Reviewerly/exHarmony huggingface dataset:
METHODOLOGY "DISTRIBUTED AUTHORSHIP IN SOLVING PRACTICAL SITUATIONS" FOR THE SYSTEM OF PROFESSIONAL DEVELOPMENT

The article is devoted to the problem of improving the quality of training of highly qualified specialists using simple and understandable tools for everyone. The purpose of the article is to present the methodology "Distributed authorship in solving practical situations (RAVTOR-case)", designed to increase the quality of professional development of specialists. The hypothesis is the assumption about the effectiveness of using traditional tools of social networks and messengers for the collective creation of educational materials that facilitate the exchange of students' experience. The methodology consists in the development of problem situations (cases), options for their solutions, posted according to the recommendations on the VKontakte social network, inviting students to develop solutions to situations and commenting, evaluating solutions, motivating students to various actions for the exchange of experience, rating the authors of educational materials. The teaching material in the methodology recognizes the totality of the results of the activity of the teacher and students (case study, comments, comments to comments, assessments, reposts, likes). Practical testing of the developed methodology was carried out at advanced training courses with the participation of 303 teachers of Russian universities in the period from 17.10 to 15.11.2022. The result of the approbation was the creation of 13 cases, 4328 views of the created cases, 276 case solutions, 108 comments on case solutions, 210 assessments of the actions of the training participants, which significantly exceeds the set learning objectives and the average activity of social users. The author provides a justification for the effectiveness of the developed methodology for training highly qualified specialists in courses of additional professional education.
INTERNET RESOURCES OF RUSSIAN ARCHIVES AND LIBRARIES IN AUXILIARY HISTORICAL DISCIPLINES TEACHING

The article analyzes the possibilities of using information systems and databases in auxiliary historical disciplines teaching. Particular attention is paid to paleography and genealogy internet resources which were created by Russian archives and libraries. The most important method of research applied in this study is the historical and comparative method, which identifies the most successful digital resources in auxiliary history disciplines in terms of scholarly execution and pedagogical use. Digitization of monuments of Russian writing of the XI-XVIII centuries generated a number of resources prepared by the National Library of Russia. The project “Russian autographs. Russian writing monuments in the collections of the Russian National Library Manuscripts Department” is of great importance for students on paleography as a source of additional information. Electronic copies of some monuments with their scientific description, transcription and translation can be used in practical classes, independent study and students' knowledge and skills testing. Russian archives create databases which permit the search for files related to genealogical issues and provide access to electronic images of historical sources. Such resources allow to form the skills of information search in databases and research family history. However, there are currently no internet resources with fully developed methodological tools.
Rank-Metric Lattices

We introduce the class of rank-metric geometric lattices and initiate the study of their structural properties. Rank-metric lattices can be seen as the $q$-analogues of higher-weight Dowling lattices, defined by Dowling himself in 1971. We fully characterize the supersolvable rank-metric lattices and compute their characteristic polynomials. We then concentrate on small rank-metric lattices whose characteristic polynomial we cannot compute, and provide a formula for them under a polynomiality assumption on their Whitney numbers of the first kind. The proof relies on computational results and on the theory of vector rank-metric codes, which we review in this paper from the perspective of rank-metric lattices. More precisely, we introduce the notion of lattice-rank weights of a rank-metric code and investigate their properties as combinatorial invariants and as code distinguishers for inequivalent codes.
PENGARUH KUALITAS AUDIT TERHADAP KETEPATAN WAKTU PELAPORAN KEUANGAN PERUSAHAAN PADA PT. TRI SAPTA JAYA CABANG SIBOLGA

