In this paper, we introduce and study a new concept named couniform modules, which is a dual notion of uniform modules, where an R-module M is said to be couniform if every proper submodule N of M is either zero or there exists a proper submodule N1 of N such that is small submodule of Also many relationships are given between this class of modules and other related classes of modules. Finally, we consider the hereditary property between R-module M and R-module R in case M is couniform.
המחקר מתייחס לתופעת ההקטנה משני ענפים את הסימנטיקה והמורפופונולוגיה בשפה העברית, ומנסה ליגלוי את המשמעות בתוך ההקשר של צורות ההקטנה לדוגמאות מן התורה טקסטים מחדשות, שירה וסיפורים, הרי שחלק מהמשמעויות של מבנה הפלט עומדות בניגוד למשמעויות הבסיס או הדרגה במשמעות, כך מביעות על (הקטנה, חיבה, או זלזול) שרובן לא התקיימו בעברית הקלאסית, מצד אחר המחקר בדק במבנים המורפולוגיים במייוחד (המשקלים של צורת ההקטנה) ומבחין את
... Show Moreلا يستطيع كل كائن حي أو كيان اجتماعي أداء دوره الذي يفترض أن يقوم به ما لم يمتلك الوسائل الكافية والضرورية لأداء ذلك الدور قال سبحانه وتعالى ((قال ربنا الذي أعطى كل شيء خلقه ثم هدى – طه 50)).
والنشاط الاقتصادي كجزء من الكيان الكلي للمجتمع لا يختلف عن هذه القاعدة، إذ عندما يراد من النظام الاقتصادي أداء دور فاعل فلا غنى له عن الوسائل التي تمكنه من أداء دوره المنشود. للنظام الاقتصادي مجمو
... Show Moreاستهدفت هذه الدراسة تحليل واقع الاقتصاد العراقي على خلفية تحليل القدرة التنافسية بما يفضي الى وضع ملامح عامة لإستراتيجية بناء للقدرة التنافسية الوطنية للنهوض بالواقع الاقتصادي. وقد افترضت الدراسة ان الاقتصاد العراقي يعاني من اخفاقات شديدة في الاداء لا تتصل بطبيعته ولاتعتبر سمة اصيلة من سماته بل هي ظرفية وطارئة رغم وجودها منذ عقود.
ان حالة الوهن المرافق للفعاليات الاقتصادية تتصل بغيا
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The impact of cartoon concepts strategy in the Achievement of the first grade student's average in geography and visual thinking
The study aimed to measure the impact of cartoon concepts strategy to Achievement, visual thinking in the first grade students in the average geographical material.
Find sample consisted of 52 students were divided into two groups, the first experimental studied strategy cartoon concepts and the control group was studied in the traditional manner of parity between the two variables (chronological age, the overall rate, prior knowledge, the degree of intelligence, visual) thinking.
... Show MoreThis study aims to find out the impact of activities office provided to kindergarten children in the development of creativity in linguistic performance goal of capabilities (fluency, flexibility and originality) through the application of the test configuration Algheih Children Riyadh, which consists of (70) Single to measure the skills of language arts four a listening and speaking and a willingness to read and prepare for writing, was applied (30) Single of language arts, listening and speaking in this research, and was the correlation coefficient for the hearing (0.78) and for speaking was (0.61) has been extracted stability of the scale using the equation Alvakronbach the value of (0.73).
The proper
... Show MoreThe object of this study is to establish a global model to use of DeNovo programming the strategies of multi-Decision making process in the city of Baghdad.
Thus, we have chosen an important and an effective subject in the life of the citizen due to the importance of this subject in the Iraqi citizen of luck of water and for many reasons.
In this thesis, we have tackled the establishment of a global model to be able to reach solution or an alternative model a money the available alternative.
The alternative proposed here utilizes the application of the (DeNovo) programming approach suggested by (1982) in solving t
... Show Moreبدأت الشركات تخطو خطوات متسارعة باستخدام أنظمة تكنولوجيا المعلومات في عملياتها المالية وباعتماد قليل على الورق والذي يتم الاحتفاظ بالنسخ الأصلية منه تعزيزا للإجراءات التي تمت معالجتها الكترونيا. إن ممارسة الشركات وبشكل متزايد الأسلوب الواقعي (Virtualization) في علاقاتها مع الموردين والمستهلكين والشركاء أدى للحاجة المتزايدة للثقة والتأكيد على مثل هذه العلاقات مما يولد ضغطا كبيرا ع
... Show MoreThis title may have something strange or paradoxical; it is unusual or natural to look for violence in literature, or that literature is a tool for killing through the contribution of writers and poets in generating, feeding or advocating violence. The Zionist literature belongs to the 20th century, is almost the only literature among the etiquette of peoples, which professes racism and boasts of betraying its human role, and wants to be a vehicle for terrorism domination. It also tends to be a means in the hands of killers and adventurers. Writers of this Literature show that no solution to the Jewish problem is only by Zionist presence to replace the Palestinian presence and to build the state of "Israel" on the ruins of Pa
... Show MoreThis study aims at measuring the sectarian prejudice attitude with sample of college student and secondary school students. It also aims at detecting the impact of similarities and differences of the sectarian belief with the parents on the development of sectarian prejudice with their parents according the following variables (gender,grade,achievement of the parents).
The study restricted by a sample consists of (Baghdad,Al-mustansiriya,and Al-Qadisiyah) students and the fourth grade students (males and female). To achieve the goal of this study , the researcher built atoll to measure the sectarian prejudice attitude after verifying its psychometric characteristics , after analyzin
... Show MoreGames engagement has become one of the main concerns in game industry. Early study revealed that Malaysian digital traditional games are suffering with the same issue due to several factors. One of it is the lack of the game itself. Although many Malaysian traditional games have been digitized, none of them has incorporated rewards despite its importance in games engagement. Realizing the importance of rewards in games engagement, one of Malaysian traditional Congkak has been chosen to be enhanced by incorporating rewards. Experiments have been conducted among 50 gamers among the Millennials. Prior interview, game demo and human test are conducted. Experiments focused on the influence of rewards on games flow, games challenge, and its ef
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