Reviewerly/exHarmony huggingface dataset:
A Study on Graduate Students' Social Flow Experiences in Learning Community: Focusing on the Case of Graduate Students participating in the BK21 project

Recently, as autonomy and cooperative relationships are emphasized as major values of the future education, the value of learning community activities is drawing attention. The purpose of this study is to explore the social flow experiences and changes that graduate students who participate in learning community activities experience during the learning process. To this end, in-depth interviews were conducted based on qualitative case studies with five graduate students who participated in the learning community for a total of 24 months from 2021 to 2022. For data analysis, Giorgi's content analysis method was used, and what kind of social flow the learner experiences and changes in the course of learning community activities was interpreted based on the flow theory. The main research findings are as follows. First, it was found that graduate students who participated in the learning community recognized their own purpose in the learning process and experienced positive social flow through feedback, dialogue, and cooperation among members. Second, graduate students experienced repeated failures while conducting various learning activities and joint research, and experienced negative emotions due to fatigue from graduate school life. In addition, they were experiencing a lack of social flow due to compulsory participation in activities, the burden of authority such as professors and seniors, and a lack of understanding of other majors. Third, social flow competency grew through learning together, and in the process of mutual learning, research topics were expanded and research capabilities improved, experiencing positive changes in shared growth. Through these research results, in order to build an flow environment within the learning community, it was suggested that additional support for graduate student learning and education environments based on positive emotional experiences for self-prosperity and pleasure to learn and practice independently is needed.
An Interpretation of the “Pojeong Haewoo (庖丁解牛)” Fable of Zhuangzi in Chinese Culture Education in Korea

In this paper, when educating modern international Chinese culture, the author observes, analyzes and interprets the fables in Zhuangzi from the perspective of culture and education. In particular, it was possible to increase the usability of allegoric tales by intensively examining the “Pojeong Haewoo”. Through a series of research processes, it showed the usefulness and scope of use of allegoric tales of Zhuangzi in Chinese culture education, and it is meaningful in that it promotes Chinese culture education in the form of acquisition through learners' learning rather than memorization. In addition, the purpose of this paper is to help expand the educational fields and methods that can be developed in Chinese cultural education in a beneficial direction. Starting from the suggestion of the possibility and necessity of using the allegoric tales of Zhuangzi in Chinese culture education, this researcher suggested the title of the allegoric tales that “Pojeong Hae Hae-woo (Pojeong is skillful in hae-woo)”by substituting other interpretations applicable to the character “Hae(解)”. But the lessons derived from the allegoric tales are different according to cultural interpretations such as “butcher” or “cook”. In addition, by selecting the literary characteristic of “ambiguity” of the Zhuangzi’s allegoric tales culture, this researcher observed it through the ‘diversity of cultural domains to which the allegoric tales can be applied’ and the ‘fictionality just as the truth of the allegoric tales’. In the modern practice of the allegoric tales of Zhuangzi, this researcher could see that the negative colors were reduced by substituting the keyword of the era of “self-reliance” to the era of Pojeong and re-observing it. In addition, this researcher suggested how to interpret “catch” and “caught” in modern society through “Pojeong catches cows”. In addition, this researcher tried to use it as a corresponding educational method through “Wordless teaching(Buleonjigyo)” and “Things without thickness enter into gaps(以无厚入有间)”. This study presented educational prospects in four stages, and in conclusion, it is a process of realizing that one can broaden the view of life through learning about the Zhuangzi culture and that the quality of life is completed according to one's own capabilities. Lastly, this researcher hopes that the learners would be able to “walk freely without any restraints” through Chinese culture education, and looks forward to follow-up research.
Enhancing strategic decision choices through effective business environment

The study was on enhancing strategic decision choices through an effective business environment. Three objectives were raised to examine the effect of economic factors, technological factors, and political factors on strategic decision-making. Literature was reviewed qualitatively in addressing the study. The contract theory was the underpinning study. Findings revealed that economic factors and technological and political indicators influence positively the business environment. Recommendations were raised on continued application to enhance business performance and organizational profitability.
Building employee committee through organizational work climate in hotels in Nigeria

