Reviewerly/exHarmony huggingface dataset:
Games in Learning Value Clarification Techniques: An Alternative for Affective Learning in Elementary Schools

The purpose of this study was to describe how games can be used to learn value clarification techniques (VCT). Affective learning is centered on cognitive learning and so it is not often applied in class. Affective learning is usually only carried out by teachers in schools, particularly in elementary schools, if there are problems with student attitudes, and only advice and rules are given. This is based on the idea that unwanted attitudes can be prevented. Affective learning is needed in the classroom as a way to manage attitudes, and it can involve interesting games to be more embedded in student’s learning. Using VCT in affective learning differs from cognitive or psychomotor learning because of its focus on values. The implementation of VCT using games is done by providing a stimulus in the form of a moral dilemma that students must solve. This approach must take into account the advantages and disadvantages of implementing games in the classroom.&#x0D; Keywords: games, VCT, effective learning, elementary school
E-module With Discovery Learning Model Based on Educational Games

This study aimed to develop an e-module using a discovery learning model based on educational games, test the effectiveness of using e-modules in improving student learning outcomes, and determine student responses to the developed e-module. A 4D model was used, which had four stages: defining, designing, developing, and disseminating. Observations and interviews were used to collect the qualitative and quantitative data. Expert judgment determined that the developed e-module passed the validity test, with an average validation score of 3.43, which was categorized as very good. The average peer assessment score was 3.52, which was also categorized as very good. The findings showed that e-modules based on educational games can be effective in learning. The mean pretest value was 50.663 and the mean posttest value was 71.90, which indicated that student learning outcomes improved significantly. As a result, it can be concluded that the educational games-based discovery learning e-module can be effectively used in learning.&#x0D; Keywords: e-module discovery learning, educational games
Amiais in Second Life™: the use of metaverse environments to disseminate Cultural Heritage

Amiais is a small Portuguese village located in the Aveiro district. It is also a virtual village available in Second Life™. The recreation of Amiais in the metaverse is a part of the LOCUS project, which intends to use digital platforms to promote and disseminate local cultural heritage. Thus, a playful narrative was developed to explore the virtual territory and share cultural aspects of Amiais. The research presented in this article tested the users' response to the narrative, their immersive learning about cultural heritage, and the convergence between virtual and real territories. Users engaged with the narrative, interacted with the characters and scenario elements, and got curious about knowing the real territory after the virtual experience. The results confirm that using a metaverse with playful narratives and interaction encourages learning cultural heritage.
Modeling Social Media Effects on Non-Electoral Participation in Morocco

This paper seeks to examine the indirect effects of social media among Moroccan citizens on non-electoral participation using the wave V data of the Arab barometer. The wave V of this data was obtained in 2019-2018 by surveying 2400 Moroccan citizens. Using the SEM, the results of testing the hypotheses indicate that, first of all, social media has a direct and significant positive effect on poor government performance and corruption perception among citizens. Second, the results point out that social media indirectly and significantly increases political distrust among individuals through poor government performance and corruption perception. Finally, the results show that political distrust significantly increases non-electoral participation. Thus, given the significance of all relationships in the research model, it can be argued that social media has significantly increased non-electoral participation among citizens.
Identifying Students' Entrepreneurian Mindset for the Bachelor of Business Administration Program, Faculty of Humanities and Social Sciences, Prince of Songkla University

University graduates today are facing uncertainty in employment due to economic recession, the COVID-[19 ]pandemic, and job replacement by artificial intelligence. Building an entrepreneurial mindset can help students to overcome unemployment and have a successful careers. Therefore, universities are increasingly focusing on fostering the entrepreneurial mindset of their students. Certain elements of entrepreneurial mindset must be identified at the curriculum and career design level to meet the requirements of stakeholders and prepare students for their careers after graduation. According to the principles of outcome-based education, a study program must establish its expected learning outcomes which the students must be encouraged to achieve. However, the extent to which the elements of an entrepreneurial mindset are necessary to support learning outcomes and career success can be different among students from different fields of study. This study identifies the elements of students’ entrepreneurial mindset that are necessary for the Bachelor of Business Administration Program (B.B.A. Program), Faculty of Humanities and Social Sciences, Prince of Songkla University (Pattani Campus) located in Southernmost Thailand. The past studies of entrepreneurial mindset have been revealed, and then the elements of entrepreneurial mindset related to the expected learning outcomes of the B.B.A. Program were selected. The elements of an entrepreneurial mindset presented in this article could be utilized for curriculum and course design, not only for the B.B.A. Program but also for others with similar expected learning outcomes.&#x0D; Keywords: course design, curriculum design, entrepreneurial mindset, entrepreneurship 1.
Does Environmental Information Disclosure Mediate the Effect of Environmental Cost on Environmental Performance?