This study aims to determine whether or not there is an influence of audit quality on the accuracy of company financial reporting at PT.Tri Sapta Jaya, Sibolga Branch. The hypothesis put forward is that there is an influence of audit quality on the timeliness of PT. Tri Sapta Jaya Sibolga Branch. The author uses 20 respondents as a sample taken from 20 populations using the slove formula. The results of the study indicate that there is a positive relationship between audit quality and timeliness of company financial reporting at PT. Tri Sapta Jaya Sibolga Branch and its correlation coefficient is 0.906, so when interpreted on a value scale it can be categorized as very strong. While the coefficient of determination is known that Audit Quality only plays a role of 82.1%, on the Timeliness of Company Financial Reporting at PT. Tri Sapta Jaya Sibolga Branch and the remaining 17.9% is influenced by other factors not examined. The regression equation obtained Y = 5.750 + 0.925X which shows that if you add one unit of variable X (Audit Quality) or a certain value, it will increase the increase in Variable Y (Timeliness of Reporting) by the regression coefficient of 0.925. Based on the results of the Hypothesis Test which was carried out by comparing the t-count and t-table values, it was found that the t-count value was greater than t-table, namely 9.099 &gt; 2.109 and a significance value of 0.000 below α 5%. Because t count is greater than t table, there is an effect of audit quality on the timeliness of corporate financial reporting at PT. Tri Sapta Jaya Sibolga Branch and the proposed hypothesis was accepted.&#x0D; Keywords: Audit Quality and Timeliness of Reporting
Inspiration of Artificial Intelligence in Adult Education: A Narrative Overview

Inspiration of Artificial Intelligence in Adult Education: A Narrative Overview
Talking Houses: Transforming Touristic Buildings into Intelligent Characters in Augmented Reality

Abstract Augmented reality (AR) technologies can enhance the user’s experience of visiting attractions, shops, and restaurants by using AR-based virtual elements and additional information about the places they are visiting. In this work, we transform the city landscape or iconic buildings into a unique experience by bringing iconic characters onto the buildings to increase users’ engagement. Our techniques transform buildings or parts of a building into a virtual character with which the user can interact. We designed two unique experiences: (a) ‘The Square’ in which the character will talk about the building’s history and other anecdotes about the area, and (b) ‘The Hunt’ in which the user is involved in a scavenger hunt where they have to identify buildings using the hints given by virtual characters. We have conducted a live user study to assess our prototype’s usability. Our preliminary experimental results demonstrated that our prototype has high usability and users using our system felt a pleasant and enjoyable experience.
Marine-i and Feritech to develop geotechnical AUV

The EngineerVol. 302, No. 7927 NEWSMarine-i and Feritech to develop geotechnical AUVMELISSA BRADSHAWMELISSA BRADSHAWSearch for more papers by this authorMELISSA BRADSHAWPublished Online:22 Sep 2022https://doi.org/10.12968/S0013-7758(22)90011-XAboutSectionsView articleView Full TextPDF/EPUB ToolsAdd to favoritesDownload CitationsTrack CitationsPermissions ShareShare onFacebookTwitterLinked InEmail View article FiguresReferencesRelatedDetails 1 May 2021Volume 302Issue 7927ISSN (print): 0013-7758ISSN (online): 2753-7145 Metrics History Published online 22 September 2022 Published in print 1 May 2021 Information© MA Business Ltd.PDF download
Best in Glow

DXOMARK has made a name for itself ranking the quality of devices like smartphone displays. But to do so requires a complex knowledge of how to replicate real-life user conditions in a lab.
Easy Electrical Paper Trails

Development engineers and service technicians need clear, searchable, relevant online schematics, rendered to meet their exact queries
Pengembangan Multimedia Interaktif Tematik Berbasis Powerpoint di Sekolah Dasar

