Reviewerly/exHarmony huggingface dataset:
An Analysis of Students’ Difficulties in Pronouncing English Fricative Consonant at the Eleventh Grade of SMA Negeri 1 Kota Jambi

This research was aimed to find out the students’ difficulties and factor causes students difficult to pronounce English fricative consonant at the Eleventh Grade of SMA Negeri 1 Kota Jambi. The research methodology of this study was quantitative descriptive research which involved population and sample. The total population of this research was the XI MIPA 1 students of SMAN 1 Kota Jambi, which consisted of 36 students. In collecting the data, the researcher gave test and interview at the class. The result of the research showed that the eleventh grade students of SMA Negeri 1 Kota Jambi got difficulties in pronouncing English fricative consonant sounds of dental and labiodental. The students’ difficulties in pronouncing fricative consonant are producing sound (/q/, /ð/, and /v/). The highest percentage of the students score was 95% and the lowest was 15%. Where the mean score of the students’ test was 42,28% with a fair categories and percentage of students score test were /θ/ 76,11%, sound /ð/ 77,78%, /f/ 5%, and sound /v/ 57,22%. The factors of students’ difficulties in pronouncing English fricative consonant are; the influence of students’ mother language, the lack of students’ knowledge about English sound system and the unsuccessful in using borrowed English words.Key Words: Students Difficulties, Pronouncing, Fricative Consonant.
ENRICHMENT OF ONLINE AND PHYSICAL COLLABORATION

All over the world people abruptly had to switch to remote working. Although working from a distance isn’t entirely new, this sudden shift accelerated the development of online collaboration tools. This study has two major purposes: (1) to investigate the online and physical collaboration, (2) to explore and develop how remote working can look like in the future. Systematically combining desk research and in-depth interviews revealed interesting insights and patterns. Our aggregated data shows that remote collaboration appears to have both its advantages and disadvantages. Employees experience an increase in productivity and efficiency, yet also indicate several functional obstacles, e.g., the feeling of being limited by technology. Moreover, this paper also examines the influences on social and emotional aspects. One of the main conclusions on remote collaboration appears to be the difficulty of connecting with colleagues. This affects the team spirit, makes it hard to connect with others and hinders learning from each other. There lies a great design opportunity ahead that will alter the collaboration landscape in the months and years to come. Therefore, to explore the future of collaboration, we approach the remote work phenomenon with a product-service system mindset that enables a hybrid form of collaboration and using the following research question in this paper: ‘How can we enrich online and physical collaboration’.
Lessons Learned from EVALITA 2020 and Thirteen Years of Evaluation of Italian Language Technology

This paper provides a summary of the 7th Evaluation Campaign of Natural Language Processing and Speech Tools for Italian (EVALITA2020) which was held online on December 17th, due to the 2020 COVID-19 pandemic.The 2020 edition of Evalita included 14 different tasks belonging to five research areas, namely: (i) Affect, Hate, and Stance, (ii) Creativity and Style, (iii) New Challenges in Long-standing Tasks, (iv) Semantics and Multimodality, (v) Time and Diachrony.This paper provides a description of the tasks and the key findings from the analysis of participant outcomes.Moreover, it provides a detailed analysis of the participants and task organizers which demonstrates the growing interest with respect to this campaign.Finally, a detailed analysis of the evaluation of tasks across the past seven editions is provided; this allows to assess how the research carried out by the Italian community dealing with Computational Linguistics has evolved in terms of popular tasks and paradigms during the last 13 years.
Geographic Information System of Oil Palm Location Based on Android

This study designs a geographic information system (GIS) that always adapts to the current development of information technology, many researches are carried out to encourage the emergence of new discoveries in the world of technology. One of the uses of GIS is to make it easier for decision makers to determine the policies to be taken, especially those related to spatial aspects. So far, the data and information on the location of plantation lands that are presented are still in the form of reports containing numbers and text, while maps are still presented manually on books or paper, so a geographic information system is needed that can provide information to companies about the location of oil palm lands. easy and fast. The purpose of this study is to build an android-based geographic information system for oil palm land in Mootilango District. The method used is the Research and Development method, this application is designed using PHP and HTML programming language software, namely Macromedia Dreamwever, Java programming language using Android studio, and tools for modeling using UML (Unified Modeling Language). By testing the system using whitebox and blackbox testing, with this test the correct graph flow is obtained as a sample of researchers in testing. The results of this research are the implementation of the system that is designed to be suitable for use and can have a good impact on the company, so that this system can make it easier for companies to get palm oil information quickly anytime and anywhere. Based on the blackbox test table, the results are appropriate
The Effectiveness of Yobikake-outou No Hyougen Learning through the Grammar Translation Method for Students of Monarch Bali Dalung

