Reviewerly/exHarmony huggingface dataset:
COOPERATIVE LANGUAGE LEARNING IN SPEAKING CLASS

The purpose of this study is to describe the implementation of Cooperative Language Learning in speaking class during online class. Several challenges regarding technology-based teaching during this such as technology is isolating, learner interaction is limited, boredom, and low motivation. Cooperative language learning is one of teaching strategy that could be implemented in online class. a teaching and learning strategy that emphasizes shared attitudes or behavior in working or helping among students. Descriptive qualitative used in this study with sample from student on the first semester. It can be expressed that by implementing cooperative language learning in speaking class showed great enthusiasm from all the students. Through this method, Cooperative learning can develop the ability to express ideas or ideas with words verbally and compare them with other friends ideas, aware of all limitations and accept all differences, empower each student to be more responsible in learning develop students' ability to test their own ideas and understanding, receive feedback., and nteraction during the cooperative can increase motivation and provide stimulation to think.
Rancang Bangun Sistem Penilaian Produk Virtual Reality Berbasis Website Di PT.Shinta VR

In the era of increasingly modern technology as it a today industrial growth in the world is growing rapidly, the competition is getting tougher. One of the companies engaged on services, namely PT. Shinta VR. PT Shinta VR is engaged in serving and providing technology services for making learning videos in the field of education and as well as several types of games on interactive three dimensional form. Activities that have been running so far have shortcoming and weakness, especially in creating their product rating system, until now product assessment from customer data is still done manually or on writing. To overcome the problems that exist at PT.Shinta VR, the author intends to develop a website based product assessment application system as a VR product assessment system from customer data, product data and assessment data. The development model used is the Waterfall model. This application will describe the activities generated at each design stage. The result to be archived from this research is that the website application is able to manage customer data and assessment data more neatly, the conclusion of this study can help staff and admins optimize time and know that the system build can help staff and admins.
Perbandingan Performa Antara Algoritma Naive Bayes Dan K-Nearest Neighbour Pada Klasifikasi Kanker Payudara

Breast cancer is the second most common cause of death from cancer after lung cancer is in the first place. Breast cancer occurs when cells in breast tissue begin to grow uncontrollably and can disrupt existing healthy tissue. Therefore, there is a need for a classification to distinguish breast cancer patients and healthy people. Based on previous research, the Naïve Bayes and K-Nearest Neighbor algorithms are considered capable of classifying breast cancer. In the research process using the breast cancer dataset from the Breast Cancer Coimbra dataset in 2018 UCI Machine Learning Repository with a total of 116 data, while for the calculation of the feasibility of the method using the Confusion Matrix (Accuracy, Precision, and Recall) and the ROC-AUC curve. The purpose of this study is to compare the performance of the Naïve Bayes and K-Nearest Neighbor algorithms. In testing using the Naïve Bayes algorithm and the K-Nearest Neighbor algorithm, there are several test scenarios, namely, data testing before and after normalization, model testing based on a comparison of training data and testing data, model testing based on K values ​​in K-Nearest Neighbors, and model testing. based on the selection of the strongest attribute with the Pearson correlation test. The results of this study indicate that the Naïve Bayes algorithm has the highest average accuracy of 69.12%, healthy precision 64.90%, pain precision 83%, healthy recall 88%, sick recall 61.11% and AUC 0.82 which is included in the good classification category. Meanwhile, the highest average results of the K-Nearest Neighbor algorithm are 76.83% for accuracy, 76% healthy precision, 80.21% pain precision, 74.18% for healthy recall, 80.81% sick recall and 0.91 AUC which is included in the excellent classification category.
Adaptive Colour Space based Robust Image Watermarking Using Serial DWT-HD-SVD domain

