Reviewerly/exHarmony huggingface dataset:
The Relationship between Middle School Students’ Intelligence, Creativity and Academic Achievement

The present study investigated the creativity of secondary school students in Lakhimpur and Dhemaji districts of Assam.The study was conducted on two hundred students by giving due representation to boys (100) and girls (100) as well as rural and urban localities of bothdistricts.The 08 Government and Private secondary schools were selected using stratified random sampling technique, and students were selected using simple random sampling technique.The descriptive survey method is used for data collection using creativity test developed by Baqer Mehdi.TheThere was no significant mean difference between male and female secondary students of both the districts; but there are significant difference between rural/urban and government/private in creativity of secondary students of both the districts.
Improve Student Learning Outcomes through the Development of Quantum Learning-Based Learning Instruments on Hydrocarbon and Petroleum

The study aims to develop a quantum learning-based learning instrument on hydrocarbon and petroleum; determine the feasibility of quantum learning-based learning instrument on hydrocarbon and petroleum, and determine the effectiveness of quantum learning-based learning instrument on hydrocarbon and petroleum to improve student's learning outcomes. This type of research is research and development (R&amp;D) using the ADDIE model (analysis, design, development, implementation, and evaluation). The product developed consists of a syllabus, lesson plans, teaching materials, and assessment instruments. The validation results were analyzed using Aiken's validation obtained a validity coefficient of more than 0.80 or categorized as valid and suitable for use. The effectiveness test results were analyzed using SPSS22 obtained t-count &gt; t-table, so it could conclude that quantum learning-based learning tools on hydrocarbon and petroleum materials were effective for improving student learning outcomes.
Development of the 'Curious Scientist' Game to Practice Scientific Thinking Skills

This study aimed to develop an android-based game learning media by applying the steps of the scientific method. Methods: UsingThe development research was adapted the RnD method with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The data collection technique was a validation questionnaire of media experts, linguists, materials, teacher, and student responses. Findings: The validation results of media, language, and material experts were 92.00, 92.00, and 96.00%, respectively, with very feasible criteria. Student response questionnaires in the small and large group trials were 96.00, 94.00, and 89.70%, respectively, with very achievable benchmarks. The teacher's response questionnaire also got more than 80.00%, which was very decent. Conclusion: The result application of the 'Curious Scientist' game learning media is interesting for students. Indirectly, students have learned to use the scientific method approach and apply scientific thinking skills utilizing the learning media game' Curious Scientist.’
Analysis of Factors Influencing the Level of Information Technology Used by Primary and Secondary School Teachers and Exploration of Targeted Improvement Strategies

It has been observed that development of techno-pedagogical tools have changed the entire scenario of education system in India. The use of techno-pedagogical tool K-Yan (as a wing of ICT) makes complex teaching learning process very easy. To enhance the quality of learning, Govt. of West Bengal provides K-Yan (vehicle of knowledge: one of the core technology component of smart classes) to many secondary and primary schools in different districts. It helps the student to receive updated, reliable, curriculum wise information through their mother tongue language (Bengali).This study reviews that secondary school teachers approach towards the use of K-Yan has influenced by gender, stream as well as previous knowledge of computer proficiency. This study also finds the educational implication of K-Yan and also focuses the problem of teachers at the time of using K-Yan.
Effects of Feedback and Athletic Ability on KATA Learning Outcomes

This study aims to know learning outcomes of KATA students who was taught by giving direct feedback is higher than learning outcomes of KATA student was taught by giving delayed feedback, determine whether learning outcome KATA student who had Motor ability is higher than learning otcome KATA student who had low motor ability, and to kno the interaction between giving feedback and motor abilty toward learning outcome of KATA. It was conducted by using experiment quasi. Technique of Data Analysis used by two ways ANAVA. Motoric abilities measured using by motor skills test called by Barrow Motor Ability Test. The results of hypothesis testing shows that students result was given direct feedback is higher than learning outcome of KATA was give delayed feedback. Meanwhile the student who has high motor ability has a higher learning outcome than the students with low of motor ability.
Object-Oriented Multi-factor Learning Analysis Model Construction

