Reviewerly/exHarmony huggingface dataset:
Construction and application of English teachers' intelligent classroom teaching ability training mode integrating MOOC and flipped classroom

Supported by internet technology, the English teaching mode integrating MOOC and flipped classroom is widely welcomed. The commonly used evaluation methods of teaching effect cannot meet the requirements of formative evaluation. Therefore, a teaching evaluation method based on RBF is constructed. Aiming at the defects of RBF in data processing, the optimised RBF based on K-means clustering algorithm is proposed. The findings indicate that the training effectiveness of the improved RBF evaluation method is 0.99. In the intelligent English teaching mode integrating MOOC and flipped classroom, the standard deviation of the total score of students is 7.186. Therefore, the teaching impact assessment methodology based on improved RBF can better assess the English instruction integrating MOOC and flipped classroom, and optimise English teachers' teaching methods.
Report on China Smart Education Development Index 2022 (Vocational Education)

AbstractIn order to gather consensus, evaluate progress, and effectively promote the vivid practice of smart education, CNAES have explored and constructed China Smart Education Development Index (CSEDI) and CSEDI for three sub-sectors (basic education, vocational education, and higher education). The current chapter intend to present the results of the measurement in vocational education, analyze the main achievements and deficiencies of China’s smart vocational education development, and look forward to the important trend of China’s smart vocational education development in the future.KeywordsSmart vocational education in ChinaAssessment of smart vocational educationSmart Education Development Index (SEDI)
BOSE: Block-Wise Federated Learning in Heterogeneous Edge Computing

At the network edge, federated learning (FL) has gained attention as a promising approach for training deep learning (DL) models collaboratively across a large number of devices while preserving user privacy. However, FL still faces specific challenges related to the limited, heterogeneous and dynamic resources of devices. In most FL systems, all devices train the same model, while the devices with constrained resources, referred to as stragglers, will significantly slow down overall training process. It is intuitive to alleviate computation and communication load on the stragglers by training and transmitting a part of the model. Inspired by multi-exit models, we divide an original DL model into several non-overlapping blocks, which can be trained separately on the low-capability devices. Furthermore, we propose BOSE, a novel FL system that performs adaptive <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">b</b> l <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">o</b> ck-wi <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">se</b> model training under resource constraints. Considering the diverse impacts of different blocks on model convergence and the varying training loads they incur, a naive block assignment strategy, e.g., uniformly random assignment, may not yield optimal model performance and fail to fully utilize available resources. To this end, we introduce two metrics, including <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">learning speed</i> and <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">device-wise divergence</i> , to measure the potential of blocks in promoting model convergence. Given resource budget, BOSE initially identifies a set of candidate blocks for each device and subsequently selects specific training blocks based on their potential for promoting model convergence. In general, blocks with higher potential are more likely to be chosen for training. Extensive experiments on a physical platform show that BOSE provides a 1.4 <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$\times$</tex-math> </inline-formula> <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$\sim$</tex-math> </inline-formula> 3.8 <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"> <tex-math notation="LaTeX">$\times$</tex-math> </inline-formula> speedup without sacrificing model accuracy, compared to the baselines.
Error Analysis of Students’ Comment Writing in Online Learning at FLSP Class

Grammatical errors are one of the issues that students face during the writing process. The main goal of this research was to discover the most common grammatical errors committed by FLSP students in comment writing at the University of Muhammadiyah Malang in 2021. The goal of this study was to distinguish, categorize, and display the percentage of students that committed each sort of error. The research approach employed was qualitative and descriptive methods. This study included 30 first semester students as participants in the Communication (A), Accounting (B), Elementary School Teachers (D), Psychology (J), Engineering at FLSP class of UMM. Documentation of student comment writing debate was utilized as the tool. The Surface Strategy Taxonomy, developed by Dulay et al., is used to assess all grammatical mistakes found in student comments in Canvas (LMS). According to the findings, there are a total of 230 errors. The most common error was omission (120 errors / 52.18 percent), followed by misformation (70 errors / 30.43 percent), addition (30 errors / 13.14 percent), and misordering (10 errors / 4.38 percent). Based on these findings, it can be inferred that students continue to struggle with understanding grammatical structures throughout the writing process.
Giant Carbonate-Replacement (Manto) Gold Deposits of North-Central Nevada: The Carlin and Cortez Trends, USA

