Reviewerly/exHarmony huggingface dataset:
Interactive Learning Strategies for Writing News Writing Skills Using WhatsApp Groups

With an average class grade of 86.9 prior to the Covid-19 epidemic, Journalistic Course Studying Achievements (CPMK) by learning news writing techniques was quite ideal. During a pandemic, the course manager expects that CPMK Journalism will continue to function at its best. As a result, academics are working on it and lecturers are putting interactive learning techniques for news writing skills into use via the WhatsApp Group. The one-group, pretest-posttest design of this study combined a descriptive quantitative technique with a pre-experimental design method. This study used interactive learning approaches for news writing skills utilizing the WhatsApp Group. The strategies were taken from Komara (2014). Based on the calculation of the mean (average value), the student received a pretest score of 70.5. Based on the calculation of the mean (average value), the student received a posttest score of 91.5. According to the research questionnaire's findings from ten assertions, students are generally open to using the WhatsApp Group to adopt interactive learning strategies. They also favor using the WhatsApp Group to master interactive news writing tactics.
Performance Evaluation of Error-Correcting Output Coding Based on Noisy and Noiseless Binary Classifiers

Error-correcting output coding (ECOC) is a method for constructing a multi-valued classifier using a combination of given binary classifiers. ECOC can estimate the correct category by other binary classifiers even if the output of some binary classifiers is incorrect based on the framework of the coding theory. The code word table representing the combination of these binary classifiers is important in ECOC. ECOC is known to perform well experimentally on real data. However, the complexity of the classification problem makes it difficult to analyze the classification performance in detail. For this reason, theoretical analysis of ECOC has not been conducted. In this study, if a binary classifier outputs the estimated posterior probability with errors, then this binary classifier is said to be noisy. In contrast, if a binary classifier outputs the true posterior probability, then this binary classifier is said to be noiseless. For a theoretical analysis of ECOC, we discuss the optimality for the code word table with noiseless binary classifiers and the error rate for one with noisy binary classifiers. This evaluation result shows that the Hamming distance of the code word table is an important indicator.
Decision Support System For Selecting The Best Practical Work Students Using MOORA Method

This research aims to solve the problem of selecting the best practical work students at the Politeknik Bisnis Indonesia. The current selection of the best practical work students at PBI does not yet use a decision support system approach. This problem is solved by building a Decision Support System using Multi-Objective Optimization based on Ratio Analysis (MOORA) method. The criteria used in this DSS consist of discipline, teamwork, skills, quality of work, and attendance. As for the results of data processing from this study, the three best alternative data were obtained, namely alternative Vivi (A6) as the 1st best Practical Work Students with a score of Yi = 36.5954, Hafiz (A1) as the 2nd best Practical Work Students with a score of Yi = 34.5339, Cahaya (A3) as the 3rd best PKL student with a score of Yi = 33.4767. Through this decision support system that has been built, the selection of the best practical work students can be made quickly and effectively.
Weighted Product Method in the DSS for Employee rewards at the Cosmetics Warehouse

The Cosmetic Warehouse in this research is located in Purwokerto, a one-effort trade that provides beauty products. Cosmetic Warehouse Purwokerto had stood up since 2013 when Navissatul Darojah Gusmiati was founded with ten employees. The study aimed to apply the weighted product method as a decision support system for determining employee bonuses in the Purwokerto cosmetic warehouse and giving less salary and bonuses following performance employees. The Weighted Product method is a decision-making method with specific criteria. The weighted Product method is used to decide with multiplication for link attribute rating. Rating each attribute must be promoted, especially formerly with weight attribute in question; in a study, this is the data used, i.e., result data interview in the form of a later questionnaire processed by Weighted method product (WP). This research can produce results in the form of calculations with the used algorithm WP company with clear and detailed about giving employee bonuses with existing criteria. Moreover, score preference was obtained by an employee named Indri with a value equal to 0.105670687. for the score, 2nd preference was obtained by Princess with a value equal to 0.10356631, and for 3rd, obtained by Gio with a value equal to 0.101039953.
Association Analysis in Java Ateka for Stationery Sales Promotion Using the FP-Growth Algorithm

Every company or organization must have the right strategy to continue business or organizational activities. If not used, product sales data at the company will only become a pile of data; of course, it is regrettable if it is not used properly. The company can use the most product sales data to determine the next marketing strategy. To find out this data (the most sales), Association Rules Analysis is needed on the FP-Growth Algorithm method. This research aims to determine the association rule of Java ATK sales using the FP-Growth algorithm. This algorithm can be used for extensive data sets and to process Big Data. The results of this study are the FP Growth algorithm using association rules, which can be implemented in bookstore sales data with support count and minimum confidence parameters. A decimal value of 0.8 can form a product purchase correlation to increase stationery sales in Java Ateka. The rule obtained from the results of the FP-Growth calculation is that there are three transactions where if you buy item A, you will buy item B.
Implementation of the Fuzzy Tsukamoto Method for Office Stationery Estimation Stock System

