Reviewerly/exHarmony huggingface dataset:
Validation of a Didactic Model for the Understanding of Academic Texts in Virtual Higher Education

Academic literacy is a crucial aspect of education, yet assessing it remains a challenge for universities in knowledge management. This research focuses on how to support Colombian university students in understanding academic texts in virtual learning environments. To address this issue and fill a gap in the literature, the main objective of this study is to propose a model for assessing academic literacy in virtual learning environments, using the Delphi method as a validation tool. A panel of language experts from various Latin American countries was convened to ensure a diverse and representative perspective of the region for this study. The research involved the participation of 15 experts with doctoral degrees from different countries, which allowed for a broad and heterogeneous perspective on academic literacy in virtual learning contexts in Latin America. Each of the participants contributed their knowledge and experience in the language area. In the results, ten key elements were identified and distributed in different subconstructs that allow for a comprehensive evaluation and improvement of academic competence in virtual learning environments. The identification of these elements provides teachers and university management personnel with a reliable and precise tool for evaluating students’ competence levels in virtual learning environments and designing effective pedagogical strategies to improve their academic performance.
FSSSA: A Fuzzy Squirrel Search Algorithm Based on Wide-Area Search for Numerical and Engineering Optimization Problems

The Squirrel Search Algorithm (SSA) is widely used due to its simple structure and efficient search ability. However, SSA exhibits relatively slow convergence speed and imbalanced exploration and exploitation. To address these limitations, this paper proposes a fuzzy squirrel search algorithm based on a wide-area search mechanism named FSSSA. The fuzzy inference system and sine cosine mutation are employed to enhance the convergence speed. The wide-area search mechanism is introduced to achieve a better balance between exploration and exploitation, as well as improve the convergence accuracy. To evaluate the effectiveness of the proposed strategies, FSSSA is compared with SSA on 24 diverse benchmark functions, using four evaluation indexes: convergence speed, convergence accuracy, balance and diversity, and non-parametric test. The experimental results demonstrate that FSSSA outperforms SSA in all four indexes. Furthermore, a comparison with eight metaheuristic algorithms is conducted to illustrate the optimization performance of FSSSA. The results indicate that FSSSA exhibits excellent convergence speed and overall performance. Additionally, FSSSA is applied to four engineering problems, and experimental verification confirms that it maintains superior performance in realistic optimization problems, thus demonstrating its practicality.
Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students

The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students.
IMPLEMENTASI GERAKAN LITERASI SEKOLAH (GLS) DI LINGKUNGAN SMA PEWARIS PERADABAN PLUS

Abstract &#x0D; The School Literacy Movement (GLS) is a massive and structured movement to foster the habits and abilities of students to be able to access, understand, and use something intelligently through various activities, including reading, seeing, listening, writing, speaking and being able to utilize and implement what they know in everyday life. The School Literacy Movement (GLS) is considered effective if students master six basic literacy, namely (1) language literacy, (2) numeracy literacy, (3) scientific literacy, (4) digital literacy, (5) financial literacy, and (6) cultural and civic literacy. The title of the study is "Implementation of the School Literacy Movement (GLS) in the High School Environment of the Heir of Civilization Plus Ciseeng, Ciseeng District, Bogor Regency". This study aims to determine how effective the implementation of the School Literacy Movement Program at SMA Pewaris Civilization Plus Ciseeng; and what positive and negative aspects are contained in the School Literacy Movement Program at SMA Pewaris Civilization Plus Ciseeng. This research is an empirical normative research with a qualitative descriptive analysis approach. The results of the study showed that the implementation of the school literacy movement (GLS) in the Pewaris High School plus Ciseeng Civilization environment was almost entirely going well, although there were still some derivative programs that were not optimal, namely related to financial literacy..
PENGARUH GAME ONLINE TERHADAP PEMEROLEHAN BAHASA ANAK USIA 7-13 TAHUN

The study entitled "The Influence of Online Games on Language Acquisition in Children Aged 7-13 Years" was conducted to explain the forms of language acquired by children due to online games and to describe the characteristics of online games that affect language acquisition in children aged 7-13 years. This study used descriptive qualitative method. Data in this study from e-books, books, and journals are used as sources of written data. The main data source is children, especially for children aged 7-13 years. Of course, those we studied were children who liked and were proficient in playing online games, both boys and girls. Data collection techniques using observation techniques, documentation techniques, note-taking techniques, and library techniques. The results of the discussion of this study are forms of language in children aged 7-13, namely with 26 terms of word forms. The morphological processes that are experienced include acronymization, substitution and modification of the blanks that form the types of verbs, nouns, and adjectives. Online games that affect children's language acquisition are Free Fire and Mobile Legends games.
Conclusion: Embracing the Future of Blockchain in Hospitality and Tourism

In this book, we have thoroughly examined the immense potential of blockchain technology and its numerous applications in our industry. We've delved into its benefits, use cases, challenges, and strategies for effective implementation. As we come to the end of our journey, it's important to reflect on the future and the remarkable opportunities that await us.
Why Do I Care About Security?

