Reviewerly/exHarmony huggingface dataset:
PENGEMBANGAN E-MODUL FISIKA TEGAS (TEGANGAN, REGANGAN, DAN MODULUS YOUNG) BERBASIS ANDROID DENGAN PENDEKATAN INQUIRY BASED LEARNING PADA MATERI ELASTISITAS UNTUK SISWA SEKOLAH MENENGAH ATAS

Penelitian ini bertujuan untuk mengembangkan E-Modul berbasis android yang membahas materi mengenai Elastisitas untuk siswa Sekolah Menengah Atas dengan pendekatan Inquiry Based Learning yang terdiri dari orientasi, merumuskan masalah, merumuskan hipotesis, mengumpulkan data, menguji hipotesis, dan merumuskan kesimpulan. Penelitian ini didasarkan pada kurangnya media untuk mendukung sebuah proses pembelajaran yang dapat meningkatkan minat dan pemahaman siswa melalui belajar mandiri. Penelitian ini menghasilkan aplikasi berupa software berbasis android pada smartphone. Aplikasi ini dapat menampilkan ringkasan materi, video, dan soal-soal yang berkaitan dengan materi elastisitas. Metode penelitian yang digunakan adalah Research and Development (R&amp;D) dengan model pengembangan yang digunakan yaitu ADDIE (Analyze, Design, Development, Implementation, Evaluation). Hasil validasi uji kelayakan terhadap e-modul oleh ahli materi memperoleh 86% dan ahli media memperoleh 78%. Berdasarkan uji kelayakan tersebut dapat dinyatakan bahwa e-modul layak dijadikan sebagai media pembelajaran mandiri siswa. &nbsp; The aim of this research was to develop Android-based E-Modules which discussed subject about Elasticity for high school student with Inquiry Based Learning approach that consists of orientation, problem formulation, hypotheses formulation, collection the data, testing the hypotheses and conclusion formulation. This research is based on the lack of media to support learning process that can increases students’ interest and understanding through independent learning. This research produced an application that is android-based software on the smartphone. This application can display the summaries of subjects, videos, and questions related to elasticity subject. The research methodology used in this research was Research and Development (R&amp;D) method with ADDIE’s development model (Analyze, Design, Development, Implementation, Evaluation). The result of validity test of E-modules by subject experts obtained 86% and media experts received 78%. Based on the validity test, it can be stated that E-modules are feasible to be used as students’ independent learning media.
PENINGKATAN PENINGKATAN KETERAMPILAN MENULIS TEKS CERAMAH MELALUI MODEL PEMBELAJARAN CONCEPT SENTENCE

There were several reasons for conducting this study, students’ seriousness in attending writing speech text were still low and not excited. Therefore, the teacher must choose and apply an effective teaching learning model to improve students’ abilities in writing speech text. This study aims to improve students’ abilities in writing speech text through concept sentence model and investigated students’ responses through teaching writing speech text by using concept sentence model. The quasi experiment is the research method of this study. The control and experiment class were given pre-test and post-test to know the students’ abilities before and after treatment. The questionnaire also used to gain the data about students’ responses through teaching writing speech text by using concept sentence model. The research finding shows that the model concept sentence is effective to improve students’ ability in writing speech text . The indicators of the success of by using SPSS 23.0 are that: (1) the mean of pre-test result in the experiment class was 64,18 and post-test result in the experiment class was 81,28, meanwhile the mean of pre-test result in the control class was 60,57 and post-test result in the control class was 71,50; (2) the students’ responses through questionnaires found that the application concept sentence model was very positive.&#x0D;
Refining HTN Methods via Task Insertion with Preferences

Hierarchical Task Network (HTN) planning is showing its power in real-world planning. Although domain experts have partial hierarchical domain knowledge, it is time-consuming to specify all HTN methods, leaving them incomplete. On the other hand, traditional HTN learning approaches focus only on declarative goals, omitting the hierarchical domain knowledge. In this paper, we propose a novel learning framework to refine HTN methods via task insertion with completely preserving the original methods. As it is difficult to identify incomplete methods without designating declarative goals for compound tasks, we introduce the notion of prioritized preference to capture the incompleteness possibility of methods. Specifically, the framework first computes the preferred completion profile w.r.t. the prioritized preference to refine the incomplete methods. Then it finds the minimal set of refined methods via a method substitution operation. Experimental analysis demonstrates that our approach is effective, especially in solving new HTN planning instances.
MAKING WORK EFFECTIVENESS IN KELURAHAN DUREN JAYA BEKASI JAWA BARAT