This study aimed in analyzing (1) the Japanese language skills of Monarch Bali Dalung students, especially in learning yobikake-outou no hyogen before the Grammar Translation Method (GTM) is applied; (2) the Japanese language skills of Monarch Bali Dalung students, especially learning yobikake-outou no hyougen after the Grammar Translation Method (GTM) is applied and its effect on students; (3) the factors that influence the application of the Grammar Translation Method (GTM) to Monarch Bali Dalung students in learning Japanese, especially learning yobikake-outou no hyougen.This research is an experimental research with quantitative and qualitative approaches.The experimental research design used in this study is a quasiexperimental design.The theories used in this research are language learning theory, pragmatic theory, and sociocultural theory.The results showed that the Grammar Translation Method (GTM) method can improve Japanese language learning outcomes for Monarch Bali Dalung DMM students, especially in learning yobikake outou no hyougen.This can be seen from the average value of student learning outcomes that have increased, namely the average value of the initial test in the experimental group was 21.50 and the final test score is 71.10.The standard deviation of the initial test was 11,859 and the final test was 12,339, while in the control group the initial test score was 21.90 and the final test score was 50.70.The standard deviation of the initial test was 11,923 and the final test was 12,522.The hypothesis tested by using t-test.Based on the effective category obtained according to the average value (mean) of N-Gain, that the GTM method in learning yobikake outou no hyougen was said to be 'quite effective'.The factors that influence the implementation of the Grammar Translation Method (GTM) were external factors and internal factors.External factors were in the form of unattractive applications, while internal factors are student motivation. .
INTERFERENSI BAHASA MELAYU TERNATE DALAM PROSES PEMBELAJARAN BAHASA INDONESIA SISWA KELAS VIII SMP NASIONAL BANAU KOTA TERNATE

This research aims to explain the occurrence of Ternate's Malay interference in the process of learning Indonesian VIII grade students at Banau National Middle School in Ternate City describing the factors causing interference in the learning process of Ternate Malay language class VIII Banau National Middle School, Ternate City. This study used descriptive qualitative method. The data used are primary data and secondary data. Data sources were 28 students who spoke Malay in Ternate. Data collection techniques are observation (observation), interview (Interview), decommentation, Speaking. Data analysis techniques use descriptive qualitative (data reduction, data presentation, passing conclusions and verification). Based on data analysis, it was concluded that the Malay language of Ternate in the process of learning Indonesian language in class VIII of Banau National Middle School in Ternate City was found, namely; (a) interference in the form of words, sentences, phrases, and clauses. (b) interference occurs, namely the occurrence of the learning process of Indonesian language in grade VIII Banau National Middle School in Ternate City, namely; (1) Habits, (2) Affected by others (3) preferred or comfortable using Malay language Ternate (4) have not realized or accustomed to using Indonesian in the learning process (5) friends use Ternate Malay language. Causes of Ternate Malay Language Interference, namely; (1) habits, (2) the interlocutors (3) are more comfortable using the Malay language of Ternate (4) have not mastered the Indonesian language (formal).
Evaluation of Online Learning for Inclusive Junior High School Students

Online learning has been carried out by all levels of education, starting from elementary school to higher education, applied to traditional and inclusive schools. The purpose of the study was to obtain the results of online learning evaluations for inclusive students at State Junior High Schools 36 Jakarta. This study used a descriptive analytical-qualitative approach. Data were collected through observation, interviews, documentation, and group discussion forums. Data analysis techniques consist of data reduction, data presentation, conclusion drawing/verification. The study results concluded that the implementation of online learning was carried out regularly by government standards in terms of planning, implementation, and evaluation. The students also did not experience any problems and were diligent in participating in online learning activities because of parental assistance. The study results also have implications for understanding the concept of cooperation between the school and parents in carrying out online learning activities so that students can take online classes regularly.
EDUCATIONAL AND METOTODOLOGICAL SUPPORT FOR THE ADAPTIVE CYCLE OF TECHNOLOGICAL EDUCATION IN THE GYMNASIUM OF UKRAINE

The article analyzes and summarizes the results of an empirical study of the problem of providing programs and textbooks of technological education in gymnasiums of Ukraine. The requirements to the model program of technological educational branch of the State standard of basic secondary education are theoretically substantiated. The necessity of creating new textbooks for students of 5-6 grades of the subject "Technology" as a component of the educational and methodical complex of the adaptation cycle of technological education in the gymnasium is proved.The composition of the educational and methodical complex for the effective study of the general subject "Technology" in the 5th and 6th grades of the gymnasium and the conditions of its creation are determined. The peculiarities of textbooks of the adaptation cycle of education and the requirements for their preparation on the basis of competence-oriented learning are revealed. On the basis of the conducted pedagogical experiment the influence of the textbook on creation of the innovative environment of technological education in the New Ukrainian school and efficiency of training of technologies in the conditions of distance and mixed training is shown.
DIGITALIZED TAKĀFUL CLAIMS PROCESSING