Watermarking is used for the authentication and protection of digital image data. The color image watermarking is a challenging task and may endup to be lengthy. Various transformations based methods are used forenhacingwatermarkrobustnessand to keep itinvisible. Robustness of watermarking methods have been improved using the hybrid DWT-SVD domain. In this paper an improved hybrid transformation method is prpoposed, using the combination of the Hesenberg Decomposition (HD) with the existing DWT-SVD method. The LAB colour space is adopted at the pre-processing stage for the entropy maximization. The entropy analysis is used for justification of the colour space adaptation.Performance of the existing and proposed method is tested on colour images using parametric analysis of normalized correlation (NC),Peak signal to noise ration (PSNR) and SSIM.Efficiency of existing waatermarking methods may detoriate undervarious attacks. The Impact of the various watermark attacks are also evaluated over the extraction quality.
“ACCESS POINT” – 2020: DIGITAL THEATER IN THE PANDEMIC CONDITIONS

The article is devoted to the phenomenon of digital theatre, that is a theatre created via digital technologies. Digital theatre needs to be distinguished from a “traditional” one, and a broadcast theatre, using digital technologies (online broadcasting). Digital theater, which had been developing even before the 2020 pandemic, flourished during the lockdown period, when theatres found themselves in a situation of forced isolation. The article analyzes examples of Russian and foreign performances, in particular, those been included in the program of the “Access Point” (“Tochka dostupa”) festival, which took place online in 2020. Digital theatre is created in particular formats via digital means and tools; it can use cross-platform instant messengers and videoconferencing software such as “Whatsapp” and “Zoom”, mailing and calling services, audio recordings; Minecraft, Sims and other creative media; augmented reality technologies.
DEVELOPING DESCRIPTIVE WRITING MATERIAL THROUGH TEXT-LESS COMIC FOR GRADE X OF SMA GEMA BUWANA

The aim of this study was to develop descriptive writing material through text-less comic for grade X of SMA GEMA BUWANA. The research was conducted by using Research and Development (R &amp; D) design through six stages; gathering data and information, analyzing data, designing text-less comic, validating by the experts, revising and final product. The subject of the study was grade ten of SMA GEMA BUWANA. The data were gathered by administering interview to English teacher and distributing questionnaire to 25 respondents to get the students’ needs. The interview and questionnaire result prove that the students need text-less comic in teaching writing which can stimulate students’ ability and develop thinking process through looking for, guessing, and logically. Using text-less comic in learning process also helps students to understand the material by themselves. The product has been validated by an English lecturer and an English teacher with the interval was 4.3. The product was categorized as “Very Good” descriptive writing material through text-less comic. The final product of this study was a material of developed descriptive writing material through text-less comic, it consisted one part that has 3 kinds of descriptive cover the learning needs.Keywords: Text-Less Comic, Descriptive Writing Material, Research and Development (R &amp; D)
Klasifikasi Kebakaran Hutan Menggunakan Metode K-Nearest Neighbor : Studi Kasus Hutan Provinsi Kalimantan Barat

A very wide forest could cause natural disaster such as forest fire that resulting losses to inhabitant, one of which effecting health and safety. West Kalimantan province is one of the province in Indonesia that has wide area of forest with 8,200,000 ha of forest and 1,600,000 ha of peatland all over the Kalimantan Island. Therefor this study is focusing on the data of west Kalimantan province forest. The aim of the study is to classify forest fire in West Kalimantan Province and followed by designing a REST API application of forest fire detector. In hope that in future, the application will be useful to prevent forest fire in the area of west Kalimantan Province. K-Nearest Neighbor method and balltree algorithm are used in this study to collect and process the data. The sample that are collected about 30% of 14,201 data with accuracy up to 92% with K = 18.
Cinema as a dynamic system of perception of visual images

Rapid developments in modern society and the use of digital technologies in communication with children of toddler years demand scientific examination and the search for new ways of assessing parent-child interaction.Abroad, we observe a current surge in research activities focusing on studying the interaction by video recordings and observation scales.The NCAST (Nursing Child Assessment Satellite Training) evaluation of parent-child interaction studies the ability to produce clear and clean signals to adults (Thomas
To be or not to be an affricate – affricated stops in Maltese