The purpose of this study is to measure the impact of archival and computer training on increasing the effectiveness of work in Duren Jaya Bekasi Urban Village. The method used in this research is using quantitative descriptive analysis involving all employees of Kelurahan Duren Jaya Bekasi using random sampling technique with proportional random sampling of 35 (thirty five) people.&#x0D; Data collection technique used is questionnaire method supported by documentation method. Data analysis technique used is double linear regression analysis technique. Based on the results of this study, it can be concluded that: (1) There is a significant positive influence between the Archives Training on the effectiveness of the employee's work in Duren Jaya Bekasi Sub-district (2) There is a significant positive influence between the Computer Training on the effectiveness of the employee in Kelurahan Duren Jaya Bekasi (3) There is a significant positive influence between the Archives and Computer Training on the effectiveness of the employees of Kelurahan Duren Jaya Bekasi.&#x0D; Skills in managing archives and computers can make the effectiveness of employment Kelurahan Duren Jaya Bekasi more increased. The results of this study indicate that archival and computer training has an influence of 82.6% towards increasing employee effectiveness.&#x0D; &#x0D; Keywords: filing, computer and work effectiveness.
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA LECTORA INSPIRE ON BASIC BANKING SUBJECT TO IMPROVE STUDENT’S LEARNING INTEREST

This research aimed to develop interactive learning media with Lectora Inspire for the students of grade X AKL SMK Negeri 1 Tempel on Basic Banking subjects with the competence of saving. The research used the Research Development with ADDIE (analysis, design, development, implementation, evaluation) model. The media was assessed by material expert, media expert, and teacher. The results show that the feasibility of interactive learning media by material expert in strongly feasible category (average score of 4, 26), by media experts in strongly feasible category (average score of 4, 36), by teacher in strongly feasible (average score of 4, 33), and by students in feasible category (average score of 4, 07). The interactive learning media developed is strongly feasible to be used as learning media for students. The student’s learning interest before and after the use of interactive learning media has increased by 8% from 64% to 72%. Paired sample t-test obtained tcount -5.213 with sig 0.000 showed significant learning interest’s improvement. Therefore, it can be concluded that interactive learning media is able to improve student’s learning interest. Keywords: Interactive Learning Media, Lectora Inspire, Student’s Learning Interest.
U.S. Geological Survey Earthquake Science Center

First posted January 3, 2020 For additional information, contact: Earthquake Science CenterU.S. Geological Survey345 Middlefield Road, MS 977Menlo Park, California 94025 The mission of the U.S. Geological Survey (USGS) Earthquake Science Center is to collect a wide range of data on earthquakes, faults, and crustal deformation; conduct research to increase our understanding of earthquake source processes, occurrence, and effects; and synthesize this knowledge into probabilistic seismic hazard assessments, aftershock forecasts, and ground-shaking scenarios for anticipated major earthquakes. We disseminate these data products, hazard assessments, and research discoveries to scientists, engineers, emergency managers, and the public.With university and State partners, we operate the California Integrated Seismic Network and the Pacific Northwest Seismic Network, as well as geodetic networks throughout the western United States. We also lead the National Strong Motion Project and the ShakeAlert earthquake early warning (EEW) system; house renowned rock mechanics laboratories and deep borehole geophysics facilities; and conduct extensive geophysical, geologic, and paleoseismic investigations along active faults. We are funded primarily by the USGS Earthquake Hazards Program, with additional support from the USGS Volcano Hazards and Energy Resources Programs, other Federal and State agencies, private foundations, and public and private utilities and corporations.
A Dynamic Image Playing Method of Ultra-high Definition based on Big Data Distributed Storage

Minority ultra-high definition video resources with ultra-high resolution will cause the occupation of large storage space, so the mainstream network rate is difficult to satisfy the requirement for smooth playback. To address the above problem, we first adopt distributed storage technology to resampling and splitting the ultra-high definition video. Then, multi-level dynamic image frame and resolution archiving are established and combined with image blocks information to form dynamic image playback archiving. This method effectively processes the conflict between ultra-high-definition video and the upload bandwidth of the server network, and thus solves a kind of ultra-high definition video broadcast problem with little consistency between frames and the need for local amplification of images. Moreover, it provides a way of broadcasting and displaying for the inheritance and protection of minority culture.
The implementation of the creative thinking development technology of high school pupils in the extracurricular activities: results of the pedagogical experiment

