily on exploring the behavior of the few in a crowd of individuals and groups in thousands that create the crowds. It is this focus that provides the main reason for this research. This work proposes a model that can count people in crowds, automatically detect and track people, and then estimate their direction and speed. Deep learning networks have proven costly to run, needing memory and power to perform computations beyond what is possible on edge devices with limited resources. As a result, we propose the use of hybrid YOLOv4 consisting of detection method combined with the training phase pruning and the use the convolution attention module strategy. Accuracy of the Hybrid YOLOv4 is increased by 33%, whereas mAP reached 92.1%. While training on the JHU dataset, the suggested hybrid YOLOv4 strategy decreases the computational memory requirements, all of which closely meet the real-time application conditions. This work will help avoid the threatening situation of crowding gathering around to cause stampedes and thus risking crowds with disastrous consequences.
Thirukkural Alagiduthal and Kural Venba Validation using Python

Thirukkural, one of the prominent Tamil Literatures, written 2000 years ago, has great importance till date as it emphasizes everyday virtues of the individuals. As per Tamil Literature, it belongs to the class of ‘Kural Venba’ which is a subdivision of ‘Venba’ and is regarded as one of the poetic styles of Tamil Language. This research primarily aims on the validation of entered Thirukkural by checking the syntactical correctness of ‘Kural Venba’. It uses ‘Transliteration’ methodology to convert the user given thirukkural into an intermediate form. Then, it processes the intermediate form to segregate the words (seer and thalai) into different asai as per the Yaapilakkanam known as Alagiduthal, compares it with the pre-defined norms of ‘Kural venba’ and produces the result. At any point of time, if the user input doesn’t qualify a criterion, the program outputs a warning accordingly and gets terminated.
Current issues of protection of copyright and related rights in the conditions of digitalization.

Olga Voronova, Inna Hamburh.Civil-legal construction of "transaction": features of the legal regulation.The article is devoted to the research of the peculiarities of the legal regulation of the concept of "transaction" in the civil law and legislation of Ukraine.A historical excursion was conducted regarding the use of the term "transaction" in the Civil Codes of the Ukrainian Soviet Socialist Republic and Ukraine.Thus, the Civil Code of the Ukrainian Soviet Socialist Republic of 1922 contained Section IV, which was entitled "Transaction" with the definition of the concept as "actions aimed at establishing, changing or terminating civil legal relations, can be unilateral and mutual (agreements)".In the Civil Code of the Ukrainian Soviet Socialist Republic of 1963, the term "transaction" was replaced by the term "deal" with a similar definition.In the current Civil Code of Ukraine of 2003, there is a separate Chapter "Transactions".Argumentation about the reasons for these terminological transformations is given.The replacement of the term "transaction" in the Civil Code of the Ukrainian Soviet Socialist Republic in 1922 by the term "deal" in the Civil Code of the Ukrainian Soviet Socialist Republic in 1963 was due to attacks on the Ukrainian legal vocabulary, with the aim of bringing it closer to Russian-language counterparts.The return of the term "transaction" to the normative legal vocabulary, practical and scientific usage is due to the need to restore Ukrainian traditions, including in the field of lawmaking.The signs of the transaction are listed.Despite their normative consolidation in the Explanation of the Ministry of Justice of Ukraine, various scientific positions on their content are given, and the author's opinion is expressed.Aspects of the correlation between the concepts of "transaction", "agreement", "deal" are revealed.The conclusion was made about the necessity of consolidation these concepts in the Civil Code of Ukraine, which reflect a comparative characteristic with reference to the author's proposals.The following definitions are proposed for amendments to the text of the Civil Code of Ukraine: "transaction"an act of a person/persons aimed at acquiring, changing or terminating civil rights and obligations"; "agreementa bilateral or multilateral transaction"; "dealan agreement between the parties of the transaction regarding any requirements".
THE INFLUENCE OF USING COMICS STRIPS IN TELLING STORIES AND STUDENTSâ€™ LEARNING MOTIVATION TOWARD THE READING ABILITY OF THE EIGHTH GRADE STUDENTS AT SMPI MARYAM MURAIT MARTAPURA

The objective of this study is to find out whether or not there is any significant effect on the eight grade studentsâ€™ learning motivation toward the reading ability after being taught by using comics strips. The population ofÂ thisÂ study was the eight grade students at SMPI Maryam MuraitMartapura in academic 2021/2022. The total number of the population was 142 students, The sample was consisted of 36 students of R1 and 36 students of R2. The method of the study was the experimental method and the data wereÂ collectedÂ throughÂ writtenÂ testÂ inÂ multipleÂ choiceÂ form.Â The test was administrated twice as the pre-test and post-test. The result were analyzed by using t-test. The studentsâ€™ Mean score of pretest and post-test in control class of R1 were 46.11 and 6,67. WhileÂ theÂ studentsâ€™ Mean scoreÂ ofÂ Pretest and postÂ testÂ inÂ experimental class ofÂ R2 were 46,67 and 5,56.Â TheÂ null hypothesis (Ho) was rejected and the alternative hypothesis (Ha) was accepted.
A Gene Expression Programming Inspired Evolution Symbiont Agent for Real-Time Strategy Generation

AdaptiveSGA is a method for achieving Adaptive Game Artificial Intelligence-Based Dynamic Difficulty Balancing through the Symbiotic Game Agent Model. Previous work has shown that AdaptiveSGA can achieve Dynamic Difficulty Balancing in simulated soccer by effectively changing a team's strategy based on the opponent's performance. AdaptiveSGA pre-existing strategies and switches between them during runtime to increase the game's replayability by adapting the challenge it poses to the human player. Although this method works, its limitation is that if the human player surpasses the most intelligent strategy of the computer opponent, there is no way for the model to generate a new strategy during runtime that can potentially overcome the human player. AdaptiveSGA can only maintain engagement with the human player if the human player has not overcome the best strategy for the pool of pre-existing strategies. Current work addresses this limitation by introducing an Evolution Symbiont Agent whose purpose is to generate new strategies in real-time (during gameplay) through evolutionary mechanisms using Gene Expression Programming. Experimental results show that the presence of the evolution symbiont agent can use Gene Expression Programming to generate strategies capable of outperforming an opposing strategy.
THE EFFECT OF THE APPLICATION OF PICTURE STORY DOMINOES (PSD) THROUGH GOOGLE CLASSROOM AND READING INTEREST TOWARDS THE EIGHTH GRADE STUDENTSâ€™ READING ABILITY

The purpose of this research was Â to know the effect of the application of picture story dominoes (PSD) through Google classroom and reading interest towards the eighth grade studentsâ€™ reading ability at junior high school 19 Palembang. Especially, the purpose of this study to determine the significantÂ effect of the application of picture story dominoes (PSD) through Google classroom and reading interest towards the eighth grade studentsâ€™ reading ability at junior high school 19 Palembang. The method of this research is a quantitative factorial design method that consists of a set of studentsâ€™ reading interest questionnaires and multiple choices reading test. The result showed that the application of picture story dominoes (PSD) through Google classroom and reading interest were effective on the eighth grade studentsâ€™ reading ability.