This is a study of affricated stops in Standard Maltese that attempts to feed into the discussion on the phonetics-phonology interface. A brief overview of how affricated stops and affricates have been treated initiates the discussion. A study of aspirated stops is included to show how these differ from affricated stops. The focus of the study is the behavior of affricated stops produced within carrier sentences, in extended reading and in spontaneous conversation. The duration of the stop and frication components is studied in the different settings and compared with that of independent stops and fricatives as well as with the findings of other studies, specifically Galea (2016) and Azzopardi (1981) which are taken into account. An attempt is made to look at possible differences between the affricated stop /tʃ/ as regular affricate and that occurring when the negative morph is added to verbs in the third person feminine e.g. ma ratx (‘she did not see’) where the components belong to separate morphs.
THE USE OF INFORMATION AND COMMUNICATION TECHNOLOGY (ICT) AND LOCAL LANGUAGES OF PAPUA IN ENGLISH LANGUAGE TEACHING (ELT) TO IMPROVE STUDENTS’ VOCABULARY

This research was conducted to examine the effectiveness of the use of Information and Communication Technology (ICT) especially PicLits and Kahoot! and local languages of Papua in English Language Teaching (ELT) to improve students’ vocabulary. Method of the research was action research which consisted of two cycles. The data of the research was collected from 72 students of Informatics Engineering, University of Science and Technology, Jayapura (USTJ). The results of the research showed that the use of ICT in ELT was effective in improving students’ vocabulary, while the use of local languages of Papua was not effective. The main score of pre-test was 32. There were only 7 (10%) students who achieved passing grade in the test. The mean score of students improved to 67 in post-test and there were 57 (79%) students who passed the passing grade in the test. The data also implied that the use of ICT in the English Language Teaching (ELT) made students interested in learning, motivated, active and participative in the class.
Intellectual role of civil property protection in the world experience of law enforcement and legislation

Intellectual property right is an intellectual (intellectual) right that belongs to the result of the activity of the initiator of the actions of the rights holder or owner. The owner has the right to the absolute legal use of such property, at his discretion, in any form and in any way. The use of such property objects belonging to the right holder on the basis of absolute right is allowed only with the consent of the rights holder or the owner.
Retracted: Spatial Crowdsourcing Quality Control Model Based on K-Anonymity Location Privacy Protection and ELM Spammer Detection

SpatialCrowdsourcing Quality Control Model Based on K-Anonymity Location Privacy Protection and ELM Spammer Detection" [1] has been retracted.e authors found in a recent experiment that a serious error was caused by the server hardware failure, so the paper was written based on incorrect data and there was a big deviation in the argument.
Pengelompokkan Tingkat Pemahaman Guru PAUD Terhadap Pembelajaran Berbasis STEAM Menggunakan Metode X-Means Clustering

In the era of the industrial revolution 4.0, quantity is not a measure of achieving early childhood outcomes, but how teachers create quality resource based inventions. To form creative and adaptive resources for technology, the teacher must changes the facilities, infrastructure and learning reconstruction. Learning that is prepared to welcome children to face the 21st century is learning based on Science, Technology, Engineering, Art, and Mathematics (STEAM). STEAM is used to consider the interconnected essence of science, technology, engineering, arts and mathematics disciplines and their significance in the long-term academic performance of children. Responding to STEAM-based learning that PAUD teachers need to incorporate in cultivating the creativity of children, it is important to know the degree to which PAUD teachers understand STEAM-based learning. This research discusses the use of the X-Means clustering algorithm as one of the data mining algorithms in grouping data on the level of comprehensions of PAUD teachers on STEAM-based learning. This research discusses the use of the X-Means Clustering algorithm as one of the data mining algorithms in grouping data on the level of comprehensions of PAUD teachers on STEAM-based learning.
Football Result Prediction Based on Machine Learning