The article substantiates the need to create conditions for the formation of students' creative personalities, realization and self-realization of their opportunities and possibilities in the educational process.It is noted that a significant tendency of modern education is its intensification, which primarily implies a reduction in the number of hours for studying subjects, while their content remains unchanged.Thus, it makes impossible for students to master ways and means of solving non-standard creative tasks and objectives.Therefore, the problem of developing and introducing technologies for the development of creative thinking of high school pupils in extracurricular activities is urgent and important.The authors analyzed modern approaches to understanding the concept of "creativity", identified the main components of the creative process, traced the relationship between creativity and thinking.The characteristic features of creative thinking are determined, the features of its development in high school pupils in the process of participation in extracurricular activities are revealed.The state of development of creative thinking of high school pupils, including participants of the III-rd and IV-th stages of the Olympiad in information technologies and research works
Guidelines for Cloud Computing Architecture:Development Process

Cloud computing (CC) has received significant attention from different types of businesses and Industries and emerged as a new utility for businesses activities. The philosophy behind CC shows a great potential to transform a major part of the IT industry, making computing environment and resources even more attractive as a cost-effective service and changing the way IT hardware is designed and purchased. Resulting day by day more small and medium and large enterprise are adopting different types of CC services. However, strong market competitive environment for converting existing IT services to CC environment imposed different types of challenges for the CC architect. Development of CC architect environment in any organisation is a very complex process and success depends on its proper architecture design and development according to business requirements. The aim of this paper identifies the major type of key factors from literature and provides different guidelines for organisations to support the CC architecture development process. Finally, the different types of CC services generally referred to as CC architect are explained how they all work. This paper will be helpful and provides certain guidance on situations where specific types of CC services are particularly not the best option for any organization.
THE EXPERT EVALUATION AND INFORMATIONAL ENTROPY IN RECONNAISSANCE DATA PROCESSING

The reconnaissance data processing plays much role in warfare. The validity of this information is one of the most necessities for staff correct decision-making. Information entropy is a measure of data uncertainty. In information theory the concept of entropy describes how much information there is in signal or event. Information entropy relates to uncertainty amount concerning an event associated with given probability distribution. In this paper, the main importance of information entropy has been shown. In the same time, the application of both information entropy and expert evaluation methods in reconnaissance data processing has been considered. In consideration of the several sources of reconnaissance data, the calculation method of this information validity assessment has been offered on the basis of information entropy and expert evaluation.
Aplicações baseadas em visão computacional com controle fuzzy em sistemas robóticos

War, automation of industrial processes and space exploration motivated the development of technological tools aimed at solving these problems.From this perspective it was proposed a mobile robotic system capable of taking user built paths based on computational vision.This work uses images to identify the path and provide inputs to the fuzzy controller.Tests were performed comparing the movement of the robot with the ideal path in order to evaluate controller behavior and validate the system created besides bringing improvements to the efficiency of the same.
PENERAPAN KONSEP MVC PADA SISTEM PENJUALAN ONLINE DENGAN SISTEM KEAMANAN MENGGUNAKAN ALGORITMA RIJNDEAL

In designing a website people tend not to write coding from the start.People generally prefer to use CMS, template engines or frameworks to make their work lighter.One lightweight, fast and free framework is Codeigniter.The concept of Model View Contoller or commonly abbreviated as MVC is an architecture where the processes in the system are divided into three parts with their respective tasks and responsibilities.This concept makes it easier for programmers to manage database queries, code management, data validation and security.Security issues often receive less attention from owners and managers of online stores.Security issues are often second, or even last in the list of things that are considered important.Login systems that use databases as user and password authentication are very vulnerable to be hacked because there are still many internet users who still doubt the security of online sales systems.The Rijndael algorithm is a cryptographic algorithm that can protect data well.in its implementation and has been named the Advanced Encryption Standard (AES).The results of using this MVC concept and Algorithm to make the website more structured and not easily hacked and safer from various hacking attacks.
IMPROVING STUDENTS’ READING COMPREHENSION OF BUSINESS TEXT BY USING “TELLS” STRATEGY AT FIRST YEAR STUDENTS OF STATE POLYTECHNIC OF BENGKALIS

Reading comprehension of business texts is necessary for students. However, many students, especially D3- Business Administration department of state polytechnic of Bengkalis faced dificulties in comprehending the business texts. Therefore, TELLS Strategy was proposed. TELLS strategy is a strategy which stands for Study the title; Examine for clues; Look for Important words; Look for hard words, and identify the setting. This article aimed at finding out to what extent the strategy to improve the students reading comprehension of business text and the factors that influence the changes. This classroom action research was conducted in two cycles. The result found that the students’ score in reading comprehension of business texts test increased. The average score of students in cycle 1 was 64 and in cycle 2 was 70. Then, the factors that influence the improvement of students’ reading comprehension of business texts were interesting teaching material, teacher’s role, and students’ willingness to do all procedures of the strategy. In conclusion, the implementation of TELLS strategy could improve the students’ reading comprehension of business texts majoring Business Administration improved both students’ score in reading tests and their interest in reading activities.
Gaining Students’ Literacy through Local Wisdom of Blitar: Implementing of Gerakan Literasi Sekolah (GLS)

