Reviewerly/exHarmony huggingface dataset:
The Effect of Articulation Learning Model With Audio Visual Media on Cognitive Learning Outcomes on Students

This Research Aims To Know: (1) The Effect Of Cognitive Learning Outcomes Between Students Who Learn With Articulation Models Aided By Audio Visual Media And Students Who Learn With Conventional Learning Models Or Lectures. This research is a quasi/quasi-experimental research type with the design of "Nonequivalent Control Group Design". The population in this study were seventh grade students of SMP Negeri 2 Laboya Barat for the 2021/2022 academic year. This study used a sample of 49 students. The data obtained were analyzed using the ANOVA test at a significant level of 5%. Conducted at SMP Negeri 2 Laboya Barat for the academic year 2021/2022, it can be Concluded that there is an effect of Cognitive Learning outcomes between Students between Students who are taught with Articulation Learning Models Assisted by Audio-Visual Media, and Students who are taught using Conventional Models
IMPROVING STUDENTS SPEAKING SKILL BY USING CAKE APP AT SMP SHALAHUDDIN MALANG

The English learning media carried out is less interesting and does not motivate students to improve their ability to speak in English for grade 7 students of SMP Shalahuddin Malang on descriptive text material. Students are less active and not interested in English learning because the media used is not interesting and the learning is very conventional. Therefore, using appropriate learning media is very necessary in an effort to improve the ability to speak English. This study aims to find out whether the use of cake application media can improve the English speaking skills of students of Shalahuddin Malang Junior High School. This study is a Class Action Research with 2 cycles. Tests and observations are used as data collection instruments. The subject of this study was a grade VII student of SMP Shalahuddin Malang. The results of this study show that the use of the Cake application in improving students' speech performance can be seen from the student learning outcomes in cycle 1 increasing to 58.8 and to 77 in cycle 2 is said to be successful.
DEVELOPING DIGITAL BOOK BASED FLIP PDF PROFESSIONAL INTEGRATED WITH LIVE WORKSHEET TO INCREASE STUDENT MOTIVATION FOR LEARNING WRITING IN THE FIRST GRADE SMPN 5 KARANGPLOSO IN 2022

This study aims to develop a Digital Book that is integrated with an interactive worksheet (Liveworksheet) in English subjects and to determine the effect of using digital books on student motivation at SMP Negeri 5 Karangploso. This study uses a research and development approach (Research and Development). The place of this research is SMP Negeri 5 Karangploso. The object of this research is a Fun Digital Writing Book "Yes, I Can Write" which is a digital book that is integrated with an interactive worksheet (Liveworksheet). This research is included in the type of Research and Development (R&amp;D). The data collection technique used in this research is the interview and questionnaire method. Interviews were used to analyze the needs of students in learning English, then the second questionnaire was used to collect data about the feasibility of English learning media, including: material experts, media experts and class VII E students. The method used to analyze the data was expressed in a four-scale score distribution. to a predetermined rating scale category. From the research results, among others: the material expert test obtained a score of 80.5% in the very good category, the media expert test obtained a score of 93.1% in the very good category, and the test to students with a score of 88% in the very good category so Fun Digital Writing Book “Yes, I Can Write” can be used to increase students' learning motivation in writing skills in English.
IMPROVING THE STUDENTS’ ENGLISH VOCABULARY BY USING PICTURES AT SDN MOJOLANGU 04

Learning English as a foreign language is part of formal education that has been applied educational units. Vocabulary is a basis for understanding a reading content that containts meaning. The subjects of this study were fifth grade students of SDN Mojolangu 04. The procedure of this study used two cycles, namely cycle I and cycle II, each cycle consisted of 4 stages; planning, action, observation, and reflection. In the results of this study, there was an effective increase in the level of vocabulary mastery of fifth grade students at SDN Mojolangu 04. After implementing pictures with words in cycle I, the classical success score was 52% increased to cycle II 85% while before applying picture media to the activity pre-test score only reached 9%. Thus, in this activity the students gave positive responses such as listening to explanations with focus and following instructions. Memorize and understand the meaning of English vocabulary. Even in the learning process, the students were more active in cycle II than cycle I. Of course, applying picture media could increase students' English vocabulary.
USING TREASURE HUNT GAME TO IMPROVE THE SEVENTH-GRADE STUDENTS’ READING SKILL AT SMP PGRI O4 MALANG