By constructing features such as goal difference, FIFA team ratings and league points, and by using machine learning technologies such as logistic regression and support vector machine, appropriate models are constructed to make binary prediction of match results.
THE IMPLEMENTATION OF TOTAL PHYSICAL RESPONSE (TPR) METHOD TO TEACH VOCABULARY IN E-LEARNING

This research was starting from the researchers' case about learning vocabulary for young learners who have to face the digital era, especially in the Pandemic era Covid 19. The researcher investigated one of suitable method for teaching vocabulary to young learners, which is called TPR. For this reason, the researcher wants to see the teaching of vocabulary to young learner using TPR. This research is a qualitative descriptive research. The subjects of this research are the owner of English Box Course, a vocabulary tutor and learners. Data collection in this research was carried out in three ways, namely: observation, interviews, and documentation and using three instruments there are observation checklist, interview guide, and list of documentation. Data analysis was carried out according to theory Miles and Hubermen, namely: data reduction, data display, and verification. The results of this research is explained into three parts: 1) The implementation of Total Physical Response (TPR) method in the term of planning, process and evaluation of teaching vocabulary through E-Learning: a) There are two steps in the planning, those are make a lesson plan and media preparation. b) The process of implementation of Total Physical Response (TPR) method to teach vocabulary in E-Learning is started with apperception. c) The evaluation is taken in general of learning-teaching process that aims to make sure understanding of the students. 2) The implementation of Total Physical Response (TPR) method in teaching vocabulary through E -Learning produce exciting and enjoyable response of two students. 3) It is conducted oral and movement assessment test of the implementation of Total Physical Response (TPR) method in teaching vocabulary through E-Learning.
THE USE OF STORY FACE IN TEACHING READING COMPREHENSION OF NARRATIVE TEXT IN SMK SWASTA DWIWARNA MEDAN

THE USE OF STORY FACE IN TEACHING READINGCOMPREHENSION OF NARRATIVE TEXT IN SMK SWASTADWIWARNA MEDAN*Maisaroh sartika Damanik**Rika**Yeni ErlitaABSTRACTThis study was aimed to find out the process of teaching reading comprehensionthrough story face of narrative text and students’ problems in the process oflearning reading comprehension through story face of narrative text. The researchwas conducted by using descriptive qualitative. The data were analyzed byqualitative analysis technique which consists of three procedures, namely: datacondentation, data display and drawing/conclusion. The data were the result ofobserving and interviewing of students at SMK Swasta Dwiwarna Medan. Thedata were analyzed based on teaching reading comprehension through story faceby Randolp (2012). The findings showed that the process of teaching learningreading by using story face could help the students in learning reading butteaching reading comprehension by using story face was still less effective ingrade tenth in SMK Swasta Dwiwarna Medan. The teacher had followed theprocedure well based on the Randolp(2012), but the teacher did not manage thetime well. There were some students’ problems in learning readingcomprehension of narrative text by using story face. The problems were: (a)students lack vocabulary mastery, (b) The students had problem to decode wordsand sentence, (c) Students had problem to get main idea of the text and to figureout the inference of the text, (d) Students had habit of slow reading, (e) Studentshad problem in working memory to remember the text, (f) students were beingpassive during learning process and they did not confidence, they felt afraid tomake a mistake in learning reading.Key words:Reading comprehension, students’ problems in learning reading,Story Face, Teaching reading story face.
METAPHOR OF MODALITY IN CLASSROOM INTERACTION

