Reviewerly/exHarmony huggingface dataset:
STUDY OF INTERACTIVE LEARNING SPREADS WITHIN EDUCATIONAL ESTABLISHMENTS

Learning takes place in spaces that are not limited to the classroom, as it is a process that occurs everywhere within the educationalfacility, from the classroom to the corridors, roads, etc. Learning spaces within educational facilities are classified into formaland informal learning spaces. The official learning space is the space that is used according to regular official appointments, andthese spaces vary to include classes, lecture halls, laboratories, ceremonies ... etc. There are several factors that affect the designof formal learning spaces, including: The development in pedagogy: The pedagogy has witnessed a shift towards active learningand cooperative learning, as well as a variety of teaching methods According to the need of the academic subject, which resultsin arranging the semester according to the method of teaching followed. New students' qualities and habits: Understandingstudents ’characteristics and habits helps in designing and developing learning spaces. There are five important features for newstudents that must be taken care of and taken into account: digital, mobile, independence, social, and participatory. Rapiddevelopment in educational communication technology: It means all digital technological devices, means, software and media andnon-digital technologies that are integrated into the learning process, and education technologies can be divided into threecategories: virtual technologies, installed devices, And mobile devices. The trend towards the human being at the center of design:through concern for some features, among which are health (and includes: physical comfort Good lighting - acoustics - indoor airquality), stimulation (through attention to sensory cues - contact with nature, shapes various color), adaptation (through flexibility- sufficient space - portable display - communication of various information. Informal learning space is a space inside theeducational facility that allows students to practice and discuss academic work without committing to deadlines Official. Thespaces that represent informal learning spaces are varied and include outdoor space, corridors, lobbies and lounges, coffee shop,and library. There are factors that affect the success of informal learning spaces, including: Spaces are compatible with the needsof learners. Striking a balance between society and isolation. Stimulus. Availability of technology and ease of contact withinformation. Adaptation
Evaluating the Deep Learning accuracy in data extraction from synthetic image sequences

We have investigating the use of Deep Learning (DL) to process sequences of images captured by satellites aiming to improve the quality of river flow forecasting methods, because current ones are still not accurate enough to support efficient management of large national electrical systems.Towards this goal, we are assessing the accuracy of DL networks in extracting information from image sequences by means of classification processes.We have set a test environment composed by an image sequence generator, some generating models, the Nvidia DIGITS tool, two DL preset networks, and the needed hardware.Each model produced one image sequence and one data series corresponding to a selected measure in the images.We have trained the DL networks and evaluated its accuracy in extracting the measured data.In this paper, we show that the performance of DL is extremely sensible to the image type, the measure taken into account, and the DL network applied.Our process presented better performance recognizing coverage area rates in images that resemble clouds and linear distances, but had poor accuracy with angles.
THE IMPACT OF MEDIATED INSTRUCTION OF TEXT (MIT) STRATEGY IN TEACHING READING SKILL TO THE STUDENTS OF SMP NEGERI 13 BANDA ACEH

The aim of the research to find out if the use of Mediated Instruction of Text (MIT) strategy in reading skill can improve the eight grade students’ ability of SMP Negeri 13 Banda Aceh in mastering reading skill. This research is conducted by using pre-experiment with one class; pre-test and post-test design. The population of this research is the eight grade students of SMP Negeri 13 Banda Aceh. The total population of this study is 121 students who are composed of five classes; VIII1, VIII2, VIII3, and VIII4. Every class consists of about 30 students. Since the population was rather big thus writer takes sample for this study. The sample of this research was class VIII1 at second grade of SMP Negeri 13 Banda Aceh. The class consisted of 30 students. The researcher used purposive sampling technique in choosing sample. The researcher chooses the students of class VIII1 because the students’ ability of the class is better than the other classes. The data are taken through test. The data gotten are analyzed by using gain score (GS). The result of this research shows that Gain Score (GS) score is 0.24. It means there is a difference between the students’ ability in mastering reading skill before and after they are taught by using MIT strategy and the difference is 0.24 points or 24%. Therefore, the students’ ability in mastering reading skill increases 0.24 points or 24% after they are taught by using MIT strategy. Based on the result of the study, the English teachers of SMP Negeri 13 Banda Aceh should use MIT strategy in teaching reading skill because it can increase the students' ability in mastering reading skill.Key Words: Impact, Mediated Instruction of Text Strategy, Reading Skill
Analisa Pola Penjualan Produk Sepeda Motor Yamaha Menggunakan Metode Algoritma Apriori