The main purpose of this research is to improve the seventh grade students’ reading skill. Reading is one of the basic skills that affect the life of individuals and plays a very important role in their environmental adaption. Reading is one of the language skills that enable to understand the information clearly. The goal of teaching reading for Indonesian students is to understand or comprehend the material of the test, because reading is a bridge to understanding about text they read. The researcher used CAR principle to collect the data that can improved students’ reading skill on the seventh grade in academic. The data collection involved instruments namely tests, questionnaires, and interview. The students questionnaires were to know the students opinion about the implementation of the treasure hunt game and the review was to know what difficulties are faced by the students. The researcher would know the students success in doing this action research by referring to the criterion of KKM was 80. There are some steps that will be done in each cycle they are, planning, acting, observing, and reflecting. The mean score of post test in the cycle I was 53%, and in the cycle II was 86%. The findings of this research shows that students skill in reading is improved by using treasure hunt game. The conclusion showed that teaching reading using treasure hunt game is suitable for the improvement.
Blended Synchronous Learning: Integrating Remote and Face-to-Face Learners

COVID-19 pandemic restrictions led to the widespread and rapid adoption of technology to deliver lessons simultaneously to students joining face-to-face (F2F) and remotely, an approach known as blended synchronous learning (BSL). In language teaching, BSL had previously been largely confined to less commonly taught languages, so was new to most teachers of English. The purpose of this paper is to investigate different BSL models in the literature and describe how teachers from a university in Tokyo adapted to BSL, including classroom set-ups, with an assessment of teachers’ perceptions and reflections on their overall practice. Although most teachers opted to use a single device (a novel model), results indicate that using two devices to manage BSL lessons was a more satisfactory way of monitoring and facilitating interactions between F2F and remote students. These findings inform recommended BSL practice for two possible future situations: emergency response teaching and increasing accessibility for students who cannot attend regular classes. 新型コロナ禍での制限により、対面とリモートで参加する学生に同時にレッスンを提供するテクノロジーが 急速に採用されるようになった。これはブレンド型同期学習（BSLとして知られている。BSLは多くの英語教師にとって新しいものであった。本論は、さまざまなBSLモデルを調査したうえで、東京の大学教師がどのようにBSLに適応したかを説明する。ほとんどの教師は、1つのデバイス（新しいモデル）を使用したが、BSLレッスンを管理するためには、2 つのデバイスを使用する方が、対面 とリモートの学生間の相互作用を監視および促進するために、より満足のいく方法であることが本論の結果から導き出された。当該調査結果は、緊急対応の教育と、通常の授業に出席できない学生のためのアクセシビリティ向上という今後可能性のある2つの状況において推奨されるBSLの実践を示している 。
Developing Writing Skill of the Eighth-Grade Students through the Use of Genre Based Approach

Background: The objective of writing instruction is to equip students with the ability to proficiently comprehend and produce various types of texts, such as monologues, paragraphs, or essays. So, finding and applying appropriate teaching methods to teach writing skills is necessary. Methods: The subjects of this research were the students at grade VIII of SMP Negeri 3 Bambalamotu that consisted of 22 students. This research was Classroom Action Research (CAR) covering plan, action, observation, and reflection. This research was carried out in two cycles. The first meeting focused on explanation of the materials through the syntax of Genre-Based Approach; 1. BKOF (Building Knowledge of the Field), 2. MCOT (Modeling Construction of the Text), 3. JCOT (Join construction of the Text) and 4. ICOT (Independent Construction of the Text). And the second meeting focused on evaluation. Results: The data of this research were obtained from observation, field notes, and writing test. In the initial test of cycle 1, it was evident that the students did not meet the success standards as they struggled to write descriptive paragraphs. However, the test results in cycle 2 revealed that the introduction of the GBA (Guided-By-Approach) effectively enhanced the students' writing abilities. By following the stages outlined in the GBA, the challenges faced by students in writing can be reduced. Conclusion: three key elements of the GBA, namely collaboration, joint construction, and independent construction, contribute to the potential for improvement in students' writing skills.
Analysis of Students’ Writing Ability through Diary Writing Habits at MIN 11 Medan City

The essence of the problems in this study are: first, to determine the writing ability of students of class V MIN 11 Medan City. Second, to find out the teacher's strategy in improving students' writing skills through the habit of writing diaries in class V MIN 11 Medan City. Third, to find out the process of habituating the ability to write diaries in class V MIN 11 Medan City. This research is a qualitative research, which was conducted in class V MIN 11 Medan City, who acted as research subjects were students of class V MIN 11 Medan City, totaling 28 people. Data collection techniques in this study, namely observation, interviews, and documentation. Based on the findings and results of data analysis, it can be concluded that the habit of writing diaries in fifth grade students at MIN 11 Medan City has proven to have a positive impact on improving children's writing abilities when learning to write in Indonesian. The indicators that can be seen are from the 28 students in grade 20, some of them are already able to write essays coherently. Coherently means writing essays correctly, and other rules that are in accordance with the demands of learning to write essays. As for the habituation made by the teacher in improving students' writing skills in writing diaries, including instructing children to make a writing that tells memorable experiences for them in their diaries and instructing children to write down their daily activities both at home and at school into them diary.
The Correlation between Attitude Toward Using (ATU) and Behavioral Intention (BI) in Students Using Scola Biology Teaching at Dedikasi Edukasi Kualiva Senior High School