You have successfully migrated to the cloud – or maybe you have successfully launched your application into the cloud. Congratulations! That is a great achievement, and the value that the cloud provides is only going to help your business grow and improve your customer's experience, and you no longer have to worry about security.
Security Is Not Built in a Day

Your network and cloud environment is completely secure and self-automated when cyberattacks stop advancing and all human errors stop. In other words, security never stops, and it is never completely built. Security starts with the basic fundamentals of authentication and authorization and builds from there to preventative and discovery tactics to thwart attacks.
Is This the End?

AWS shared findings from CJ Moses’ Security Predictions for 2023 and Beyond, and it is a mixture of some expectations and surprises. The six predictions listed are as follows:
Non-fungible Tokens

The world of blockchain is full of confusing terms and acronyms – frankly, I believe this jargon is one of the reasons behind the relatively slow adoption of this technology. In this chapter, we will decipher one of the big buzzwords – the “NFT.”
Who Is Responsible Again?

In this chapter, we go deeper into the shared responsibilities that AWS and the customer share. Ultimately, a big factor that determines responsibility is the type of resource – IaaS, PaaS, or SaaS. AWS’s Shared Responsibility Model does not provide a clear distinction of responsibilities, but there is in fact a distinction – which is why I introduce Microsoft’s Azure Shared Responsibility Model in my classes. Azure’s model provides a clearer picture of distinction that can help with understanding. This chapter also covers changing technologies that have required the DIE (distributed, immutable, and ephemeral) model to complement the CIA triad that many cybersecurity principles are built upon. AWS goes through great efforts to protect its infrastructure around the world and to help its customers build a secure environment; they have provided resources like the Well-Architected Framework and IAM.
Cryptocurrencies

In this chapter, you will read about cryptocurrencies. You might have heard about hospitality and travel industry first movers enabling room bookings using crypto-payments gateways. We’ll take a look at these examples and briefly discuss other forms of money on blockchain to ensure you have a full picture in case you’d like to consider adding blockchain payments as an alternative payment method.
Blockchain Ecosystem

As we said at the beginning of this book, the blockchain world can be a bit confusing for newcomers. In this chapter, we will take a closer look at some of the most important elements of this ecosystem – starting from the miners, who create blocks, and developers building applications that bring utility to both individual and business users of blockchain.
Risks and Challenges of Blockchain Adoption in Hospitality

As we approach the end of this guide on blockchain, it's important to address the challenges and risks that come with introducing this technology to the hospitality and tourism industry.
Smart Home Automation-Based Hand Gesture Recognition Using Feature Fusion and Recurrent Neural Network

Gestures have been used for nonverbal communication for a long time, but human–computer interaction (HCI) via gestures is becoming more common in the modern era. To obtain a greater recognition rate, the traditional interface comprises various devices, such as gloves, physical controllers, and markers. This study provides a new markerless technique for obtaining gestures without the need for any barriers or pricey hardware. In this paper, dynamic gestures are first converted into frames. The noise is removed, and intensity is adjusted for feature extraction. The hand gesture is first detected through the images, and the skeleton is computed through mathematical computations. From the skeleton, the features are extracted; these features include joint color cloud, neural gas, and directional active model. After that, the features are optimized, and a selective feature set is passed through the classifier recurrent neural network (RNN) to obtain the classification results with higher accuracy. The proposed model is experimentally assessed and trained over three datasets: HaGRI, Egogesture, and Jester. The experimental results for the three datasets provided improved results based on classification, and the proposed system achieved an accuracy of 92.57% over HaGRI, 91.86% over Egogesture, and 91.57% over the Jester dataset, respectively. Also, to check the model liability, the proposed method was tested on the WLASL dataset, attaining 90.43% accuracy. This paper also includes a comparison with other-state-of-the art methods to compare our model with the standard methods of recognition. Our model presented a higher accuracy rate with a markerless approach to save money and time for classifying the gestures for better interaction.
Development of Print Modules into Electronic Modules in Food Microbiology Courses