The development of automotive industry in Indonesia can be classifiedas very rapid and annually increasing, causing highly competitive circumstances because many companies provide various types of motorcycle brands with quality and competitive prices. The company must create a marketing strategy pattern that can increase the level of sales efficiency of Yamaha motorcycle products. To overcome this problem, a strategy that can help increasing sales of motorcycle products is needed, in which by utilizing sales data owned by the company. Data mining can be used to process company sales data by looking for association rules with apriori algorithm on motorcycle product variables. From the results of the association rule analysis on sales data, with a minimum support of 30% and a minimum confidence of 75% can produce 3 rules with 3 products that are most in demand by consumers, namely the NEW MIOM3 CW, NEWAEROX155VVA and N-MAX, by knowing the most selling products, the company can add the most selling product supply and develop a marketing strategy to market the products with other products by examining the comparative advantage of the most sold products over the other products.
Training of masters-geographers in the system of network interaction of pedagogical universities

The key goal of modern geographical education is the process of forming a holistic worldview based on the general picture of the world and, in particular, the formation of geographical thinking based on a systematic approach. This ensures the socialization of the individual, capable of independently building a trajectory of professional growth and personal development, subject to mastering both universal and professional competencies. The most effective form of education in the formation of a holistic picture of the world, from the point of view of the authors, is the network form, which is provided for by the law “On Education in the Russian Federation” (article 15). It is the network form of implementation of educational programs, including master′s, that provides an individual choice of educational trajectories of learning. The article outlines the problem of choosing an approach to assessing the effectiveness of master’s programs. The analysis of the experience in the formation of competencies for different levels of education, presented in scientific publications, confirmed the insufficient degree of knowledge of the process of the formation and development of the competencies of master geographers. The article describes the approaches to the content of the variable part of the network master′s program for the training of teachers of geography.
Cloud-based architecture for face identification with deep learning using convolutional neural network

The use of a face as a biometric to identify a person in order to keep the system safe from an unauthorized person has advantages over other biometric characteristics. The face as a biometric has more structure and a wider area than other biometrics, while can be retrieved in a non-invasive manner. We proposed a cloud-based architecture for face identification with deep learning using convolutional neural network. Face identification in this study used a cloud-based engine with four stages, namely face detection with histogram of oriented gradients (HOG), image enhancement, feature extraction using convolutional neural network, and classification using k-nearest neighbor (KNN), SVM, as well as random forest algorithm. This study conducted a classification experiment with cloud-based architecture using three different datasets, namely Faces94, Faces96 and University of Manchester Institute of Science and Technology (UMIST) face dataset. The results from this study are with the proposed cloud-based architecture, the best accuracy is obtained by KNN algorithm with an accuracy of 99% on Faces94 dataset, 99% accuracy on Faces96 dataset, 97% on UMIST face dataset, and performance of the three algorithms decreased in UMIST face dataset with facial variations from various angles from left to right profile.
Penggunaan Media Ular Tangga Tematik (ULGATIK) untuk Meningkatkan Hasil Belajar dan Aktivitas Siswa kelas IIA SDN 1 Landungsari

The learning outcomes of class IIA students were many below of KKM. When studying of the theme 6, only 3 students scored above the KKM and who have sufficient attention to thematic. The aims of this study were to improve student learning outcomes and activities by using the thematic snake and ladder media. The results in the first cycle, score PPKN 76%, score Indonesian 70%, score mathematics 53%, score PJOK 72%, SBDP 62%. The students’ activities of Cycle were consisting of listening to the teacher's explanation 42%, playing snakes and ladders 59%, answering questions 45%. In the second cycle, PPKN 86%, the Indonesian language 83%, math 89%, PJOK 82%, SBDP 84%. In the Cycle II consisted of listening to the teacher's explanation 77%, playing snakes and ladders 93%, answering questions 78%. To sum up, the use of the thematic snake and ladder media can improve student learning outcomes and activities
SPEAKING DIFFICULTIES FACED BY HOTELIER STUDENTS OF STIPARY IN THE ACADEMIC YEAR 2019/2020

This paper discusses the difficulties faced by hotelier students of STIPARY. From both observation and interview, this study reveals that all students encountered various difficulties in English speaking ability. The prevalent problem faced by the students was â€˜lack of vocabularyâ€™, while â€˜being afraid of making mistakesâ€™ was the prime cause of problem which hindered them to speak. The students had striven to cope with their problems in learning speaking, but their attempts had not been yet ample and successful.
Cortical Dysplasia Teaching Pathology to a Machine