The takāful and insurance industry is an evolving process of safeguarding the assets of people from loss and uncertainty. It may be described as a social device to reduce or eliminate risk of loss to life and property. Insurance offers financial protection to both individuals and business, in the risks of a loss and as such, plays an essential role in mitigating risks through risk-sharing in uncertain but potentially injurious episodes. The risk landscape is continually evolving, and in order to keep up, the insurance industry needs to trace and provide customized insurance policies that can serve specific indemnity needs of the new economy. The insurers have to possess full understanding of every risk covered in their policies and when disaster hits, compensation and claims will be done in a timely and judicious manner.Latest developments in FinTech promises more efficiency and reduced costs causing significant shifts in the financial landscape, and the impending disruption in the insurance industry is inevitable. Blockchain today is something like where the Internet was in the 1990s — on the strategic interest of forward-looking companies, but still a while from extensive implementation. Therefore, the question for most insurance companies is not whether they will adopt blockchain, but rather, what to start with and how to test and prove the value proposition.In this chapter, we provide a strategic discourse on how blockchain can provide additional value to the insurance and takāful industries, understand the change in processes, issues that need to be overcome, and efficiency benefits, projected cost-saving, and risk management.
Performance Comparison of Text Based Game Prototypes Using GTmetrix

Access to the internet and the advanced of technology allow people to experience in playing a game, not limited to their game console or through a PC, but also through their gadget like mobile-phones. Based on our initial study, a text-based game prototype has shown its potentiality as an alternative media to enhance youth literacy. The prototype has been developed in web-based platform that allow users to play this game through their mobile-phone. This paper describes an extend study to explore on how well the performance of text- based game prototype, when it was run online through a mobile device. For this purpose, a testing tool, named “GTmetrix” is used to review the performance of mobile device that run two different text-based game prototype platforms, which are Quest and Ink Platforms. For further comparison, this paper also included additional test scenario to see the performance of these two prototype platforms through a desktop device. These testing was conducted through different mobile network speeds (2G/3G/4G). Two different test approaches, PageSpeed and YSlow, were used to analyze the performance. Based on the results, it can be concluded that both prototype platforms are still compatible to be played through mobile devices, with Ink platform perform slightly better compare to the Quest platform in several test setting.
PENGARUH MODEL PEMBELAJARAN DEEP DIALOGE/ CRITICAL THINKING BERNUANSA LINGKUNGAN BERBANTUAN MEDIA Web (E-Learning) TERHADAP HASIL BELAJAR IPS DITINJAU DARI MINAT OUTDOOR SISWA KELAS IV SDN GUGUS 3 MASBAGIK UTARA LOMBOK TIMUR TAHUN

This study was aim to investigate the effect of Deep Dialoge/ Critical Thinkingmodel with environmental nuances assisted by Web (E-Learning) media towards students’ social learning outcomes reviewed from students’ outdoor interest on grade IV SDN Gugus 3Masbagik Utara, East Lombok. This study used quasi-experimental approach with post test two group factorial design. The population of the study were 143 students. The sample of this study was 76 students taken by random sampling technique. Student outdoor interest data were taken by questionnaire. Meanwhile, students’ learning outcomes data were collected by tests. The Data of this study were analyzed using Anava AB assisted by SPSS 16.00 for windows. The results showed that: 1) There was a significant difference of students’ social learning outcomes between students Deep Dialoge/ Critical Thinkingmodel with environmental nuances assisted by Web (E-Learning) media and students conventional learning (FA count = 14.489, with p &lt;0.05), 2) There was a significant interaction effect between the Deep Dialoge/ Critical Thinkingmodel with environmental nuances assisted by aWeb (E-Learning) media and outdoor interest towards students’ social learning outcomes (FA count = 36.202, with p &lt;0.05), 3) For students high outdoor interest, There was difference students’ social learning outcomes between students Deep Dialoge/ Critical Thinkingmodel with environmental nuances assisted by Web (E-Learning) media and students conventional learning (tcount&gt; ttable = 6.934&gt; 1,980), 4) For students low outdoor interest, there was no significant difference of students’ social learning outcomes between students Deep Dialoge/ Critical Thinkingmodel with environmental nuances assisted by Web (E-Learning) media and students conventional learning (tcount &lt;ttabel = 1.561 &lt;1,980).
DESAIN SISTEM PENDATAAN KEHADIRAN KARYAWAN TERINTEGRASI FINGERPRINT DENGAN FUNGSI PENGATURAN SHIFT KERJA BERBASIS VISUAL