Environmental performance is a measure created by the Government to determine the company’s concern for the environment. Environmental costs are sacrifices made by companies to obtain good environmental performance. In addition, companies can disclose information about the activities they have carried out to preserve the environment. The purpose of this study was to determine the effect of environmental costs on environmental performance, mediated by environmental information disclosure. Data were obtained from the annual reports of 12 manufacturing companies in Indonesia, registered from 2015-2019. These companies were selected using purposive sampling. The results indicated that: 1) environmental costs had no effect on environmental performance; 2) environmental costs had a positive and significant effect on disclosure of environmental information; 3) disclosure of environmental information had a positive and significant effect on environmental performance; and 4) disclosure of environmental information mediated the effect of environmental costs on environmental performance. Based on these findings, Indonesian manufacturing companies should increase the quality of their disclosure of environmental information.&#x0D; Keywords: environmental cost, environmental performance, environmental information disclosure
Educational Needs of Society: Neuropedagogy as One of the Main Aspects of Motivation in Learning within Formal and Non-Formal Education

The article addresses the major education trend as a continuous, lifelong process. Evolution is an integral process underlying human life while also reflecting the progress of human activity in various domains. Human life is believed to remold historical development. It is a major factor in progress that results from the implementation of new ideas. This aspect is relevant for the study of the functions of education in the context of civilizational progress of society and man in particular.&#x0D; The study sets forth with the major theoretical and methodological approaches to the basic principles of formal and non-formal education. Neuropedagogy is also highlighted as one of the main aspects of motivation for learning both in formal and informal education reflecting the educational needs for society. The article also explores the impact of physiological aspects on personality motivation structure. The concepts of neuropedagogy, formal education and non-formal education are revealed. The article defines the basic concepts of education of the 21st century, in particular, in the context of formality. The results of the research suggest that the educational process is no less relevant in adulthood whereby people actualize their potential by responding and adapting to societal challenges. The article identifies the educational needs of people of different ages within the innovational society framework. The given research helps form the idea of neuropedagogy as a science.
Development of Music Education in Virtual and Extended Reality

The relevance of the chosen topic of the paper is determined by the need to study the development of music education in our time in virtual and augmented reality, focused on the study of new vectors of music education in Ukraine and its entry into the world educational and cultural space based on innovative technologies. The study aims to define and justify the development of music education in virtual and augmented reality, research of innovative technologies to expand the possibilities of the creative process in the art of music, and definition of methods of musical expansion reality. The paper analyzes the directions of development of music education in the works of researchers and scientists, as in the last few decades, scientists have become more interested in the virtualization of society and music education, in particular. Virtual reality is becoming the object of study in philosophy and the humanities and the natural sciences, art history. The article also collects theoretical developments on the topic, specifies the tasks in the music education system in our time in virtual and augmented reality, explores the role and place of innovative technologies to expand the creative process in music, methods of expanding musical reality determined.
Autonomous Situational Awareness for Robotic Swarms in High-Risk Environments

This paper describes a technique for the autonomous mission planning of robotic swarms in high risk environments where agent disablement is likely. Given a swarm operating in a known area, a central command system generates measurements from the swarm. If those measurements indicate changes to the mission situation such as target movement or agent loss, the swarm planning is updated to reflect the new situation and guidance updates are broadcast to the swarm. The primary algorithms featured in this work are A* pathfinding and the Generalized Labeled Multi-Bernoulli multi-object tracking method.
SABAS: A Smartphone-Aided Training Simulator based on Virtual and Augmented Reality for Brain Anatomy Assessment