This development research was carried out because there are still many teachers who have not been able to use technology as a learning medium to make students less interested in the material taught by the teacher. This research aims to develop Powerpoint-based interactive multimedia that utilizes technology and its creation and implementation. This research was conducted at SDN 010 Kuantan Sako, which is intended for a fifth-grade elementary school. This is an ADDIE development research (Analysis, design, development, implementation, evaluation). Still, due to limited time, energy, and costs, the researchers only did it until the Development stage, not proceeding to the Implementation and Evaluation stages. The approach used by researchers in this study is qualitative and quantitative. This research uses two kinds of data: primary and secondary data. Researchers obtained preliminary data using interviews, observations, and product assessments by validators, while secondary data were obtained by researchers from books, journals, and previous research thesis. This research was conducted by testing the validity of six validators: two media validators, two language validators, and two material validators. The result of the media expert validity test is 100%, the result of the linguist validity test is 89.42%, and the last result of the material expert validity test is 89.06%, with a final average of 92.82%. So based on the validity test of the thematic interactive multimedia based on PowerPoint conducted by six validators, it showed valid results so that it was feasible to be used in the learning process.
Optimalisasi Penggunaan Teknologi Pendidikan dan Kemampuan Literasi Media pada Masa Pandemi Covid-19

The COVID-19 pandemic has brought changes in the world of education that impact dependence on the use of technology in the learning process and increase independent learning that requires learning media literacy skills. The purpose of this study was to review the optimization of the use of technology in education and media literacy skills during the COVID-19 pandemic. This research is a literature review using primary sources from 8 journals published in 2021-2022. The results of the study show that optimizing the use of technology in education during the COVID-19 pandemic can be done by focusing on increasing the utilization, service, and acceptance of this media as a learning tool through increasing perceptions of usability, perceived ease of use, attitudes towards online learning, motivation, mindset and collaboration. ; and aspects of educators such as the attitude of the instructor, competence and interaction of students. The family's socioeconomic status and parents' education level influence are increasing the media literacy skills of students who can support distance learning during the COVID-19 pandemic.
Efektivitas Penggunaan Media Pembelajaran SAC Berbasis Android pada Materi Sistem Pencernaan

The purpose of this study is to test the success of Android application media and see the results of practice in the digestive system module of school people. The type of study used is pre-experimental. This study used the concept of one group of pretest-posttest. For research, the activity submitted is the use of Android application media in the human digestive system module. This survey was conducted at Madrasah Nurul Hakim tembung. Research Point Class XI students, a total of 27 students. I took a pre-test before treatment and a total of 50 post-tests after treatment. Analysis of the increase in exercise results was performed using the t-test and the n-gain method. The t-test is used to determine if the increase in training effort is significant. N-Gain, on the other hand, is used to determine an increase in training results. The actual increase in results is the result of N-Gain analysis. It is known that the results of practice are classified as large. As a result, you can see that the numbers before and after the test are compared. T-test (T-test of paired samples) Based on the results of the experiment, we prove that there is a very important comparison. Success can be observed by increasing the effort to practice after the test.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE JIGSAW UNTUK MENINGKATKAN HASIL BELAJAR MATEMATIKA SISWA KELAS X PADA MAN 2 PIDIE JAYA

This study aims to determine whether the application of a jigsaw cooperative learning model can improve student learning outcomes in mathematics learning in class X MAN 2 Pidie Jaya. This type of research is quantitative research. The design of this study is planning, design, implementation, evaluation, and reporting. Data analysis was performed descriptively. The results of the data analysis showed that the acquisition of the pre-test results of students 'mathematics learning with an average of 60. Then apply the jigsaw cooperative learning model for three meetings, at the end of the lesson a post-test evaluation is given to see the students' abilities after applying the jigsaw cooperative learning model. The results of data analysis showed that the students' mathematics learning pre-test results obtained an average of 84.4. Thus it can be concluded, the jigsaw cooperative learning model can improve student learning outcomes, and the teacher always improves his skills in using the jigsaw cooperative learning model so that students are not bored and are more enthusiastic about participating in lessons and understanding mathematics learning
PENGARUH MEDIA PEMBELAJARAN KOMIK TERHADAP KETERAMPILAN BERCERITA BAHASA INDONESIA SISWA KELAS III JATICEMPAKA VI BEKASI