This study aimed to explore the implementation of literacy activities in elementary school using children's literature through local wisdom of Blitar. Case study methods were applied in this research. The participants of this research were students from grades I until grade VI at Elementary School Sukorejo 1 Blitar. Collecting data used observation, interview, and documentation. The results showed that the implementation of literacy in elementary schools was carried out as a habituation procedure to read in literacy programmes. Planning literacy program was the most important part in the consistency of literacy implementation. The implementation literacy of children's literature on the local area of Blitar begins with the preparation of the program by the teacher, the implementation of activities with two methods, namely self-reading and reading aloud, and the evaluation literacy program conducted every two months.&#x0D; Keywords: Students’ Literacy, Gerakan Literasi Sekolah (GLS), Literary Local Wisdom
ELECTRONIC EVIDENCE: CHARACTERISTICS AND FEATURES OF USE

According to Part 1 of Art. 100 of the Civil Procedure Code (CPC) electronic evidence is information in an electronic (digital) form that contains information about the circumstances of the case including electronic documents (including text documents, graphic images, plans, photographs, videos and sound recordings, etc.), websites(pages), text, multimedia and voice messages, metadata, databases and other data in electronic form. Procedural law contains a non-exhaustive list of objects that can relate to the electronic evidence so they include any data in an electronic (digital) form stored on various media and on the Internet, in particular, in cloud environments.The characteristic features of electronic evidence are: 1) the formation as a result of purposeful human activity or system activity without human intervention in the process of data capture; 2) intangible nature caused by creation in electronic (digital) format; 3) the absence of a specifically identifiable material carrier for storing data in electronic (digital form); 4) the ability to reproduce and move unlimitedly while maintaining the authenticity of the information contained therein; 5) the need to use technical and software tools for the perception of information; 6) the presence of metadata that captures and encodes information related to the creation and use of the object and its characteristics.An original of electronic evidence is an object that contains the expressed information and metadata associated with its creation and use; a copy is an object that reproduces the expressed information of the original and can partially reproduce the original metadata and at the same time contains its own independent from the primary metadata. Thus, electronic evidence is characterized by the presence of their originals and electronic copies distinguished by their metadata.As it follows from the provisions of Art. 100 of the CPC, the rules of submission of electronic evidence are established in a manner similar to the rules of submission of written evidence. This mode does not fully comply with the particularities of electronic evidence since in many cases their copies are able to accurately and comprehensivelyconvey the content of the original. In addition, the submission of the original electronic evidence does not always have a practical need, and some evidence such as websites may not be submitted in original at all. The legal regulation of electronic evidence in civil proceedings requires some improvement.In particular, it is necessary to clarify the legal status of information from web archives and archived copies of messages, the possibility to use as evidence of video review of the site or page, the admissibility of screenshots as evidence in the case of failure to recover the content of deleted messages, admissible evidence to establish the content of information posted on a personal page on the social network.
Didactic potential of gamification in teaching a foreign language in a technical HEI

Problem. Gamification is regarded as the application of approaches, specific for computer games, to non-gaming contexts in order to increase the effectiveness of solving applied problems. Due to the fact that gamers voluntarily spend a significant number of hours in games researchers and educators have been exploring ways to use them to increase the efficiency of the educational process in teaching various disciplines. However, this problem is still insufficiently studied with regard to the teaching of foreign languages in technical HEI. Goal. The goal is to specify educational possibilities of gamification and clarify its didactic potential in learning; to offer methods of teaching technical university students to foreign languages using the elements of gamification. Methodology. A number of requirements for creating computer games are specified. Three main categories of game elements that can be used in gameplay are identified: dynamics, mechanics, and components. Possible types of players are described depending on the content of the game. The general model of teaching foreign languages with the use of elements of gamification is defined. Examples of ready-made online gaming resources, as well as those developed by teachers themselves, are given. Results. The existing approaches to the use of gamification in the educational process are analyzed; modern tools used for the development of computer games are defined; forms and methods of gamification of the process of teaching a foreign language in the technical university are proposed. Originality. It is shown how the inclusion of elements of gamification in the process of learning a foreign language can significantly increase students’ motivation through the plot, design and interactivity of educational games. Practical value. Gamification expands possibilities of traditional learning by shifting the focus to interactive learning, encouraging non-standard thinking, and diversifying the current format of lessons. Teachers can use the theoretical principles and practical experiences described in the article in teaching foreign languages.