Information technology supports the company's operational activities in recording incoming goods, outgoing goods, and existing inventory. PT. Mitraniaga Distribusindo is a company engaged in food distribution, which includes supporting aspects for smooth operations, such as stock availability of office stationery. The Tsukamoto fuzzy method aims to calculate the estimated stock of office stationery needed in the future to provide recommendations for deciding the estimated stock of office stationery. The estimated target variable is more numerical, with models built using complete records providing the variable value of the target as a predictive value. Testing the accuracy of the calculation results of the office stationery stock estimation system was conducted using the Root Mean Squared Error (RMSE) to get a value of 5.9 so that the decisions obtained are more precise. In application development, using the waterfall model, which provides a sequential or sequential software life flow approach starting from design analysis, coding, and up to application testing using black box testing that is produced, each test form produces an appropriate status, according to the expected results.
Perceptions of College Professors Regarding the Distance Learning

본 연구는 원격수업에 대한 전문대학교 교원들의 인식을 조사하는 데 그 목적이 있다. 이를 위해서 전문대학에 소속된 총 737명의 전임교원들이 본 조사에 참여하였고, 원격수업에 관한 21개의 문항으로 구성된 질문지를 실시하였다. 수집된 자료의 분석은 SPSS 통계프로그램을 사용하였고, IPA기법을 활용하여 교수역량과 대학지원에 관한 요인들을 탐색하였다. 본 연구의 주요결과는 다음과같다. 첫째, 원격수업의 효과성에 대해서 교원들의 62.3%는 부정적으로 인식하였다. 둘째, 원격수업에 대한 개인차원의 교수역량에 대한 중요도와 현재 수준은 일치하지 않았고, 대학차원의 교수지원에서도 동일한 결과가 나타났다. 셋째, 원격수업의 효과성을 높이기 위해서는 개인차원에서 교원의교수설계 능력을 함양하고, 대학차원에서 교수학습자료 제작․공유 플랫폼 제공 등이 필요한 것으로나타났다. 이러한 본 연구결과를 바탕으로 원격수업에 관련하여 주요 시사점 및 후속연구를 제안하였다.The purpose of this study was to investigate professors’ perceptions on distance learningwhich was provided to students. In order to examine the practices of distance learning in atotal of 737 college professors participated in the study. A questionnaire, comprised of 21 itemsseeking professors’ perceptions was used. Analysis of the collected data was usedImportance-Performance Analysis(IPA) with SPSS. The results of the study are as follows. First,62.3% of professors reported negative perceptions of distance learning. Second, there was theimportance and current level of teaching competencies related to distance learning did notmatch, and the same results were college supports. Third, to improve the effectiveness for thedistance learning, the college provide a platform for producing and sharing teaching andlearning materials, the professors have to development the ability to instructional design. Basedon the results of the study, implications were discussed, and further studies were suggested.
A more vital soil science future

By some measures, soil science is doing fine.We have gained a battery of aspiring young scientists, and became more gender-balanced although still not as diverse as we should be (Carter et al., 2021).The number of soil scientific papers and books are growing at an almost exponential rate reflecting increased research and funding and, hopefully, an expanding knowledge base.An enormous amount of soil information is available, and increasingly peer-
The development of quiz game learning media for Javanese script reading skills for fifth-grade elementary school students

This study aims to describe the quiz game learning media development for the Javanese script reading skill for fifth-grade students at SD Mangkubumen Kidul, Laweyan Sub-district, Surakarta.This research was included in R & D (research and development) and reached the development stage.The subjects of this study were the fifth-grade students of SD Mangkubumen Kidul, totaling eight students.Sources of data came from students and teachers.Data collection techniques employed interviews and document analysis.The validation technique was carried out by material experts, media experts, and expert practitioners.The results of this product were in a good category, with the percentage of material experts of 88.54%, media experts of 98.75, and expert practitioners of 85.22%.The process of making learning media utilized Construct2 to build programs and Adobe Photoshop CS6 and CorelDRAW X5 to create graphic designs.The final result of this research is a quiz game learning media for Javanese script reading skills that can be accessed via a device or smartphone.
Examining E-Learning Adoption Through the Lens of the Information Systems Success Model: An Empirical Study on Higher Education Institutions in Indonesia