Food microbiology is one of the compulsory and important subjects as a basis for advanced courses such asFood Control, Food Preservation and Food Technology. Students experience difficulties in understanding learning material because there is no valid and practical media to use. To overcome this problem, media development was carried out in the form of E-modules for Food Microbiology Courses. The aim of this research is to develop E-module on Food Microbiology course in terms of material, format and presentation. This research uses the methodResearch and Development. E-module development using 4D models. Number of test validatorsvalidity 6 lecturers, consisting of 3 media test validator lecturers and 3 material test validator lecturersas well as 27 students majoring in Culinary Management. The average result of the assessment of material validation is 0.84 with the Valid category. Data were analyzed using the Aiken's V formula. The average result of the E-module validation assessment was 0.85 in the Valid category. The overall average result of the E-module validation on Food Microbiology Course is 0.84 with the Valid category. The average percentage of practicality by lecturers is 86.3% in the very practical category while the average practicality by students is 83.29% in the very practical category. Based on the results of all analyzes canconcluded E-module Food Microbiology Course is suitable for use in learning.
Refining Web-Based Job Search through Goal-Directed Design Improvement

This study aims to improve a job search web application that not only addressed usability problems but also surpassed user expectations. A recently released job search web application was found to have usability problems during interviews with the Information Technology division. To measure the usability of the application and provide recommendations for improvement, the study uses the Goal-Directed Design framework, Performance Measurement method, and System Usability Scale measurement method. The evaluation was conducted twice, with the first assessment identifying problems and the second evaluation measuring the effectiveness of the recommendations made. The website prototype was developed and passed all test scenarios with an A+ grade. The modifications make important level of effectiveness, achieving an A+ grade with an 85% effectiveness rate. Furthermore, the website received exceptional user satisfaction, with an A+ rating and a score of 85.5 in usability satisfaction.&#x0D;
Adoption of Internet of Things in the Higher Educational Institutions: Perspectives from South Africa

This study investigates and identifies the determinants of Internet of Things (IoT) adoption by higher educational institutions (HEIs) within the South African setting. The study developed an empirical model to predict the determinants of IoT adoption by HEIs by utilizing the unified theory of acceptance and use of technology (UTAUT) model. Data were collected randomly through questionnaire from 250 respondents and analyzed using regression testing. The results indicated that behavioral intention to use IoT was positively influenced by performance expectancy, social influence, and effort expectancy. The findings could provide the insights into future strategies for successful IoT implementations by higher educational institutions.
Comparative Analysis Between Naïve Bayes Algorithm and Decision Tree Loss Rate from Fire Disaster Data in DKI Jakarta Province

In urban locations like DKI Jakarta Province, fire poses a severe concern. Understanding the trends and variables that affect fire risk requires analysis of fire incidence data. To assess fire data in the DKI Jakarta Province, the method uses the Decision Tree and Nave Bayes algorithms. The Decision Tree identifies the primary causes of fires, whereas Naive Bayes forecasts fire risk using weather and historical data. These two algorithms' combined outputs offer a thorough understanding of the features and causes of a fire. By educating authorities and the public on how to manage this risk, this research helps to improve fire mitigation techniques. The safety and readiness for fire disasters in this area should increase. The accuracy of the two predictions made by the Naive Bayes algorithm is 75%. In contrast, the accuracy of the Decision Tree algorithm is 78%, leading to the conclusion that the Decision Tree approach is more helpful in categorizing the severity of fire disaster losses.
Decision Support System for Determining the Best Online Learning Application Using the Weighted Product Method (WPM)

This article discusses the use of the Weighted Product (WP) Method in a Decision Support System to determine the best online learning application. The goal is to help users choose a learning app that suits their needs and preferences. Relevant criteria, such as user interface, learning content, interactive features, difficulty level, and subscription price, are identified and assigned relative weights. This study uses data from various online learning apps to train the WP model and rank the apps based on the highest scores. The experimental results show that the WP method successfully identifies the best online learning apps with high accuracy, allowing users to have an effective and efficient learning experience according to their individual goals. Thus, this SDM can be an effective guide for users in making informed decisions to meet their education and learning needs
Pengembangan Buku Ajar Pengantar Dasar Matematika Berbasis Kitab Taqrib Dalam Meningkatkan Kemampuan Literasi Mahasiswa