METAPHOR OF MODALITY IN CLASSROOM INTERACTION *Raissa Sati ** Dr. Siti Aisah Ginting, M.Pd **Indra Hartoyo, S.Pd, M. Hum ABSTRACT This study aims at analyzing the types and realization of metaphor of modality in classroom interaction of grade eleven Global Prima National Plus Medan. Qualitative research design was used by the researcher to conduct this study. The subjects of this study were the teacher and the students in grade eleven Global Prima National Plus Medan in academic 2018/2019. The data were collected by observed and recorded to find the types of metaphor of modality being used and also to find out how the metaphor of modality is realized in classroom interaction. The data were analyzed by using Miles and Huberman data analysis technique. The findings of the study show that teacher and students used all the types of metaphor of modality in classroom interaction, such as modalization (probability 86,79% with 46 occurances, usuality 1,88% with 1 occurance) and modulation (obligation 3,77% with 2 occurances, inclination 7,54% with 4 occurances) . Metaphor of modality in classroom interaction was realized by the category probability (think, believe, possible), usuality (ussually), obligation (be obligied to) dan inclination (be allowed, recommend, permission). Key words: Teaching, English, Culinary.
Creation of stressful game situations to increase the educational motivation of university students

The article discusses the need to create stressful game situations for students at a university. Changes in the field of education are due to the social order of the digital society and the VUCA world. Future specialists (especially in certain professions) should be able to work in a mode of uncertainty, possess critical thinking and creativity, and be able to collaborate in a team. Stressful game situations help develop stress resistance and increase education motivation. The self-centeredness of the digital generation of learners complicates the development of collaboration and communication. Stressful game situations during classes should level this out. Taking into account the modern educational paradigm of teaching in higher education, options for using stressful game situations to form the basic skills of a future specialist in the framework of professional and personal development are described.
Does intrinsic rewards and extrinsic reward system matter for employee performance? Evidence form IT Sector of Pakistan

Aim of this study is examined the effect of intrinsic reward and extrinsic reward system for employee performance in higher education institutes of Hyderabad, Pakistan. Primary data is collected through self-administered adopted questionnaire from previousstudies. Faculty member and staff of higher education institute and from cases of the total 200 cases from higher education Institutes of Hyderabad, Pakistan. For the analysis of gathered data many tests were applied such as reliability test, regression analysis. Findings, revealed the intrinsic reward and extrinsic reward system are found to positive and significant impact employee performance in higher education institutes of Hyderabad, Pakistan. In past studies various sector of Hyderabad, Pakistan havebeen explored in regard of intrinsic reward and extrinsic reward system and employee performance, based on our limited this is first study is explored in context of higher education institutes of Hyderabad, Pakistan.
Retraction: A Quantum-Based Blockchain Approach to Voting Protocol Using Hyperledger Sawtooth (J. Phys.: Conf. Ser. 1916 012088)

This article (and all articles in the proceedings volume relating to the same conference) has been retracted by IOP Publishing following an extensive investigation in line with the COPE guidelines. This investigation has uncovered evidence of systematic manipulation of the publication process and considerable citation manipulation. IOP Publishing respectfully requests that readers consider all work within this volume potentially unreliable, as the volume has not been through a credible peer review process. IOP Publishing regrets that our usual quality checks did not identify these issues before publication, and have since put additional measures in place to try to prevent these issues from reoccurring. IOP Publishing wishes to credit anonymous whistleblowers and the Problematic Paper Screener [1] for bringing some of the above issues to our attention, prompting us to investigate further. [1] Cabanac G, Labbé C and Magazinov A 2021 arXiv: 2107.06751v1 Retraction published: 23 February 2022
Sistem Informasi Perjalanan Dinas Berbasis Elektronik Pada Dinas Pertanian Kabupaten Pati

The development of technology, especially computers at this time has a very important role in life in society. Technology that develops according to the demands of the times is expected to be a supporting tool to deal with problems that arise in managing and solving problems in the company or organization. Similarly, the Office of The Agriculture Office of Pati Regency is expected to provide accurate and accurate information in making a travel warrant. Pati District Agriculture Office does not currently have an application to make a letter, the office is currently making letters still manually. This Information System is designed using the PHP programming language. This Information System is designed in such a way as to facilitate the creation of faster and more accurate and complete letters. This Information System is important because it makes it easier to create a travel warrant because it can shorten the time.