This field course provides opportunities to assess the stratigraphic, structural, and mineralogical complexities of Carlin-type disseminated gold deposits of northern Nevada, the giant carbonate replacement (manto) gold deposits, and will discuss the geologic models that have been proposed for their formation. This was a virtual field trip.
Advantages of new technologies in education

The article examines the modern understanding of innovative technologies, their role and significance. The tasks of the advantages of new technologies in education, the use of various teaching methods in problem-based learning, problem solving, solutions to situations and prospects in this innovative technologies are considered. The effect of informatization and digitalization of the educational process is considered, which should create a firm confidence that these qualities of the organization of the educational process are characteristic of the entire modern society, the design of training in accordance with the requirements of the time, the use and development of logical thinking operations.
The use of weakly supervised machine learning for necrosis assessment in patients with osteosarcoma: A pilot study

Abstract Percent necrosis (PN) following chemotherapy is a prognostic factor for survival in osteosarcoma. Pathologists estimate PN by calculating tumor viability over an average of whole‐slide images (WSIs). This non‐standardized, labor‐intensive process requires specialized training and has high interobserver variability. Therefore, we aimed to develop a machine‐learning model capable of calculating PN in osteosarcoma with similar accuracy to that of a musculoskeletal pathologist. In this proof‐of‐concept study, we retrospectively obtained six WSIs from two patients with conventional osteosarcomas. A weakly supervised learning model was trained by using coarse and incomplete annotations of viable tumor, necrotic tumor, and nontumor tissue in WSIs. Weakly supervised learning refers to processes capable of creating predictive models on the basis of partially and imprecisely annotated data. Once “trained,” the model segmented areas of tissue and determined PN of the same six WSIs. To assess model fidelity, the pathologist also estimated PN of each WSI, and we compared the estimates using Pearson's correlation and mean absolute error (MAE). MAE was 15% over the six samples, and 6.4% when an outlier was removed, for which the model inaccurately labeled cartilaginous tissue. The model and pathologist estimates were strongly, positively correlated ( r = 0.85). Thus, we created and trained a weakly supervised machine learning model to segment viable tumor, necrotic tumor, and nontumor and to calculate PN with accuracy similar to that of a musculoskeletal pathologist. We expect improvement can be achieved by annotating cartilaginous and other mesenchymal tissue for better representation of the histological heterogeneity in osteosarcoma.
Artificial Intelligence in Psychiatry.

Artificial Intelligence (AI) has emerged as a powerful tool in various fields, including psychiatry. This paper explores the potential of AI in the diagnosis, treatment, and understanding of psychiatric conditions. We delve into the role of AI in psychiatry, discussing its applications, challenges, and future directions. We explore how AI techniques such as classification, hypothesis generation, and prediction are being used in psychiatry, with a specific focus on the detection and prediction of psychiatric conditions. We also discuss the ethical considerations and challenges in implementing AI in psychiatry and look towards the future of AI in this field. The paper highlights the potential of AI to enhance our understanding of psychiatric conditions, improve patient care, and drive innovation in psychiatric research. However, it also underscores the need for robust ethical frameworks and stringent data protection measures to ensure the responsible and effective use of AI in psychiatry.
Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach

Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in the early stages of an in-development game. PCG requires expertise in representing designer notions of quality in rules or functions, and PCGML typically requires significant training data, which may not be available early in development. In this paper, we introduce Tree-based Reconstructive Partitioning (TRP), a novel PCGML approach aimed to address this problem. Our results, across two domains, demonstrate that TRP produces levels that are more playable and coherent, and that the approach is more generalizable with less training data. We consider TRP to be a promising new approach that can afford the introduction of PCGML into the early stages of game development without requiring human expertise or significant training data.
DendryScope: Narrative Designer Support via Symbolic Analysis

Quality-based narratives (QBN) are hypertexts with extensive implicit linked structure. The observation of one passage can have non-obvious long-range implications for the reachability of other passages, which poses an authoring challenge. To help narrative designers address this issue, we produced an interface which visually summarizes all possible playtraces. Our interface leverages answer set programming to produce a query language over possible playtraces, allowing narrative designers to drill down to interesting scenarios. We introduce this interface through the DendryScope tool, which accepts most QBNs written in the Dendry language. We evaluated DendryScope by interviewing four narrative designers as they used the tool to explore Bee, a notable QBN written by Emily Short.
Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric Multiplayer Virtual Reality Game