Many application areas for augmented reality (AR) and virtual reality (VR) emerged with the technological advances. These technologies, which initially appeared in sectors such as entertainment and games, are now widely used in the field of health care. In this study, a traditional simulator named SABAS is designed with its all components to be used in the training of brain anatomy. The designed simulator is equipped with AR and VR supported innovative e-learning technologies in order to examine and learn the structure of the human brain, whose anatomical structure and functioning is complex, using 3D models in anatomy education. This smartphone-aided application is achieved a high level of success in examination of brain anatomy with the additional features such as interface design and application usability. After the cornerstones of this designed prototype application are presented, the required suggestions are obtained from experts and healthcare professionals and it is observed that the application worked with maximum efficiency. In the study, the effectiveness of the VR and AR aided SABAS mobile application simulator, developed to teach the anatomical structure of the brain, is evaluated based on the experiences of 30 participants who wanted to voluntarily participate in the study.
Feasibility Analysis of Coeurs De Dieu's Strategy on Developing Poetry Appreciation Material into Short Stories

This study analyzes the feasibility of Coeurs De Dieu’s strategy of converting poetry appreciation material into short stories. The study uses a development research design, and a guide on developing a learning strategy was compiled by the authors. Data were collected using questionnaires, interviews, and performance tests to develop poetry into short stories. In addition, descriptive data on the product development process of Coeurs De Dieu’s strategy such as reviews and suggestions from material, media, language, and user experts were also collected. The results of data analysis in this study were categorized as valid, meaning that the Coeurs De Dieu strategy was feasible to use in learning.&#x0D; Keywords: Coeurs De Dieu, poetry appreciation, short story
Neuro Art as an Incorporation of the Conscious and the Unconscious in the Modern Exposition of Art Objects

The article is devoted to the study of a new look at the expositional activity of objects of contemporary art in the light of the definition of related artistic phenomena that exist between time-torn cultural epochs. The connection between digitalization, the development of innovative technologies and the influence of the subconscious experience passed down from past generations to descendants is considered. Emphasis is placed on the peculiarities of the evolution of modern art exhibitions, historically stated examples of transcendent personal perception of artistic symbols are given, which encourages consideration of the deep nature of human feelings and finding ways to directly influence the subconscious.
User Perception of the Ease and Suitability of Damarjati Application

Damarjati is a Java-language web application developed for the growth of local content learning based on Higher-Order Thinking Skills. This study analyzes the user’s perception of the ease of operating this application. The respondents of this study were high school students in Central Java Province. The Borg and Gall development model was used in this research. The research data were the perceptions of high school students in Central Java Province, collected using a questionnaire via a google form. Classification of data and numerical analysis were done using the percentage technique. The results showed that 406 (90%) students found the application very easy to use, 412 (91%) found it easy to learn the materials, 434 (96%) stated that it contains appropriate material, 419 (93%) found it suitable for measuring competence, and 397 (88%) found that the application usage guide was clear. Based on the results, it was concluded that the percentage of user perceptions of the ease of Damarjati application as well as the suitability of the material was very high (89.7% and 94.5%, respectively).&#x0D; Keywords: user perception, convenience, suitability, Damarjati applicationIntroduction
Pengembangan Media Pembelajaran Matematika Menggunakan Macromedia flash Pada Materi Bangun Ruang Sisi Datar di SMP Negeri 2 Lingsar

The purpose of developing this learning media is to produce an appropriate Macromedia Flash learning media on the flat side space building material at SMP Negeri 2 Lingsar. This learning media is based on the development of Multimedia Luther based on six stages, namely concept, design, collection (collecting material), assembly, testing, and distribution. This learning media test is a validity test, practical test, and beta test (user). The validity test was carried out by 2 media experts. The media experts in this study were 1 Lecturer of the Mathematics Education Study Program, University of Mataram and 1 Teacher of ICT Subjects at SMP Negeri 2 Lingsar. The practical test was carried out by 2 practitioners, namely 1 Lecturer of the Mathematics Education Study Program, University of Mataram and 1 Mathematics Subject Teacher at State Junior High School. 2 Lingsar, and beta test based on the results of a questionnaire filled out by 74 students. The instrument indicators are based on Thorn's feasibility test. The overall average validity test results are 3.14 in the very good category, the overall average practitioner test results are 3.39 in the very good category, the overall average beta test results are 2.86 in the good category. So it can be concluded that this learning media is suitable for use in learning mathematics.&#x0D;
Analysis of incorrect POS-tagging in student texts with linguistic errors in German