Many patients with epilepsy do not achieve adequate pharmacologic control of their seizures and must consider surgical options. Many such patients undergo temporal lobectomy and experience a marked reduction in the frequency and severity of their seizures. However, many are less fortunate. One suspected factor for the latter group is the limited ability of clinical imaging to delineate subtle epileptogenic abnormalities, leading to subtotal resection of lesional tissue. A long range goal in this field is to increase the sensitivity and specificity of detecting such abnormalities by “training” MRI with pathology, feature analysis and machine learning. A key component of this is the ability to segment histopathology to facilitate its mapping to co-registered MRI. A foundational step in this process is to determine whether or not algorithms are capable of detecting the architectural abnormalities in cortical dysplasia on the basis of these segmentations. In brief, reliable semi-automated segmentations were developed to extract a number of features including neuron size, clustering, eccentricity, field-fraction and polarity. Feature analyses using t-Distributed Stochastic Neighbor Embedding (t-SNE) plots demonstrate a non-random association between selected features and diagnostic categories. These results indicate that automated algorithms are capable of distinguishing dysplastic from normal cortex on the basis of semi-automated segmentations. Learning Objectives Describe the value of segmentation in image analysis Define the role of feature analysis such as t-SNE in high dimensionality histopathology data
Pengaruh Model The 5E Learning Cycle terhadap Penguasaan Konsep dan Penyelesaian Masalah Pecahan Siswa Kelas V Sekolah Dasar

&lt;p&gt;&lt;strong&gt;Abstract:&lt;/strong&gt; The study aims to determine the effect of the application of The 5E Learning Cycle model rather than conventional model on mastery of concepts and problem solving fractions of fifth grade elementary school students. The research is using experimental method. The research population is all group learning in class V SDN Tunjungsekar. The sample of study consisted of 2 classes, Va and Vb classes. This study uses essay tests to collect data. The data uses Basic Competencies 3.1 and 4.1 about addition operations of fractions with different denominators. All data were processed and analyzed using statistical techniques. The results showed that there was a significant influence on the application of The 5E Learning Cycle learning model rather than conventional learning on the mastery of concepts and problem solving in the fifth grade students of SDN Tunjungsekar 01 Malang.&lt;/p&gt;&lt;strong&gt;Abstrak:&lt;/strong&gt; Penelitian bertujuan untuk mengetahui adanya pengaruh penerapan model &lt;em&gt;The 5E&lt;/em&gt; &lt;em&gt;Learning Cycle &lt;/em&gt;daripada model konvensional&lt;em&gt; &lt;/em&gt;terhadap penguasaan konsep dan penyelesaian masalah pecahan siswa kelas V SD. Metode eksperimen dipergunakan dalam penelitian ini. Populasi penelitian yaitu seluruh rombongan belajar kelas V SDN Tunjungsekar 01. Sampel penelitian terdiri dari dua kelas, yaitu siswa kelas Va dan Vb. Penelitian menggunakan tes &lt;em&gt;essay &lt;/em&gt;untuk&lt;em&gt; &lt;/em&gt;mengumpulkan data. Data yang dikumpulkan berupa skor hasil tes pecahan Kompetensi Dasar 3.1 dan 4.1 tentang operasi penjumlahan pecahan dengan penyebut berbeda. Data yang diperoleh selanjutnya dianalisis dengan mempergunakan teknik statistik. Hasil penelitian menunjukkan bahwa ada pengaruh yang signifikan pada penerapan model &lt;em&gt;The 5E&lt;/em&gt; &lt;em&gt;Learning Cycle &lt;/em&gt;daripada model konvensional&lt;em&gt; &lt;/em&gt;terhadap penguasaan konsep dan penyelesaian masalah pecahan siswa kelas V SDN Tunjungsekar 01 Malang.
Blood Glucose Prediction Using a Two Phase TSK Fuzzy Rule Based System

Blood glucose management is a difficult task that people with diabetes usually have to perform by themselves. An accurate and timely prediction is vital in order to take decisions and recommend corrective actions to the patient when the future blood glucose value lies outside of a target range. It is crucial to predict events like hyperglycemia and hypoglycemia that may cause health damages in the short term and potential permanent damages in the long term. The aim of this paper is to describe our research on predicting blood glucose values using a two phase Takagi-Sugeno-Kang Fuzzy Rule Based System. The first phase is a learning process where membership functions and rules are optimised by a genetic algorithm. In the second phase of tuning, we used a genetic algorithm to perform the selection and optimisation of the rules. To train our model we used two different scenarios, What-if and Agnostic; in both of them the inputs are values measured by a continuous monitoring glucose system as well as previous carbohydrate intake and insulin injections. In the What-if scenario, assumed future values of meals and insulin injections are permitted. On the other hand, in the Agnostic scenario, only information of the past and present events are available for the prediction. We trained and tested our system with real data collected from 10 different diabetic patients, producing 30, 60, 90 and 120 minutes predictions with encouraging accuracy results.
Keaktifan Mengikuti Layanan Informasi Bidang Bimbingan Sosial Siswa Di Sekolah Menengah Atas Negeri 12 Pekanbaru