This study focuses on the effect of organizational work climate on employee commitment in the tourism sector. The study's specific objectives are to ascertain the effect of job security on employee commitment, determine the influence of job design on employee commitment; and evaluate the effect of internal communication on employee commitment. The cross-sectional survey research design method was used for the study. The study adopted the stratified random sampling technique and used an instrument; a test-retest method was adopted. Descriptive statistics, correlation, and multiple regression analysis were used to analyze the study data. The study found that the organizational work climate brought about 59% of the change in employee commitment. Job security (ß = 0.312, P&lt;0.05) and job design commitment (ß = 0.214, P&lt;0.05). Job security has the highest positive effect on employee commitment. The study recommended, amongst others, that organizations should create a positive workplace climate to enhance employee motivation and raise the opportunity for employees to implement adequate efforts in doing their tasks. The study demonstrated job design enables organizations to achieve the harmonization needed between the employee and the job
Improving Students' Speaking Ability by Creating a Story Telling Recorded in a Video

Technology helps a lot on the education field. By implementing technology, it would influence on the atmosphere either on students' motivation or on language itself. Oral communication is an essential skill which could help students' life in the future. The most studentsâ€™ problem in studying English is expressing ideas. Some experts said that storytelling can be used to improve students' learning to express oral communication. Connecting with this idea, the researches decided the purpose of the study by improving the studentsâ€™ speaking ability with producing a storytelling created in the form of a video component. The researchers used an Action Research, The students were required to create a cartoon story, voiceover narration, and background music that produced in a video presentation. The object of the research was 30 students of the Accounting Department of 2 nd Semester 2023. The result of the study was significantly improved which could be seen from the mean of the first project which amounted as big as 77,33, while on the second project, the amount was 83,16. The evaluation kept increased in every evaluation. The conclusion stated that the model was successfully implemented.&#x0D; Key words: Improving, Speaking Ability, Storytelling, Video
Earthquake swarm near Great Sand Dunes, Colorado, investigated with temporary seismic network and machine learning sesmic phase analysis

In November of 2018, residents living in the Zapata Subdivision south of Great Sand Dunes National Park and Preserve reported hearing and feeling multiple small earthquakes. Reports of additional earthquakes continued, escalating in late February of 2019, when the USGS recorded over 27 magnitude 0.9 and larger earthquakes over a two-day period. Subdivision residents became concerned that these could be foreshocks to a future, larger earthquake. To further study these earthquakes, we installed a temporary network of seismometers in the area during 2019 and used a convolution neural network seismic phase picker along with the GLASS3 associator to detect over 700 earthquakes in a 3.5-month period during the earthquake swarm. The earthquakes were located using a regional velocity model and a double-difference algorithm. The Northern Sangre de Cristo Fault (NSCF) cuts through the subdivision at the base of the Sangre de Cristo Mountains. Based on geologic evidence, it is one of the most active faults in Colorado but has been nearly aseismic historically. Initially, minor movement on the NSCF was suspected of being the geologic source of the earthquakes. However, nearly all recorded epicenters lie east of the trace of west-dipping fault and are not located on it. Instead, the earthquake epicenters define a narrow, linear, east-west-trending zone that projects eastward across the entire Northern Sangre de Cristo Range and into the headwaters of the Huerfano River Valley. We propose several possible geologic sources for the earthquakes including several mapped, but unnamed faults. Available evidence for any particular source in this geologically complex area is not conclusive. Additional geologic and geophysical investigations are needed to better understand the geology of the earthquake swarm and its implications for seismic hazards.
Mental State Detection From Tweets By Machine Learning

The world over, mental illness is a serious issue. Many people use the social media that may affect their mental health positively, but often result in negative sentiments. This research aims to determine an individual's mental state based on their social media behavior on Twitter. We analysed a dataset including 170000 real tweets by using natural language processing and machine learning techniques. Decision tree, support vector machine, and recurrent neural network (RNN) were used for classifying twitter users, to detect if they are in positive or negative mental state. These models were compared to determine which approach provides more accurate detection of a positive/negative mental state. Then, the RNN yielded the highest accuracy 0.76 among the models, with the precision, recall, and the F_1 score being 0.75, 0.74, and 0.75, respectively. The truncated singular value decomposition was also utilised to visualise the high-dimensional feature space of the data.
Grammatical Problems in the Discussion Section of Master Theses

The discussion section is one part of the thesis that describes the findings of research by demonstrating deep knowledge of the findings, interpreting the findings, and emphasizing the contribution to the current knowledge. Additionally, discussion section is also the most challenging part of the thesis. This study aimed to find out the most grammatical problems and the causes of grammatical problems in discussion section of thesis written by English Education postgraduate Program students at University of Bengkulu. This study used a mixed method in analyzing the data. Most of the grammatical problems were investigated quantitatively, while the causes of grammatical problems were studied qualitatively. The corpuses of this study were 30 master theses written by postgraduate English students who have graduated in 2021. The findings showed that the most frequent grammatical problems found in the discussion section of the thesis were incorrect verbs with 65,4% or 121 times of errors, which were dominated by tense confusion and subject-verb agreement. The cause of the grammatical problems found in the discussion section of the thesis was first-language interference. The conclusion of this study provides information about the most frequent grammatical problems and possible causes in the thesis discussion section to increase the writer's awareness about the importance of grammatical writing in the discussion section.
The Effect of Directed Reading Thinking Activity (DRTA) Strategy on Students' Reading Comprehension