This study aims to determine the effect of comic learning media on Indonesian language storytelling skills of 3th grade students. This research is a quantitative study using the Quasy Experimental type of research method with the type of The Nonequivalent Posttest-Only Control Group Design. The population of this study included all 3th grade students of SDN Jaticempaka VI in the second semester of the 2020/2021 school year. The sample studied was 32 students from class III A and class III B. The sampling technique used a saturated sampling model. The research instrument was a description of 6 questions. The data analysis technique consists of two stages of data distribution on the results of students' storytelling skills and hypothesis testing includes the t-test by seeing the differences in storytelling skills in the experimental class and the control class with a significant level of 0.05%. Based on the results of the post-test, it was found that the average score of students' storytelling skills after being taught using comic media (experimental class) was higher than the average score for storytelling skills of students who did not use comic media (control class). The average post-test score of the experimental class was 96 and the control class 82.
Model Teams Games Tournament

The Teams Games Tournaments model is one model that is easy to apply in learning because it involves the activities of all students and the presence of elements of the game which of course every student really likes the game and also the award that will be given by the teacher based on the highest score that will be obtained by students. The Teams Games Tournaments model is part of the cooperative learning model that can activate students as a whole. Cooperative learning is a learning model in which students learn and work in small groups collaboratively with 4-6 members with a heterogeneous group structure as well as awards that will be given by the teacher based on the highest score that will be obtained by students. The teacher's role in this model is to present the material and students work in their respective groups. The learning model also serves as a guide for learning designers and teachers in planning activities in the teaching and learning process.
PENGARUH METODE INDEX CARD MATCH TERHADAP KETERAMPILAN MEMBACA SISWA KELAS II SD NEGERI 2 TIJUE

The problem in this study was there were a lot of students at SDN 2 Tijue who had low competence in reading skill. The fact indicated that there were still many students who spell, could not distinguish letters, adding the word and reducing word. This study aims to determine the effect of reading skills by using the index card match method for second grade students at SDN 2 Tijue, Pidie District. The population in this study were all students of second grade at SDN 2 Tijue. The number of the students were 50 while the samples in this study were class II as many as 50 students. The result of the study showed t count &gt; t table. The result was 2,655 &gt; 1,711 and df 48. It showed that there was an effect of the index card match method on reading skills of at second grade students in Pidie District
PENERAPAN MODEL PICTURE AND PICTURE PADA MATERI GANGGUAN KESEHATAN PADA ORGAN PEREDARAN DARAH DAPAT MENINGKATKAN HASIL BELAJAR SISWA DI KELAS V SD NEGERI TEUREUBUE

This study aims to determine the improvement of student learning outcomes in class V SD Negeri Tereubue by applying the picture and picture model to the lesson disturbances in blood circulatory organs. The type of research was Classroom Action Research. The subjects of the research were 5th grade, totaling 19 students consisting of 14 boys and 5 girls. Data collection techniques used LKS, LOAS, LOAG, and test questions. The study consisted of 3 cycles. In the first cycle, the average score of students was 66.31 with a completeness percentage of 46.36%. In the second cycle increased with the average value of students is 76.56 with a percentage of completeness of 89.47%. Furthermore, there was a significant increase in cycle III with the acquisition of an average score of 85.53 students with a percentage of completeness of 100%.
PENERAPAN MODEL TEAMS GAMES TOURNAMENT PADA MATERI EKOSISTEM UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD NEGERI LAMEU

The purpose of this study was to determine the application of the Teams Games Tournament model on theory of ecosystem to improve the learning outcomes of fifth grade students at SD Negeri Lameu. The type of research used is Classroom Action Research (CAR). The subjects of this study were all fifth grade students of SD Negeri Lameu which consisted of 23 students, consisting of 7 female students and 16 male students. The data collection uses instruments, observations, tests and field notes. The results of data analysis showed that in the first cycle the average value obtained by students was 68.26. Meanwhile, KK reached 47.83%. In the second cycle, the students' average score was 77.82, while the KK reached 73.91%. In the third cycle, the students' average score was 83.04 and the KK was 100%.
في تعليم المفردات Number Head Together استخدام مدخل التعلم التعاوني بأسلوب