Many people play games to socialize. Previous studies have shown that asymmetric virtual reality (VR) games —games that utilize and consider differences of various kinds— can improve users’ social and player experience. However, the impact of existing social factors on users’ experiences is still unknown in asymmetric games. In this paper, we designed and implemented an asymmetric game in which both players are in VR. In the game, players had to exchange asymmetric information to complete tasks, resulting in a strategic interdependence. We studied how familiarity (friends vs. strangers) affects social and player experience, as well as game performance. In our preliminary between-participants study (N=14), we did not find significant differences between the friend and stranger teams in social and player experience, or game performance. We discuss how asymmetries can be used to create social VR games, and how and why familiarity does (not) affect the experience of players.
USING A CONVOLUTIONAL NEURAL NETWORK TO RECOGNIZE THE TYPE OF AIRCRAFT FROM THE IMAGE

The article discusses the application of a machine learning algorithm – a convolutional neural network – in recognizing aircraft types from images. The sequence of work with the program in solving the task is described, the structure and development of the created neural network are affected.
CURRENT STATE OF PROFESSIONAL TRAINING OF ELECTRONIC INFORMATION AND TECHNOLOGY BACHELORS IN UNIVERSITIES OF THE PEOPLE'S REPUBLIC OF CHINA

The purpose of the study is to study the state of higher education in China for professional training of bachelors of electronic information and technology. Eight main concepts for the development and modernization of education have been established. For the first time, professional knowledge and skills acquired by bachelors majoring in electronic information and technologies were characterized, and an analysis of their compliance with the National Education Standard for the relevant specialty in higher education institutions of the People's Republic of China was carried out. The obtained knowledge allows us to draw a conclusion about the organizational principles of professional training of electronic information and technology bachelors in Chinese universities.
Technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art

The purpose of the article is to reveal and analyze the technical peculiarities of the narrative action games of the 1990s – 2010s as a factor of their development in the context of digital art.&#x0D; The methodology of the research is accordingly conditioned by the interdisciplinary and techno-cultural nature of the subject of study that has an influence on the choice of toolkit among the components of which are: firstly, reductionist theory and the principle of technological determinism, which help to reveal the role of computer technology in improving game mechanics and shaping the an artistic-expressive means inherent in action games; secondly, narrative analysis that helps to understand the connection of the aesthetic effect with the unique narrative form of video games, which makes it possible to synergize the interactive and artistic-staging parts; and, thirdly, philosophical approach in its connection with the art historical analysis, thanks to the cooperation of which it becomes possible to apply game and phenomenological principles as elements of the above analysis to reveal the specifics of the artistic-virtual space of action games, which is close to interactive fiction and animated films in its aesthetic characteristics.&#x0D; The results. It was pointed out that in the 1990s – 2010s narrative video games thanks to technical progress made a “breakthrough” in the development of an artistic-expressive system. On the examples of “Wolfenstein 3D”, “Quake”, “Half-life”, “Half-Life 2”, “Doom 3”, “Fahrenheit”, “Crysis” and “Heavy Rain” it was proved that the development of action video games in the pointed period was supposed to solve the problem of conventionality (“animation”) of the image through technological innovations that reduced unrealism and increased its expressiveness. The key role in this played such an aesthetic constant as Narrative Space. It was found out that the technological evolution of action games as a genre of digital art was accompanied by the emergence of non-linear artistic and ontological patterns and the acceleration of the dynamics of the development of the game space.&#x0D; The scientific novelty. For the first time in the article an attempt was made to analyze the technical peculiarities of the action games of the 1990s – 2010s as a factor in their development in the context of digital art and interactive non-linear narrative.&#x0D; The practical significance. The obtained results can be applied in the modernization of programs for the professional training of multimedia directors, sound directors, animators, and other specialties in higher education institutions. The materials of the work are of the practical value for researchers in the field of theory and history of art, modern screen culture and audio-visual synthesis, and can be used in the development of educational and methodological manuals and lecture courses devoted to computer games and interactive programs.
Effectiveness of Using Elements of Mathematical Analysis in Solving Non-Standard Problems