The electronic learner corpus of student texts in German, the PACT, contains the parts-of-speech (POS) tagging. This markup is performed automatically using RFTagger. Since the texts of the corpus are written by students, they may contain various kinds of errors: grammatical, spelling, stylistic, and others. Sentences may be formulated incorrectly, without taking into account the rules of the language and accepted norms. This can affect the work of programs that process texts in automatic mode, and as a result, generate incorrect tagging that needs to be verified manually. The purpose of the study is to investigate the degree of influence of various kinds of errors in non-authentic texts on the results of the automatic part-of-speech tagging. Based on expert error markup in the corpus texts, 11 types of errors were identified that affect the part-of-speech tagger quality. For each type of error, ten sentences containing an error were selected from the corpus. The resulting pool of texts was processed by the part-of-speech taggers RFTagger and TreeTagger. The parts of speech that were suggested by these automatic taggers were compared with the parts of speech determined by experts manually. As a result of the comparison, the following patterns were revealed: part-of-speech taggers are mistaken when writing the non-declinable form of the adjective instead of the declinable; when writing one word separately; in the absence of the suffix "-er" in possessive adjectives formed from geographical names; when writing nouns with a lowercase letter; when writing a verb with a capital letter. For each case, the article provides an analysis of the forms and causes of incorrect POS-tagging, as well as differences in the work of the two part-of-speech taggers. Taking into account the revealed patterns will allow more efficient organization of the POS-tagging verification in the learner corpus in German. The results of the study will also be useful for developers of part-of-speech taggers.
Pengaruh penerapan pembelajaran matematika realistik (pmr) berbantuan whatsapp terhadap hasil belajar matematika pada siswa kelas vii smp negeri 13 mataram tahun pelajaran 2021/2022

This study aims to determine the effect of the WhatsApp-assisted realistic mathematics learning model (PMR) on the mathematics learning outcomes of seventh grade students of SMPN 13 Mataram in the 2021/2022 academic year. This type of research is a quasi-experimental study with Posttest Only Control Group Design which is a form of research method. Experiment. The population in this study were seventh grade students of SMPN 13 Mataram, the sample technique used was cluster random sampling. The samples of this study were students of class VII (I) as the experiment class and class VII (J) as the control class with a total of 33 students. The instruments used are lesson plans and student learning outcomes test sheets (posttest) on the set material. The data analysis used was the t test to see differences in learning outcomes, and the effect size test to see how much influence the realistic mathematics learning model (PMR) had on students' mathematics learning outcomes. Based on the results of the posttest data analysis using the t-test, it was found that t_count = 2.1457 &gt; t_table = 1.1998 with a significant level of 5%, so H_0 was rejected and the effect size test was d = 0.5408 (medium). So it can be concluded that learning using the realistic mathematics learning model (PMR) assisted by WhatsApp has a significant effect on the mathematics learning outcomes of seventh grade students of SMPN 13 Mataram in the 2021/2022 academic year.
Performance enhancement of PRNU-based source identification for smart video surveillance

This paper introduces a current signal-based source verification (SSV) system for images in video surveillance networks including the cloud. Using a signal, the well-known photo-response non-uniformity (PRNU) can be used, which is unique and intrinsic in every digital image taken by a source camera, like fingerprints. The SSV system using PRNU has proved before to be useful for reliable video source identification in both network- and cloud-based video surveillance. However, in the era of smart living, security video systems have become part of the IoT devices which typically have limited resources such as low computation, power, storage and memory. To address these problems in the IoT applications, the effects of I-frames only and infra-red night scenes are studied as well as two proposed approaches for the SSV system. Then a hybrid version of the SSV scheme is further suggested, in combination with the best approach using averaged noise residues (for reduced false positive rate), and a recent technique using spatial domain averaged frames (for reduced computational complexity). The enhanced performance of the improved SSV system for smart video surveillance has been verified through tests.
Learning speed or prediction accuracy? Comparative analysis of program-ming frameworks for artificial intelligence

The purpose of the article is to analyze frameworks for artificial intelligence applications. In particular, the effectiveness, time-consumption and resources requirement. Linear regression, random forests and k nearest neighbors models were created for each framework. The learning data is a dataset containing informations about diamonds and their prices. Each model was designed to learn diamonds’ prices and then make a prediction depending on its specific characteristics such as cut, color, and volume. The learning data was divided into sets of different sizes to show changes in a model depending on the amount of training data.