The study aimed to investigate the notable impact of the Directed Reading Thinking Activity (DRTA) approach on the students' reading comprehension. The study was carried out at MAN 2, Palembang. The present study employed a quasi-experimental design utilizing quantitative research methodology. The researchers employed the convenience sampling method to gather data. The data were obtained via a reading comprehension test administered to students in the two classes, experimental and control. The study's findings examining the impact of implementing DRTA before and after utilizing a paired sample t-test indicate that the calculated T value of 27.797 exceeds the t-table value of 3.030. Thus, implementing the DRTA approach enhanced the students' reading comprehension in the experimental group. An independent sample t-test was conducted to examine the outcomes of the disparity between individuals who utilized the Directed Reading-Thinking Activity (DRTA) and those who did not. The findings showed that notable disparities in reading comprehension existed among students who received instruction via DRTA and those who did not. The DRTA technique offers advantageous outcomes for students as it fosters active and critical reading practices. Students enrolled in reading courses that engage in prediction and active reading demonstrates a proactive approach to learning, effectively harnessing their cognitive abilities to acquire knowledge on unfamiliar subjects. Furthermore, DRTA mandates that students maintain a record of their understanding of the text while reading.
A Move-Based Analysis of Research Article Abstracts by Natives and Non-native Writers of English A Comparative Study

An abstract is the main part of a Research Article (RA) that gives a major outlook of the whole article and it makes the reader decide to read or leave a particular article. It is less studied part in terms of research, especially in the context of Pakistan. Therefore, this study is aimed to compare the abstracts of research articles written by native (American) and non-native (Pakistani) authors. The focus of the current study is to investigate the frequency and percentage of each move of RA abstracts composed by native and non-native writers of English. To achieve this end, a corpus of 30 native and 30 non-native abstracts is collected and Hyland’s (2000) five-move model is applied to analyse the data. The results show that the move 1 (Introduction) occurred in all (60) abstracts and it is obligatory in Pakistani as well as American context. Furthermore, the results show that the difference in Conclusion move in Pakistani abstracts is 73%. On the other hand, the frequency of remaining three moves including purpose, method and product is similar in American and Pakistani contexts with minor differences. It is recommended that more comparative research be done on this specific subject utilizing more data sources.
“Let Someone Who is Not a Mathematician Not Read Me” (Natural-Scientific Views in the Works of Leonardo da Vinci)

Introduction. It is noted the originality of Leonardo da Vinci’s natural-scientific views in the context of the Renaissance. The objectives of the article are outlined: the systematization of Leonardo’s natural-scientific views, the identification of methods used by him to cognize the reality, the analysis of the set of social conditions that influenced the formation of the thinker’s views. It is also indicated the relevance of the researched argument; the object and subject of the study are determined. Materials and Methods. It is indicated that the main source used in the article are the notes of Leonardo, reflecting his ideas about nature. The methods used in the study are related to the specifics of this source: a concrete historical approach, a comparative historical method, logical and textual methods. Results. The circumstances that gave rise to an interest in natural-scientific problems are indicated – painting and its interpretation as a reflection of the real world, on the one hand; good mathematical training received by Leonardo in his youth, on the other. It is proved, using primary sources, that Leonardo da Vinci considered experience to be the main method of cognition, and the ultimate goal of cognitive activity was the practical application of knowledge. The peculiarity of the humanistic orientation of Leonardo’s thought is revealed. On the basis of primary sources, the thinker’s ideas about nature, human, and the purpose of science are revealed. It is shown how Christian ideas and the humanistic Renaissance view were combined in a peculiar way in the views of the thinker. Attention is drawn to the inconsistency of Leonardo da Vinci’s relationship with Christianity. Discussion and Conclusion. It is shown the significance of Leonardo’s philosophical views, his role in the history of philosophy as a predecessor of the empiricist philosophers of Modern Time. It is noted that the comprehensive activity of the thinker, in fact, embodied the ideal of a person, great creative opportunities that feed, firstly, the desire to fully know the world and, secondly, the awareness of the usefulness of their activities for others. It is noted that the cultivation of these motivations has a huge educational potential in our time.
The Effects of Online Games on the Students’ Motivation and Its Implications in Learning