Data collection on employee attendance at a company is a must, with the aim of monitoring discipline, calculating employee salaries, and other needs. Data collection on employee attendance at companies that are used today is very diverse, following the development of technology. The United Tronik Semarang office, which employs relatively many employees, currently uses a manual card attendance data collection system that attracts researchers to make the United Tronik Office the object of research.&#x0D; Fingerprint is one of the hardware used to support employee attendance data collection which is relatively simple and easy to reach, the accuracy and ease of operation make the fingerprint attendance system more and more in demand. One of the human error problems in the attendance data collection system is attendance recording errors, especially for employees with shift work hours. Arrangement of work shifts in programs built with Visual Basic 2010 can minimize attendance recording errors, because it can set the recording time for employees. To support the ease of data access and shift settings, the researcher uses a Client Server database system with SQL Server 2005 Software.
Comparison of Cinepak, Intel, Microsoft Video and Indeo Codec for Video Compression

The file size and picture quality are factors to be considered for streaming, storage and transmitting videos over networks. This work compares Cinepak, Intel, Microsoft Video and Indeo Codec for video compression. The peak signal to noise ratio is used to compare the quality of such video compressed using AVI codecs. The most widely used objective measurement by developers of video processing systems is Peak Signal-to-Noise Ratio (PSNR). Peak Signal to Noise Ration is measured on a logarithmic scale and depends on the mean squared error (MSE) between an original and an impaired image or video, relative to (2n-1)2.Previous research done regarding assessing of video quality has been mainly by the use of subjective methods, and there is still no standard method for objective assessments. Although it has been considered that compression might not be significant in future as storage and transmission capabilities improve, but at low bandwidths compression makes communication possible.
ANALISIS KESULITAN KETERAMPILAN MENULIS KARANGAN DESKRIPSI PESERTA DIDIK DI SEKOLAH DASAR

ABSTRACT&#x0D; This descriptive analysis study aims to determine the ability to write descriptive essays in fourth grade students at SDN Griya Bandung Indah. The data analysis method in this study used qualitative descriptive analysis. Data collection techniques used in this study were documentation and interviews. The average value of the ability to write descriptive essays is 54.6 with less qualifications. The percentage of suitability of the title with the theme of the essay is 66% or equal to 20 students including the very good/good category, the percentage of neatness of writing and accuracy of diction is 73.3% or equal to 22 people who are still not neat in their writing and choice of words/diction , the percentage of essay writing structure is 56.7% or equal to 17 people including very good/good category, percentage of suitability of ideas with essays is 63.3% or equal to 19 people who are still lacking in suitability of ideas with essays, and percentage of spelling usage In general, the Indonesian language is 87% or equal to 26 people, including the category of lacking in writing capital letters and using punctuation marks in accordance with general Indonesian spelling guidelines. The obstacles faced by students are that they find it difficult to express their ideas into words/sentences, this is due to the lack of interest of students in reading and the lack of students to get used to the practice seriously. Factors that influence learning difficulties in writing descriptive essays are intelligence, interest in learning, attitudes and behavior towards lessons, motivation, learning standards, factors from educators who use inappropriate media, methods, and learning tactics.
TOURISM DEVELOPMENT OF THE ARCHAEOLOGICAL AREAS AND THEIR CRAFTSMANSHIP IN THE ARCHAEOLOGICAL AREA OF THE RADWAN KASBAH

The areas of archaeological value receive great attention as they are the oldest areas in the city, as they form the beating heart that records the history of the city and its features through various successive historical and political eras. Its inhabitants and its trades and activities. The archaeological and heritage areas take on their importance through a set of aesthetic, architectural, functional and historical values, in addition to social, investment and economic values, as the archaeological area contains a large group of historical buildings dating back to different eras with wealth belonging to mankind. About the memory of the place in addition to its being the continuous culture, especially the elements that are preserved and preserved in the built environment, and the cultural heritage is a major.
Design and implementation of a biometric students’ time and attendance logging system

&#x0D; &#x0D; &#x0D; Every tertiary academic institution has the obligation of recording and taking the attendance of its students during lecture periods. Over the years the process and accuracy of this attendance has been marred by many challenges which range from the cumbersome nature of paper sheets used in recording, to the manipulation of attendance by unscrupulous students and so on. This paper is aimed at designing and implementing a biometric students’ time and attendance logging system that helps in mitigating these challenges. This biometric student time and attendance logging system uses the fingerprint biometric characteristics to accurately identify the student. The system also generates a report showing the number of times a particular student was present or absent in a semester. This feat was achieved through the use of an atmega328P microcontroller, a fingerprint RS305 module, a liquid crystal display (LCD), a Red Green Blue (RGB) light emitting diode (LED) and a Personal Computer (PC) amongst others. The software used in this work was developed using visual studio C# and MySQL2008, and the final work was simulated using proteus before it was constructed and tested. The results of the test show a significant improvement over the manual attendance system.&#x0D; &#x0D; &#x0D;