This study aims to determine the effectiveness of using the Numbered Heads Together (NHT) cooperative learning model in learning vocabulary at SD Negeri Blang Paseh. The method used by the researchers in this study was an experimental method with a two-group design (experimental and control). The data collection instruments used were observation, tests and documentation. The results of the study show that the use of the NHT cooperative learning model in vocabulary learning at Madrasah Ibtidaiyah Blang Paseh is effective in improving student learning outcomes, this is evidenced by the results of hypothesis testing and comparison of pretest and posttest scores for the two groups, as statistical results (t - count) = 3.686 is greater than the result of the table (t-table) = 1.664.
PENERAPAN MODEL COOPERATIVE TIPE MAKE A MATCH PADA MATERI ORGAN GERAK HEWAN UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V MIN 17 PIDIE

The aim of the research is to identify whether by using the cooperative make a match type model can increase the students learning outcomes. This Classroom Action Research consists of three cycles with some stages i.e. planning, acting, observing and reflecting. The subject of the research was the fifth grade students who totally 34 students, in which consisted of 22 females and 12 males. The result of the research indicated that the students obtained the average and classical achievements respectively at cycle I are 65 and 41.18%. Cycle II are 75.29 and 70.58%. And cycle III are 92.35 and 100%. So the finding shows if by using the model it can increase the students’ learning outcomes.
PENERAPAN MODEL COMPLETE SENTENCE PADA MATERI MAKANAN SEHAT DAN BERGIZI UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV MIN 42 PIDIE

This study aims to determine the improvement of student learning outcomes on healthy and nutritious food after students learn through the Complete Sentence model. The research method used is Classroom Action Research. It consists of two cycles with the steps of planning, acting, observing and reflecting. The population of this study was 4th grade students with a total of 19 people consisting of 7 male students and 12 female students. The results showed that the acquisition of students' scores with the average value and the percentage of completeness according to the cycle was 68.1 or 42% in the first cycle and 89.2 or 100% in the second cycle. Thus, it can be concluded that the application of the Complete Sentence model can improve student learning outcomes.
PENERAPAN MODEL COMPLETE SENTENCE PADA MATERI MAKANAN SEHAT DAN BERGIZI UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV MIN 42 PIDIE

The aim of the study iwas to find out if Complete Sentence Model could improve learning outcomes of fourth grade students’ of MIN 42 Pidi. The research was carried out in two cycles. The procedures consisted of planning, acting, observing and reflecting. The subject of the research was the fourth grade students, they were 19 students totally which are 7 males and 12 females. The result showed the average and classical achievement: cycle I are 68.1 and 42%; cycle II are 89.2 and 100%. Thus, Complete Sentence Model can improve the students’ learning outcomes.
استخدام الطريقة Mind Mapping لترقية تعلم المفردات لدى الطلاب

This research aims to know the process of teaching and learning vocabulary using the Mind Mapping method, and to know the effectiveness of the process of teaching and learning vocabulary using the Mind Mapping method. The research method that the researcher used was the procedural research method. In order to collect the data, the researcher observed and presented the pre- and post-test for the two roles. As for the results of the research, it was the use of the mind-mapping method in learning vocabulary effective based on the average result when the students obtained the criteria for the results of the completion limit (KKM) in terms of the average result obtained from the second round 81, 42 and the percentage of 90.47% for the degree of success.
grong-Grong تدريس المفردات باستخدام وسيلة جهاز التسجيل فى المدرسة الثانوية الاسلامية الحكومية

The purpose of this study was to determine how the mufradat learning process using recording media and to find out how effective the mufradat learning was using a recording device at Mtsn Grong-grong. This study used an experimental research method with a control class and experimental class design. The collection method was carried out by observation, tests (free test, post test) and documentation. The results of the study showed that mufradat learning using recording media was carried out in five meetings and was effective in improving the learning outcomes of Mtsn Grong-grong students, where the t-count value of&#x0D; 2.365 was greater than the t-table value of 2.03. This means that there is a significant effect of the application of the recording device media in mufradat learning at Mtsn Grong-grong.