This study is inspired by the explosive growth the information technology industry that has affected every aspect of life, including the field of education. In this highly modern era, online games have developed rapidly and become favored by students. This study sought to ascertain how internet games affected the learning motivation of sixth-grade students at Madrasah Ibtidaiyah in Cirebon City, West Java, Indonesia. Employing experimental research methods, this study was ex post facto in design. The participants of this study were 21 sixth-grade elementary school students at Madrasah Ibtidaiyah in Cirebon City, West Java, Indonesia. In this study, a non-random sampling method was applied for the sampling process. Interviews and questionnaires were used to gather the research's data. Using both descriptive and inferential statistics, the research data were examined. According to the study's findings, 67% of students engaged in online gaming with a medium level of intensity. Meanwhile, the student's level of motivation for learning was low, at 67%. These findings suggest that playing online games does not increase the students' enthusiasm for learning, and may even have the opposite effect by contributing to the low student motivation. Keywords: game online , learning motivation, madrasah ibtidaiyah . Abstrak Penelitian ini dilatarbelakangi oleh ledakan pertumbuhan industri teknologi informasi yang telah mempengaruhi setiap aspek kehidupan, termasuk bidang pendidikan. Di era yang sangat modern ini, game online telah berkembang pesat dan disukai oleh kalangan pelajar. Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh internet games terhadap motivasi belajar siswa kelas VI di salah satu Madrasah Ibtidaiyah di Kota Cirebon, Jawa Barat, Indonesia. Dengan menggunakan metode penelitian eksperimen, penelitian ini berdesain ex post facto . Partisipan penelitian ini adalah 21 siswa kelas 6 (enam) di salah satu Madrasah Ibtidaiyah di Kota Cirebon, Jawa Barat, Indonesia. Dalam penelitian ini digunakan metode non random sampling untuk proses pengambilan sampel. Wawancara dan kuesioner digunakan untuk mengumpulkan data penelitian. Menggunakan kedua statistik deskriptif dan inferensial, data penelitian diperiksa. Menurut temuan penelitian, 67% siswa terlibat dalam game online dengan intensitas sedang. Sedangkan tingkat motivasi belajar siswa rendah yaitu 67%. Temuan ini menunjukkan bahwa bermain game online tidak meningkatkan semangat siswa untuk belajar, dan bahkan mungkin memiliki efek sebaliknya dengan memberikan kontribusi terhadap rendahnya motivasi belajar siswa. Kata kunci: game online, motivasi belajar, madrasah ibtidaiyah.
Sistem Pakar Mendiagnosa Penyakit Tiroid Menggunakan Metode Certainty Factor Berbasis Web

Thyroid disease is a swelling or lump in the front of the neck caused by disorders of the thyroid gland. Thyroid disease is a very serious health problem in Indonesia. However, the tendency of long queues, and also the problem of the cost required for the treatment causes people sometimes are reluctant to see a doctor. Besides the limitations of doctors and the uneven number of doctors further worsen the situation. The purpose of this study was to design and build an expert system to diagnose thyroid disease. Expert systems are computer programs that replicate the thought process and expert knowledge in resolving a problem. In conclusion withdrawal, this expert system using the method of Certainty Factor. Where this method the user can provide a value based on the perceived severity of symptoms. Expert system for diagnosing thyroid disease constructed web based with the aim of disseminating information to the public so that the management and prevention efforts early thyroid disease can be done quickly.
Media Pembelajaran Pengenalan Sistem Organ Manusia Melalui Augmented Reality Dengan Menggunakan Aplikasi Unity

In today's modern era, information technology is developing quite rapidly in line with the times. The existence of these developments has had a large and broad impact on the progress of life in all fields. One of the currently developing information technologies is augmented reality (AR). AR can be used in the development of innovation in education. The use of AR can be an effective, fun, and interesting educational medium. The aim of the research is to help students learn more effectively using learning media that combines the real world with digital information through 2D or 3D models. The use of AR is used for the development of biology learning materials. The developed application is expected to make teaching materials easier to understand and students can measure mastery of the material, as well as make it easier to learn in a more active way in a self-paced mode. The research method used is Research and Development (R&amp;D). Using this method can create innovation and improvement in the product/application development process. This research will produce an AR application that explains the discussion of material from human organs, then there is a quiz, and is equipped with 3D objects to provide an interactive learning experience, increase interest in learning, then be able to see and interact with models of human organs virtually. AR-based learning (Education) media was developed using the Unity application.