Today, the development of big data, learning analysis, and artificial intelligence has explored new paths for educational reform, and learning analysis, prediction, and intervention technologies have sprung up, which provides the possibility for the realization of true individualized learning. However, how to solve the real demands of learners behind the complex data and provide effective feedback strategies still faces challenges. Based on this situation, this paper proposes the research content of object-oriented multi-factor learning analysis model construction. From how to combine learning analysis technology with data mining technology, how to adapt intelligent algorithm to the actual needs of people, starting from object-oriented and object-oriented strategy, this paper introduces a multi-factor learning and analysis model based on object-oriented. It is mainly composed of stakeholders, data analysis, policy feedback, and environmental constraints. The research aims to use object-oriented methods and strategies to improve the learning analysis strategy and propose an improved model. It lays the foundation for the subsequent development of the personalized learning platform, and provides reference for the construction of a real and complete lifelong education ecosystem in the future.
Status and Development of Online Courses in Higher Education

With the gradual integration of computer application technology and conventional education resources in recent years, various teaching systems with the aid of the Web platform are changing dramatically and playing an important role in talent training. The teaching-lecturing system based on Web technology well represents the human-computer visualization interface-that is, the traditional delivery method of "human-human" communication and learning has developed into a "human-computer-human" interactive knowledge delivery system. For some common online courses whose knowledge systems and human-computer interfaces are relatively suitable for presentation on the network platform, their online lecturing format usually has a distinct sense of hierarchy and convenience, such that learners can spontaneously integrate themselves into a relaxing and pleasant teaching atmosphere. In the process of a major change emerging in the path to educational philosophy, people have gradually accepted online courses. Although online teaching worldwide shows a strong vitality, it remains necessary to analyze the various factors that influence how these courses are taught, grasp the research approach to its current status and future, and improve the teaching content and methods to best support the practice of online teaching.
STUDENT’S ONLINE ENGAGEMENT USING IDEA EXEMPLAR: A DIRECTION TOWARDS THE LEVEL OF COMPETENCY IN THE PERFORMING ARTS OF GRADE 10 PHYSICAL EDUCATION STUDENTS

The study was conducted to determine the student's online engagement using IDEA lesson exemplar and multi-media dance application as basis for assessing students cognitive and behavioral competency.The study used the descriptive quasi-experimental method of research.A teacher-made questionnaire, rubrics, pretest and posttest was employed as an instrument to gather data and information necessary in this study.The respondents of the study consist of fifty (50) grade 10 students who are taking performing arts in San Juan National High School.The statistical tools used were weighted mean, standard deviation, t-test, and Pearson r correlation.In line with the findings of the study it can be concluded that, students are engage in online discussion as they actively participated in introduction, development and assimilation as they use previous experiences in new lesson, familiarize the lesson content, recall information through independent practices and reflect in own understanding though performance task.On the other hand, students are proficient in remembering during pretest and least in applying but students mastered both the remembering and applying during the post test.More so, students are engage in cognitive aspect of learning process such as remembering, understanding and applying with observable different behavioral competencies and aspect of learning.Furthermore, there is a significant difference between the pretest and posttest after the exposure of students in online discussion with the use of IDEA lesson exemplar while there is no significant relationship between Grade 10 student's engagement in the performing arts and their level of cognitive and behavioral competency.Based on the conclusion laid, the following suggestions are offered by the researcher: Teachers are advised to strengthen the use of IDEA lesson exemplar, pretest and posttest, motivating strategies, range of varied learning experiences and varied assessment method in distance learning implementation with application of innovated instruction and localized material for the students holistic development and engagement
Creation of architecture and development of a mobile application Unified Personal Medical Card

The article is devoted to the development of the architecture and creation of the mobile application Unified Personal Medical Card, which allows you to completely replace the paper version of standardized cards of medical institutions, provide the user with the opportunity to have access to their medical data at any time, simplify the work of emergency medical services and reduce the costs of compulsory medical insurance funds.The article reflects aspects of access protection and the possibility of combining with a single electronic document of a citizen, which in the future will allow switching to an electronic format of interaction with any government agencies within the framework of working with one application.Social surveys were used as methods for determining social significance and the current market of mobile applications was studied to identify analogues and their shortcomings in functioning.MySql, Figma and UML diagrams were used to form the architecture.The research existing proposals and opportunities reflected in the list of sources of information.
Prototype Aplikasi SI-Warga Sebagai Penunjang Administrasi Surat Pengantar dan Iuran Warga pada Rukun Tetangga