Due to the outbreak of COVID-19, learning institutions in Indonesia have been forced to switch to e-learning. E-learning is a new way of education that everyone had to adopt. To ensure the continuity of teaching and learning activities, higher education institutions (HEIs) need to explore ways to increase the quality of e-learning systems. The paper aims to understand the quality factors that influence e-learning adoption in Indonesia. The proposed framework is validated with 753 students from four universities located in different regions of Indonesia. Data were analysed using Statistical Package for the Social Sciences (SPSS) software. The findings show that a relationship does exist between information quality and e-learning adoption. However, system and service quality did not indicate any significant influence on e-learning adoption. Keywords: Information Quality, System Quality, Service Quality, E-Learning Adoption
Understanding Children's Interactions in Synchronous Shared Environments

Traditional computer technology offers limited support for face-to-face, synchronous collaboration. As a result, children who wish to collaborate using computers must adapt their interactions to the single-user paradigm most personal computers are based on. More recently, co-located groupware systems offering support for concurrent, multi-user interactions around a shared display have become technologically feasible. Unlike traditional groupware systems that provide multi-user interaction through the use of separate computers, these systems share the physical workspace, as well as the virtual workspace. These systems provide a unique mechanism through which children can interact with each other. However, ways to best utilize the technology in this manner has not been fully evaluated. This paper investigates how technological support for children's synchronous interactions facilitates their collaborative activities. In particular, we examined whether a shared workspace facilitates the development of a shared understanding during a computer-based collaborative activity. We present a field study that observed pairs of children playing an educational game in several display configurations. The findings from this research suggest strengths and weaknesses of various types of support for synchronous interactions and discusses issues related to the design and development of more effective computer systems to support children's face-toface interactions.
Fast Armijo line search for stochastic gradient descent

Abstract We give an improved non-monotone line search algorithm for stochastic gradient descent (SGD) for functions that satisfy interpolation conditions. We establish theoretical convergence guarantees for the algorithm for strongly convex, convex and non-convex functions. We conduct a detailed empirical evaluation to validate the theoretical results.
What experts say about increasingly relevant translation technologies

When the community of translation researchers, trainers and practitioners is asked what they consider to be most relevant as regards translation technology research in the near future, the unanimous answer is neural machine translation (NMT). The application of AI to the language industries, and to the translation industry in particular, requires a reconfiguration of both the technologies themselves and the way in which they are being employed. In addition, developments in different natural language processing technologies bring new research questions to the field of Translation Studies. This article presents the answers provided by translation experts with different backgrounds and collects the main research questions on translation technologies or emerging from such technology development.
The Exacerbation of (Grammatical) Gender Stereotypes in English–Spanish Machine Translation

The information required to select grammatical gender in machine translation of isolated sentences for gender-marking languages is frequently missing or difficult to extract. Our text-centric, black-box study demonstrates how the gender distribution of the training set is distorted at the output. Human evaluation reveals that gender clues are frequently absent from the source, resulting in stereotyped translations.
Evaluation of The Nervous System Interactive Module Based on Acceptance and Increasing Knowledge Level

The use of interactive nervous system modules is expected to be suitable to increase knowledge and facilitate independent learning. The interactive module used must be tested for usability. Usability and user experience are the main determinants of the quality of a product in the form of media or systems, as well as an indicator of success or failure. The purpose of this study was to evaluate the use of an interactive nervous system module that was developed based on user acceptance and increased usage knowledge. A pre-experimental one group pre–test–post–test design with a sequential explanatory mixed method was taken. The sample of this study was all participants taking the comprehensive stage in March 2022. The quantitative measurement used the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ), while the knowledge measurement used two packages of pretest and posttest questions. Further, the Qualitative measurements were carried out by interviewing to find out the advantages and disadvantages of the interactive modules that have been developed as well. There is evidence that the module increases the participants knowledge (p-value was 0.000 using paired sample t-test). The average results of the pre-test and post-test scores were 68.33 and 83.06 respectively. The results of the measurement of user acceptance using SUS obtained a value of 73.125 which indicates that the interactive nervous system module is "Acceptable" based on acceptability ranges, "good" based on the adjective rating, and grade C based on the Grade Scale. UEQ measurement results obtained Overall “Excellent”, Pragmatic Quality “Excellent”, Hedonic Quality“Excellent”. The participants of the Comprehensive Stage said that the interactive nervous system module had advantages in terms of the system, easy access, attractive appearance and easy to understand. The drawback is that the use on mobile devices is still less comfortable when compared to use on laptops and tablets. Our study concludes that the use of these interactive nervous system modules is well acceptable as it can facilitate students independent learning and increase knowledge. Moreover, Interactive modules also have advantages in terms of systems, ease of access, attractiveness and clarity of material, however the improvement in appearance to keep comfortable when user use on mobile devices is still needed.
English Spelling of Arabic Compound Personal Names by Educated Arabs on Facebook