Broad and complex biology topics require electronic learning media such as Scola to assist students in learning. Student responses are important to know in the use of IT systems as an evaluation. The aim of this study was to find out the value of ATU and BI values in the use of Scola, the correlation between ATU and BI in students using Scola in biology learning at DEK High School. The type of this study was descriptive correlation with a quantitative approach conducted at DEK SMA. The sample of this research consisted of 48 students using the total sampling technique. The data analysis used was the Pearson Product Moment correlation test and the t test and it was found that the data were normally distributed. The results showed that Attitude Toward Using was 72% with high criteria. Behavioral Intention was 74% with high criteria, and the correlation between ATU and BI had a value of r = 0.74 (strong correlation) this means that there is a positive correlation and the t test results obtained tcount = 7.37 which is greater than ttable = 1.67. Dealing with the results of the study, it can be concluded that ATU has a significant positive correlation to BI in students who use Scola in biology learning at DEK Senior High School.
Using A Genre-Based Approach To Improving Islamic University Students’ Writing Ability &amp; Hots

This study aims to determine the effect of genre-based and conventional approaches on students' writing skills and HOTS. This study uses a quantitative design with a quasi-experimental method conducted at IAIN Palopo, South Sulawesi, Indonesia. Sixty-two students from two classes were selected as research participants by dividing them into two groups, namely the experimental and control groups. Data were collected using two instruments: the writing assessment rubric and HOTS. The data that has been collected is then analyzed quantitatively by running the MANOVA test on SPSS 24.00. The results showed that the genre-based approach in the experimental group outperformed the control group, which used the conventional method to improve students' writing skills and HOTS.
MOTION DETECTION IN A VIDEO SEQUENCE USING BACKGROUND SUBTRACTION BY 3D STATISTICAL MODELING IN THE VISIBLE SPECTRUM: HOME SURVEILLANCE CAMERA

Motion recognition is one of the key applications of motion detection, which involves image processing. For this reason, the proposed work is merely an extension of the final year project. It will involve a detailed study of a method for automatic, real-time recognition of motion and identity in a video stream.Recognizing the suspicious movement of an object or person in an image is a major challenge in the field of camera-based surveillance. This recognition of suspicious object movement involves several phases: detection, tracking, creation of a database or vocabulary against which movements can be compared in order to be recognized and qualified as suspicious or not. In this work, we focus on the phase of detecting a moving object or person in a video sequence. We study a number of existing methods for detecting the movement of objects or people in a video sequence, in order to select the best among them for possible implementation.
PENGEMBANGAN MOBILE LEARNING MILEA D3 BERBASIS RME PADA MATERI DIMENSI TIGA

Geometri merupakan cabang matematika yang wajib dipelajari. Salah satu materi geometri yang paling sulit untuk dipelajari adalah dimensi tiga, yang membutuhkan keterampilan visual dan spasial yang sangat tinggi. RME yaitu pendekatan pembelajaran yang mudah dipahami siswa karena menggunakan konteks kehidupan sehari-hari. Oleh karena itu, dikembangkan suatu aplikasi pembelajaran mobile berbasis RME pada materi dimensi tiga. Studi ini dilakukan dengan metode penelitian pengembangan ADDIE (Analisa, Desain, Pengembangan, Implementasi, dan Evaluasi). Popluasi dari penelitian ini adalah siswa kelas XII SMA. Hasil penelitian menunjukkan bahwa Mobile Learning Milea D3 telah valid, praktis, dan efektif. Dalam uji coba terhadap sepuluh siswa, media masuk dalam kategori baik, dan hanya satu siswa tidak tuntas belajar. Media pembelajaran Milea D3 tergolong baik dan layak digunakan. Geometry is a branch of mathematics that must be studied. One of the most difficult geometry materials to learn is three dimensions, which requires very high visual and spatial skills. RME is a learning approach that is easy for students to understand because it uses the context of everyday life. Therefore, an RME-based mobile learning application was developed on three-dimensional material. This study was conducted using the ADDIE development research method (Analysis, Design, Development, Implementation, and Evaluation). The population of this research is class XII high school students. The results of the research show that Mobile Learning Milea D3 is valid, practical and effective. In a trial of ten students, the media was included in the good category, and only one student did not complete the study. Milea D3 learning media is quite good and suitable for use. Keywords : Three Dimenssion; Mobile Learning; RME Mathematics is one of the subjects that must be mastered by students in school, especially in three-dimensional material. Three dimensions is one of the most difficult mathematical materials to learn because it requires high visual-spatial abilities. RME is a learning approach that is carried out using the context of everyday life. This is the reason for developing an RME-based mobile learning application on Three Dimensional material. This research is a development research using the ADDIE model. The steps consist of: Analysis, Design, Development, Implementation, and Evaluations. The results of the research show that the developed media is valid, practical and effective. The test results on 10 students with high, medium and low abilities showed that the media was in the good category with 9 students completing their studies and 1 student not completing their studies. Mobile learning can help students understand shapes and spaces in Three Dimensional material.
An Enhanced Blockchain Based Security and Attack Detection Using Transformer In IOT-Cloud Network