The use of information technology to support administrative activities in the neighborhood makes it easier for administrators to provide administrative services for community members. The service of making rt cover letters and paying residents' mandatory contributions at RT08 / RW10 Perum Ambar Cibinong Residence Bogor still uses conventional methods, namely by recording manually. This process is considered inefficient in the process of waiting for the process of checking and making letters. And for the payment process that is still carried out by paying directly to the public relations and then handed over to the Treasurer of the RT. For this reason, an information system is needed that can facilitate these problems. The service of requesting a letter of introduction and payment of mandatory dues can be facilitated through the SI-Warga application. The creation of a SI-Warga application using a prototype model, where the flow and stages used include identifying users and developing prototypes. With this web-based application, it is hoped that the documentation of the cover letter archive and reports on the payment of mandatory contributions for residents will be more organized and well stored and can be accessed anywhere when needed with an internet connection.
Algoritma Random Forest Untuk Prediksi Kelangsungan Hidup Pasien Gagal Jantung Menggunakan Seleksi Fitur Bestfirst

Heart failure is a global health problem that not only causes physical problems, other impacts such as psychological, social, and economic, as well as depression, which affects treatment, worsens functional status, and increases hospitalization rates to death. According to the World Health Organization (WHO), nearly 17.5 million people die from cardiovascular disease, which represents 31% of deaths in the world. Using machine learning to predict the survival of patients with heart failure so that they can take precautions from the start. The stages of the research carried out include the business understanding stage, the data understanding stage, the data preparation stage, the modeling stage, and the evaluation stage. In this study, using feature selection using best-first resulted in 4 very influential features, namely age, injection_fraction, serum_creatinene and time, and handling imbalance class using the class balancer model. Random forest algorithm with 80% percentage split method which produces 91.45% accuracy, mean absolute error 0.1874, incorrectly classified instances 8.55%, precision 0.915, recall 0.914, AUC 0.953.
Rancang Bangun Pelaporan Penyalahgunaan Narkoba Badan Narkotika Nasional (BNN) Kota Kediri Berbasis Android

This study aims to observe, understand, design and build an information system for reporting drug abuse in the city of Kediri. This study uses the Waterfall method. The research subject is a system that can report drug abuse itself. The theoretical basis of the research used by the author uses Geographic Information Systems. GIS is a computer-based system that aims to store, manipulate, and analyze geographic information. In this research the author uses the Java programming language and the MYSQL database system as user data storage. Username using the primary key Employee Identification Number (NIP). For location mapping that has been carried out by the RPE Action, users who have created an account will be able to access the camera on a smartphone. Later the photos taken by the user will show the location of Latitude and Longitude. The research modeling uses DFD (Data Flow Diagram) modeling which contains DFD level 0 and level 1, ERD (Entity Realionship Diagram) and Flowchart. This study contains interface design, login interface design, main menu design, abuse reporting menu design, service menu design, socialization request menu design, rehabilitation request menu design, P4GN menu design, counseling request menu design, user menu design, mentoring menu design abuse, abuse report table design, edit profile menu design. Interface design is an important part of the application, because the first thing you see running is the application interface
Perancangan Sistem Reservasi Meja dan Makanan Pada Rumah Makan Berbasis Web (Studi Kasus Di Rumah Makan Ayam Bakar Celup Mang Rojak)

This study aims to design a reservation system table and food at Roast Chicken Restaurant Mang Rojak that has not utilized internet technology. This application is a solution to the reservation problems that occur and can be used as a means of developing services to customers. The system development method used is the waterfall model. This method consists of several stages of activity flow that runs in one direction from the beginning to the end of the system development project, starting from the analysis of design, design, coding, testing and system implementation. In the analysis phase, the data were collected by observation and interview. The testing of this application is done with Black Box Testing. The results of the study have provided sufficient information about the current food ordering procedure, so that the new system is needed. This table and food reservation information system is website-based that supports online ordering process. This system also provides menu price information and other promotions without coming to the restaurant. Development of this application is needed in order to be able to help issues related to information needs both for the company and customers
Implementasi Perbandingan Deteksi Tepi Pada Citra Digital Menggunakan Metode Roberst, Sobel, Prewitt dan Canny