This research aims to see the activeness of exploring information services in the social sector of SMA Negeri 12 Pekanbaru students. This research is a quantitative descriptive research. The research population was all students of class XI, amounting to 347 people. . Sampling the authors drew 15% of the population with the Proportional Random Sampling method. Data were collected using a questionnaire and documentation. To see the objective of exploring student social field data services, the percentage was descriptively analyzed. After the information obtained in the field was analyzed, it was concluded that student activity in exploring social data services in SMA Negara 12 Pekanbaru was categorized as active. These results were obtained from the percentage of answers to the questionnaire which was 78.91%.
Raising Students’ Vocabulary Mastery Using Selected Game: Using Chalk Down, Turn-around for EYL Students

Based on the 2013 curriculum, students are expected to master common vocabulary in academic text. However, in reality, the above goal has not been achieved. It can be proven by the fact that students still have a common vocabulary and using incorrect words. During the pre-observation, students often experience learning obstacles while learning English. The purpose of this study was to determine the use of Chalk Down, Turn Around Game for improving students’ vocabulary mastery at grade VIII SMP Negeri 1 Bambang. This study used a pre-experimental method in the form of one class given a pre-test and post-test. The number of students involved 20 students and selected using the total sampling technique. The results of the data showed that the mean score on the post-test is higher than the pre-test (85&gt; 60.25), and the t-test value is higher than the t-table score (11,049&gt; 2,092) at the level of increase of 0.05 with degree freedom (df) 19. It means that the use of the Chalk Down, Turn Around Game can improve students' vocabulary.
Applying Custom Algorithms in Windows Active Directory Certificate Services

The article presents a solution to the problem of not recognizing the O'zDst 1092:2009 algorithm by the operating system and the problem of using digital certificates generated using the O'zDst 1092:2009 algorithm and O'zDst 1106:2009 algorithm.These algorithms were adopted in 2009.But these algorithms are still not recognized by the operating system.For other cryptographic algorithms used in Windows, cryptographic service providers have been developed that provide cryptographic operation functions to other software.These cryptographic service providers do not support the above algorithms.From here it becomes necessary to develop the cryptographic provider supporting the O'zDSt 1106:2009 hashing algorithm and the O'zDSt 1092:2009 signature algorithm.But to work with digital certificates, one cryptographic provider is not enough.Special extensions are also required to encode and decode digital certificate data.Therefore, the development of an extension for cryptographic providers is given.Also, for managing digital certificates and key lifecycle, a method of integrating cryptographic providers with Windows Active Directory Certificate Services is presented.Developed cryptographic providers are composed of 3 types of providers such as hash provider, signature provider, and key storage provider.The architecture of the key storage provider, a method for secure storage of cryptographic keys, as well as key access control are proposed.The description of the O'zDst 1092:2009 algorithm and the implementation of the functions of the Key storage provider interface are shown.
Model for Converting PDF to Audio Format (Listen Your Book)

The present paper has introduced an innovative and efficient technique that enables user to hear the contents of text images instead of reading through them. In the current world, there is a great increase in the utilization of digital technology and multiple methods are available for the people to capture images. such images may contain important textual content that the user may need to edit or store digitally. It merges the concept of Optical Character Recognition (OCR) and Text to Speech Synthesizer (TTS). This can be done using Optical Character Recognition with the use of Tesseract OCR Engine. OCR is a branch of AI that is used in applications to recognize text from scanned documents or images. The analyzed text can also be converted to audio format to help visually impaired people hear the content that they wish to know. Text-to-Speech conversion is a method that scans and reads alphabets and numbers that are in the image using OCR technique and convert it into voices. The aim is to study and compare the multiple methods used for STT conversions and to figure out the most efficient technique that can be adapted for the conversion processes. As a result, based on review study it is found that HMM is a statistical model which is most suitable for TTS conversions.
Developing Multiplayer Online Game “KNIGHT FANTASY ONLINE”

Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The game was tested by using Blackbox, alpha, beta and stress test. Through the results of a questionnaire distributed to 40 people. The test results shows that Knights Fantasy Online has an interesting gameplay, easy to understand and also has enough features as a massively multiplayer online game.
Pengembangan Aplikasi E-Jurnal Kalbisocio dan Kalbiscientia Kalbis Institute

The aim of this research is developing e-jornal for journal Kalbisocio that focuses in management and communication science, and Kalbiscientia that focuses in science and technology. They are published by Kalbis Institute. The journal management is run by the publisher manualy, therefore the publication cannot be worth and realize. Enhancing to manage the journals, is should be an e-journal that assists all the editor team, reviewer, and author to do thier activities. The e-jurnal can be accesed and manage online by editor team, reviewers, and authors. Hence editor team can control all article processing and decide what to do with their problem in order that the articles can be published on time. Developing e-journal will use prototyping method that meets the need of Kalbisocio and Kalbiscientia. The research will develop an e-journal which assist all editor team, reviewers, and authors to do their activities in journal management.