This article discusses the properties of complex functions, methods This article discusses the properties of complex functions, ways to use the physical and geometric meaning of the derivative when solving problems, ways to find an effective solution using the derivative when solving applied, including socio-economic problems. The study included an analysis of how students solve problems based on a pedagogical experiment, an analysis of documents to describe the mathematical methods chosen when solving problems using the interview method, as well as algorithms used in solving them. As a result of the study, special attention was paid to methodological recommendations for studying the elements of mathematical analysis in a school mathematics course, as well as methods for solving typical mathematical problems encountered in state exams and olympiads in mathematics in grades 9-11. The results of scientific research on analyzing and demonstrating solutions to non-standard and Olympic problems of various levels of complexity together with the student are presented. As a result of the study, several methods were proposed as an effective way to solve non-standard problems associated with elements of mathematical analysis. The result of scientific research can be used as auxiliary material when solving non-standard problems at school, lyceum or gymnasium, where mathematics is taught in depth.
Steam Education is a Model for the Formation of Professional Competencies for Future Technicians

The educational life of the modern school is a huge field for observation and analysis. A variety of technologies are used in the world to enhance cognitive activity and increase the role of independence in the activities of students creating new forms and methods within the educational process. STEAM technologies are actively used in the system of additional education. However, their use in the main educational process has not been practically studied. In the research materials, the works foreign and distant foreign and domestic scientists are considered. In most of the conducted works on STEAM education, opportunities are considered in the system of additional education and in the system of school education. In this article, we explore STEAM technologies as a way to form the professional competencies of future technicians. It should be noted that its implementation in STEAM education of the main criteria of professional competence such as: development of spatial thinking and ability to work with three-dimensional forms; development of creative abilities of students; familiarization with modern trends in design and architecture; advanced training in special professional programs; learn to organize your activity and pay for your idea in reality. This article explores STEAM technologies as a way to form the professional competencies of future technical specialists.
Role of Information Technology in Digital Transformation of Higher Education

The presented article is the result of scientific work that explores the key aspects and characteristics of the digital transformation process in the modern higher education system. In the Republic of Kazakhstan, the Digital Kazakhstan system has been operating since 2018, which has five key areas: «Digitalization of economic sectors», «The transition to a digital state», «Implementation of the Digital Silk Road», «Development of human capital», «Creation of an innovation ecosystem». The аnalysis of scientific and theoretical literature made it possible to highlight the role of information technology in the digital transformation of higher education. N.Yu. Ignatova pointed out this role, where education is one of the basic areas of human life. These include: 1. Digital advantage - building intellectual capital. 2. Problems of IT education. 3. Pandemic and digital transformation in education. 4. Cluster principles of education development. The main purpose of our research is to study the role of information technology in the digital transformation of higher education. The main materials for the study were scientific and theoretical information, accounting documentation of the university, received forms with respondents' answers in the framework of socio-pedagogical diagnostics. Research methods: analysis of psychological, pedagogical, socio-economic and technical literature on the research problem; comparative-comparative and system-structural analysis; sociological survey and questioning.
The Formation of Professionally-based Competence of Future Foreign Language Teachers through Using Digital Technologies

This scientific article is devoted to the study of the methodology for the formation of professionally-based competence of future foreign language teachers through using digital technologies. The purpose of the scientific article: to develop a methodology for the formation of professionally-based competence of future foreign language teachers through using digital technologies and to test the developed methodology on the basis of the experiment. In order to determine the theoretical significance of the scientific article, literary resources related to the topic of scientific work were analyzed and studied. The concept of “professional-based competence” was defined. The sub-competences of the professionally-based competence of future foreign language teachers were presented. The importance of using digital technologies in the formation of professionally-based competence of future foreign language teachers was described. The types of digital technologies for the formation of professionally based competence of future foreign language teachers were analyzed. The use of blockchain technology, which is part of digital technologies, in the formation of professionally-based competence of future foreign language teachers was described. A methodology for the formation of professionally-based competence of future foreign language teachers was compiled. The methodology for the formation of professionally-based competence was tested on the basis of the experiment. The experiment involved the control and experimental groups of 106 students. The methodology for the formation of professionally-based competence of future foreign language teachers was developed on the basis of a digital educational platform called “professional-based digital practicum”. A series of data blocks were published in this digital practicum. The conducted experiment was analyzed. Based on the analysis, the results of the experiment were summarized.