The purpose of this study is to develop a textbook for introductory mathematics based on the taqrib book to improve student literacy skills and find out the feasibility, practicality, and effectiveness of textbook for introductory mathematics based on the taqrib that has been developed. The type of research used is Research and Development (R&amp;D) which is designed using the Borg and Gall development model. The subjects of the development product trial in this study were students of the class 2022 semester 1 of the MTK1, MTK2, and MTK3 classes of mathematics education study program at FTIK UIN KHAS Jember. This research produces a textbook of introduction to basic mathematics based on the taqrib book as students' reference book in lectures on basic introduction to mathematics in semester 1. The resulting textbook is validated by three validators with validation results without any revisions, so the textbooks developed are feasible for use. Furthermore, the resulting textbooks were tested on 1st-semester students of the mathematics education study program at FTIK UIN KHAS Jember. The results of this product trial were 84.49% with a practical category. The mathematical literacy ability of students in semester 1 of the Mathematics Education study program has increased from a total average score of 77.32 to 86.27. Based on these results, it can be said that the use of textbooks for introductory mathematics based on taqrib books is very effective in improving students' mathematical literacy skills.
Performance Evaluation IT Governance on Universities: COBIT 2019 Approach with Measurement Capability Levels

The utilization of the Peoplesoft Campus Solution (MyUMN) technology, which has become excessively outdated, necessitates an evaluation, development, and rejuvenation of MyUMN to address any occurring issues with definitive solutions. An assessment of the Information Technology governance capability level is carried out using the COBIT 2019 framework. This research focuses on the following specific objectives: BAI03 (Managed Solutions Identification and Build), BAI06 (Managed IT Changes), and BAI07 (Managed IT Change Acceptance and Transitioning). The measurement results reveal that the capability levels for all three objectives are at level 2, while the targeted capability level is at level 4. Consequently, there exists a gap between these two levels. Recommendations encompass prioritizing the documentation of application development and conducting routine reviews of all completed change requests to ensure the alignment of change requests
Development of Short Tutorial Video Learning Media Instagram in the Motorcycle Chassis Maintenance Courses at Vocational High Schools

This study uses a Research and Development (R&amp;D) design, with the ASSURE development model. ASSURE development procedures, namely Analyze learner characteristics, State Standards and Objectives, Select Strategies, Technology, Media, and Materials, utilize media and materials, require learner participation, evaluate and revise. The data analysis technique used describes the validity, practicality, and effectiveness of the developed media. The product results obtained from this development research are video tutorial learning media. Based on the results of this study it was concluded that the developed media was declared "valid" by media experts with an average value of 0.77, and also declared "valid" by material experts with an average value of 0.85. The media developed was declared "practical" with a practicality value from the teacher's response with a result of 96.41% and a student response of 88.10%, and the video tutorials produced were effectively used with the results of a comparison of pretest and posttest learning outcomes seen from students' classical completeness of 100% and a gain score of 0.61 in the medium category. From the results of the research conducted, it can be concluded that short video tutorial learning media via Instagram are valid, practical and effective in the subject of maintaining motorcycle chassis in vocational high schools.
[R] Inferential Statistics IV: Uniform and (Standard) Normal Probability (Density) Functions

Fig. Abstract example for a normal probability distribution (not a PDF!), representing the relation between a certain random data value xxx (e.g., height) and a corresponding probability yyy (probability of encountering a certain height; again, not the density is used here for the y-axis!). The graph indicates a regression or âgoing back to the middleâ concerning the probability of occurrence: The further xxx deviates from the expected mean (marked orange) to both sides (blue arrows), the lower the probability of occurrence of that value of xxx will be. The graph also indicates that there are values of x with 0 probability (maybe because a full-grown human with a height of 10 cm becomes counterfactual to specific biological constrains of an organism at some point).
A filtering method for TDOA measurement based on cluster center point

TDOA is a common passive location measurement. Considering that the observation error of the platform will have a greater impact on the accuracy of passive location, a linear filtering method to improve the TDOA estimation accuracy of single target is proposed. When there are multiple targets in the observation area, the geometric relationship between the platform and the target can be avoided by multi-target sorting through time difference. This method can also be used to improve the prediction accuracy in multi-target data association and reduce the number of multi-target detection. Finally, the center point filtering method is compared with Kalman filtering and improved algorithm on the simulation data to verify the accuracy and effectiveness of this method.