The field of digital image processing, such as segmentation, has become a widely discussed topic. Segmentation aims to divide the image into parts or regions so that there is no overlap with similar characteristics, such as color, shape, texture, and intensity. The segmentation process is generally divided into three groups of segmentation, including segmentation based on classification (classification based segmentation), segmentation based on edges (edge based segmentation), and segmentation based on region (region based segmentation). Edge detection is a systematic process used to detect pixels in digital images that are not fixed or always changing their brightness level in a line or curve. The purpose of this study is to compare edge detection methods using image objects. This research was conducted using the method of Robert, Prewitt, Sobel and Canny to detect the number of white pixels in each image. The tool used in this research is Simulink Matlab, where the parameters of each algorithm will be compared. Then the total number of white pixels is calculated from each edge detection method.
Resolution Limits for the Noisy Non-Adaptive 20 Questions Problem

We establish fundamental limits on estimation accuracy for the noisy 20 questions problem with measurement-dependent noise and introduce optimal non-adaptive procedures that achieve these limits. The minimal achievable resolution is defined as the absolute difference between the estimated and the true locations of a target over a unit cube, given a finite number of queries constrained by the excess-resolution probability. Inspired by the relationship between the 20 questions problem and the channel coding problem, we derive non-asymptotic bounds on the minimal achievable resolution to estimate the target location. Furthermore, applying the Berry--Esseen theorem to our non-asymptotic bounds, we obtain a second-order asymptotic approximation to the achievable resolution of optimal non-adaptive query procedures with a finite number of queries subject to the excess-resolution probability constraint. We specialize our second-order results to measurement-dependent versions of several channel models including the binary symmetric, the binary erasure and the binary Z- channels. The theory is extended to simultaneous searching for multiple targets. As a complement, we establish a second-order asymptotic achievability bound for adaptive querying and use this to bound the benefit of adaptive querying.
Illusztrált hagyomány

To each well-known fairy tale belongs a tradition of visual adaptations formed in centuries and still being formed and transformed. The alteration of visual interpretations also effects the story itself. The paper gives examples of this transformation from Hungarian children’s book illustration of today, amongst them the so-called Design book series and a picture book designed especially for blind people, which reinterprets the idea of a picturebook. Parallel to international trends these tendencies also refer to the transmedia storytelling conception of Henry Jenkins, while they strengthen the reception of the story through multisensorial perception.
Evaluasi User Interface Website Prodi Teknik Informatika UNRI Menggunakan User Experience Questionnaire (UEQ)

The current website of Informatics Programme at Riau University is being redesign. This process need to be done because the past design had a few shortcomings, such as not being responsive and less attactive to user, in term of UI. To figure out weather the new design meets the UX aspects, it is necessary to make an evaluation. This research does that evaluation about current website User Interface (UI) using UEQ. UEQ,as for today, is consider a fast and simple tools to test UX aspects of certain website. The UEQ will be distributed to 50 respondents which is Informatics Programme’s student. This respondent consist of 25 men and 25 women. Respondent data was analyzed using UEQ Data Analysis Tools. The result was 4 aspects which is consider good, such as attractiveness, efficiency, dependability and stimulation. There was 1 aspect which score above average, namely perspicuity. One last aspect was score below average, which is novelty. From this research result, in general the UI design and UX aspects of this website is consider good. However, to reach maximum performance some adjustment need to be done. Especially from the perspicuity ascpect. The developer need to clarify the way to use this website. The approach can be taken from general web design principal. As for novelty aspects, improvement need to be done to its content with creative and inovatif idea. This will bring unique value for informatics programme website compare to another sites.
Pengembangan Sistem Aplikasi Barbershop Berbasis Android Untuk Menumbuh Kembangkan Usaha Barbershop

The development of communication and information technology is one of the developments that can be felt in everyday life. The development of smartphones or smartphones and the internet is one of the real evidences. Another development that has felt its impact is the development of fashion. Nowadays fashion is no longer synonymous with women, but also for men. Not only fashion clothes or accessories, but also hair fashion. More and more hairstyles are becoming more and more confusing for consumers to choose the type of hairstyle they want. Many men also do not know the details obtained from other people about the new hairstyle. Therefore, the development of this Barbershop application can also help choose the desired hairstyle and can assist application users in making their choice. In addition, the application can determine the location of the nearest or best Barbershop for its users. Based on the conclusions of the results of this study, the application of barbershop services at Barbershops is useful for facilitating information problems and ordering barber services without customers having to come to the Barbershop and being able to create a good system that can facilitate employee performance at the Barbershop itself