The IoT (Internet of Things) encompasses numerous networks and connected devices. One of the primary concerns surrounding IoT, according to researchers and security experts, is the potential risks to privacy and cybersecurity. Deep learning offers significant capabilities for self-adjustment, self-organization, and generalization. Recognizing this, advanced deep learning algorithms are employed in this research to address the privacy and security issues plaguing the IoT landscape. To address these concerns, a novel model called BC-Trans Network is proposed, leveraging the strengths of both Blockchain technology and a transformer component. The transformer plays a vital role in identifying abnormal data, enabling the system to take proactive measures against potential threats. In addition Hash-2 is introduced for the verification of IoT users, adding an extra layer of security to the authentication process. The Blockchain model is utilized to securely store user passwords and details, ensuring a robust and tamper-proof authentication mechanism. To validate the proposed model, a publicly available dataset CSE-CIC-IDS2018 is employed. Pre-processing techniques, including feature selection using the chi-square method, are applied to refine the dataset. The transformer module then classifies the data as normal or abnormal, allowing for accurate identification of potential security breaches. To further safeguard the data and protect the privacy of users, a Fully Homomorphic Encryption (FHE) method is employed. This advanced encryption enables the encryption of categorized normal data, ensuring its confidentiality even during transmission and storage. The study's findings support IoT-cloud server security and privacy by demonstrating the effectiveness of the suggested paradigm in identifying and thwarting network threats. With detection times of 225.3 seconds, an accuracy of 99.25%, a precision of 99.53%, a recall of 99.32%, and an F1 score of 99.59%, the proposed system exhibits impressive performance. Furthermore, as the output numbers increase, the system's metrics improve, suggesting its scalability and flexibility.
An Intelligent Chess Piece Detection Tool

Chess is one of the most researched domains in the annals of artificial intelligence. The main objective of this research is to develop a platform that can determine piece positioning during chess games. Digital image processing methods and real-time object detection (YOLO version 4) algorithms were used during computational development. The problem entails analyzing images captured during a chess game and determining the location of each square on the board, as well as the position of each piece in play. This procedure is repeated at each game turn, enabling the developed system to save and watch all piece moves during a game. The obtained results demonstrate the system’s reliability and feasibility.
Context-VQA: Towards Context-Aware and Purposeful Visual Question Answering

Visual question answering (VQA) has the potential to make the Internet more accessible in an interactive way, allowing people who cannot see images to ask questions about them. However, multiple studies have shown that people who are blind or have low-vision prefer image explanations that incorporate the context in which an image appears, yet current VQA datasets focus on images in isolation. We argue that VQA models will not fully succeed at meeting people's needs unless they take context into account. To further motivate and analyze the distinction between different contexts, we introduce Context-VQA, a VQA dataset that pairs images with contexts, specifically types of websites (e.g., a shopping website). We find that the types of questions vary systematically across contexts. For example, images presented in a travel context garner 2 times more "Where?" questions, and images on social media and news garner 2.8 and 1.8 times more "Who?" questions than the average. We also find that context effects are especially important when participants can't see the image. These results demonstrate that context affects the types of questions asked and that VQA models should be context-sensitive to better meet people's needs, especially in accessibility settings.
Weighted variation spaces and approximation by shallow ReLU networks

We investigate the approximation of functions $f$ on a bounded domain $\Omega\subset \mathbb{R}^d$ by the outputs of single-hidden-layer ReLU neural networks of width $n$. This form of nonlinear $n$-term dictionary approximation has been intensely studied since it is the simplest case of neural network approximation (NNA). There are several celebrated approximation results for this form of NNA that introduce novel model classes of functions on $\Omega$ whose approximation rates avoid the curse of dimensionality. These novel classes include Barron classes, and classes based on sparsity or variation such as the Radon-domain BV classes. The present paper is concerned with the definition of these novel model classes on domains $\Omega$. The current definition of these model classes does not depend on the domain $\Omega$. A new and more proper definition of model classes on domains is given by introducing the concept of weighted variation spaces. These new model classes are intrinsic to the domain itself. The importance of these new model classes is that they are strictly larger than the classical (domain-independent) classes. Yet, it is shown that they maintain the same NNA rates.