This study examines a sample of Arabic compound personal name spelling errors in English on Facebook as produced by educated Arabs such as students, faculty, schoolteachers, and other professionals. It also examines the kinds of variant spellings and their sources, and the spelling strategies used. A sample of 452 compound names was selected from Facebook consisting of the prefixes عبد Abd, أبو Abu, and the suffix الدين -ddine. The subjects have different proficiency levels in English. The English spelling data analysis revealed that 68.1% of the compound names begin with Add, Abel, Abdal and Abdul; 27.6% begin with Abo, Abu, Abou, Apo; and 4.2% end with -ddine, -dine, -din. In compound name containing Abd, the prefix has 3 attached forms, 3 detached forms and 1 hyphenated form. In 5 variants, Abd is attached to the definite article -al whether the compound structure is Abd + -al+ Noun or just Abd +-al. In 27% a capitalized noun follows Abd, Abdel, Abdal, Abdel and Abdul. The second prefix Abo was used in 54 compounds in this category; Abu in 50 compounds; Abou in 17; Apo in 2; Abul in 1; and Aboul in 1 compound. Only two compounds out of 125 contain this prefix attached -al (Abul &amp; Aboul). In 74%, the subjects capitalized the second constituent that follows Abu, Abo, Abou, Aboul, Abul, and Apo. The suffix الدين occurred in 19 unique names. It has three variants (-ddine, -din, -dine) and 38 occurrences. The form with the highest occurrence is -din. In 10 compounds, the suffix and the first constituent are spelled as one word. In 15 compounds the definite article in الدين is capitalized. In 8 compounds the initial letter in دين is doubled as it is a sun letter that is assimilated with -al. The variant and deviant English spellings of compound names in this study can be attributed to lack of competence in grapheme-phoneme correspondence, ignorance of the English spelling rules, and transfer of the Arabic spelling system to English. The study gives recommendations for improving the subjects’ spelling skills in English.
USE OF COMPLEX TECHNIQUE OF GEOLOGICAL INTERPRETATION OF GEOPHYSICAL FIELDS FOR PREDICTION OF POSSIBLE VALUES OF VELOCLES OF MODERN VERTICAL MOVEMENTS OF THE EARTH'S CRUST

The article considers the possibility of predicting the velocities of modern vertical movements of the earth's crust using a complex method of geological interpretation of the geophysical fields of Arkhangelsk – Fedynsk – Fotiadi. The search for links between the velocities of modern vertical movements of the earth's crust with anomalous gravitational and magnetic fields, the topography of the day surface, and the thickness of the earth's crust for one geological structure of the territory of the Republic of Belarus in the form of the Orsha depression was performed. To search for links, the integral relation of Karataev – Vatlin – Zakharova was used. Based on the results of forecasting, a model map of the velocities of modern vertical movements of the Earth's crust was constructed. The map has sufficient accuracy and reliability for practical use.
Smart City Architecture Development Framework (SCADEF)

Smart City is a city that implements the latest technologies, such as big data, IoT, Artificial Intelligence, and other new technologies. Smart City has different system characteristics than other systems. Smart City involves several independent stakeholders, so the development of a smart city needs to be designed with a system analysis system and service-based planning. Smart City Architecture Development Methodology (SCADM) has been defined from the previous research. However, the existing Enterprise Architecture approach has yet to specify the artefact to complete the framework. This study recommends the Smart City Architecture Framework (SCADEF) as a comprehensive Enterprise Architecture Framework to develop Smart City Architecture. The architecture framework produced by SCADEF becomes the proposed architecture framework for realizing Smart City. SCADEF consists of SCADM, Meta-model Smart City Architecture Development Methodology Artefact, and guidelines by the implementation SCADEF. The research uses observation, classification, and construction methodologies in Information System Design Methodology. In addition, this study also tested the framework by implementing it on city objects. This implementation is a practical test tool for the resulting enterprise architecture framework. This study implemented SCADEF in the education and health field at Bandung Smart City. Implementing testing on the implementation of SCADEF is to explain the implementation in Bandung Smart City and ask for an assessment from enterprise architecture experts. The results of the expert assessments were calculated statistically to assess the methodology, artefacts, and uses. The measurement results show that SCADEF can be accepted and used to develop enterprise smart city architecture.
Media Pembelajaran Inovatif Game Based Learning Pointer pada Materi Topologi Jaringan Komputer

The aim of this research is to design a game-based learning method for computer network courses. This method is used to increase the Army Polytechnic non-commissioned officers understanding on network topology topic. This game is called POINTER, contains an innovative game-based learning method that has adopted rules from the monopoly game. This game-based innovative learning method has been tested on student non-commissioned officers who are taking computer network courses. Educational games are one of the learning tools that can make students interested in learning and help understand lecture material. Besides studying, student non-commissioned officers play. The research method used is research and development (research and development), that aim to develop interactive learning multimedia based on educational games with instructional games models on network topology material, computer network courses. By using this learning method, student non-commissioned officers understand more about computer network topology because learning is more interesting.&#x0D;