Reviewerly/exHarmony huggingface dataset:
MOTIVATION-AND-TARGET CHARACTERISTICS OF A UNIVERSITY LEC-TURER’S SUCCESSFULNESS

The article contains the analysis of scientific approaches to motivation-and-target sphere’s characteristics in the aspect of success in university teachers’ professional activities. In the work there are supplied the research data concerning life and professional goals, the leading sources of professional motivation, motivation directedness, at attaining success in lecturers’ groups with different success level. It is determined that for lecturers with a high success level compared with those of mediate level, of greater priority are: the value of enjoying professional activity, a greater aspiring to being recognized by society, the trait of taking a greater responsibility, a more coordinated with the mentioned traits hierar­chy of life goals.
Propostas metodolóxicas activas en dous Programas de Posgrao da UDC: Aprendizaxe cooperativa, Flipped Classroom e Entornos Persoais de Aprendizaxe

This paper presents a proposal for the implementation of several active teaching-learning methods in the classrooms of two postgraduate programs at the University of A Coruña, by members of the teaching innovation group in English and Irish studies.This group has worked and continues to work with various student-centred methodologies in the teaching practice, in which students are also active agents of their learning process.Teachers, thus, acquire a new role as guides and facilitators of teaching experiences.We will foster the use of strategies of cooperative learning and flipped classroom, so that students can assimilate and become familiar with these two methodologies.Therefore, we will describe the tasks carried out in the subject of Teaching-Learning Methodology of the foreign language in the Master's Degree in Secondary Education.Besides, we will show a project designed for the subject Models of literary and cultural interpretation of the interuniversity Master's degree in Advanced English Studies.In this case, techniques related to personal learning environments (PLE) will be used by the students for the selection, organization and creation of digital contents included in the aforementioned subject.As a conclusion, we will point out the benefits obtained in this experience as the basis for our commitment to employing active methodologies with postgraduate students.Our content is to maintain and deepen the implementation of these methodologies in the coming years.
PENGEMBANGAN MODEL PEMBELAJARAN MY TRIP MY ADVENTURE

ABSTRACTThe purpose of this development research is expected to produce a product development package in the form of a learning model: 1). Learning device, 2). Assessment / evaluation guide to learning, 3). Guidelines for learning development, 4). Produce game- based learning models adopted from monopoly, 5). The development of the model is based on identifying the characteristics of students at the age that has reached the formal operational stage in terms of cognitive development, 6). The development of the model is based on the identification of learning objectives by considering the curriculum that has been implemented, namely the development of materials from the 2013 curriculum, 7). The learning model focuses on one material namely foreign eXIchange rates, and the same model cannot be applied to other subject matterAfter the product prototype was developed, the eXIpert validation test process, individual trials, small group tests and field tests were carried out. Based on the test results, the learning model is very valid, interesting, and effective can be applied in learning. This can be seen from the results of validation tests with the level of product feasibility of eXIperts content / material of 100%, validation of learning media eXIperts obtained an average score of 97.5%. Level of attractiveness of the product with an average percentage score of 89.76% entered the criteria very interesting. Effective products are used with an average percentage score of 79.66%.This product can also be used for a wider audience with adjustments, especially adjustments to the characteristics of students as users. Furthermore, the learning model that has been developed can be integrated with the use of information and communication technology.Keywords: Development, Learning Model, My Trip My Adventure
The Effect of the Primitive Irreducible Polynomial on the Quality of Cryptographic Properties of Block Ciphers

Substitution boxes are the only nonlinear component of the symmetric key cryptography and play a key role in the cryptosystem. In block ciphers, the S-boxes create confusion and add valuable strength. The majority of the substitution boxes algorithms focus on bijective Boolean functions and primitive irreducible polynomial that generates the Galois field. For binary field F2, there are exactly 16 primitive irreducible polynomials of degree 8 and it prompts us to construct 16 Galois field extensions of order 256. Conventionally, construction of affine power affine S-box is based on Galois field of order 256, depending on a single degree <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M1"><mml:mn>8</mml:mn></mml:math> primitive irreducible polynomial over <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M2"><mml:msub><mml:mrow><mml:mi mathvariant="normal">ℤ</mml:mi></mml:mrow><mml:mrow><mml:mn>2</mml:mn></mml:mrow></mml:msub></mml:math>. In this manuscript, we study affine power affine S-boxes for all the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M3"><mml:mn>16</mml:mn></mml:math> distinct degree <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M4"><mml:mn>8</mml:mn></mml:math> primitive irreducible polynomials over <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M5"><mml:msub><mml:mrow><mml:mi mathvariant="normal">ℤ</mml:mi></mml:mrow><mml:mrow><mml:mn>2</mml:mn></mml:mrow></mml:msub></mml:math> to propose 16 different <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" id="M6"><mml:mn>8</mml:mn><mml:mo>×</mml:mo><mml:mn>8</mml:mn></mml:math> substitution boxes. To perform this idea, we introduce 16 affine power affine transformations and, for fixed parameters, we obtained 16 distinct S-boxes. Here, we thoroughly study S-boxes with all possible primitive irreducible polynomials and their algebraic properties. All of these boxes are evaluated with the help of nonlinearity test, strict avalanche criterion, bit independent criterion, and linear and differential approximation probability analyses to measure the algebraic and statistical strength of the proposed substitution boxes. Majority logic criterion results indicate that the proposed substitution boxes are well suited for the techniques of secure communication.
Implementasi Teknologi Blockchain pada Sistem Presensi Staff VM LePKom Berbasis Web

Attendance for staff is one of data collection in the institution as a part of reporting and recording activity. Blockchain technology or distributed ledger has become registration system used in the network. Blockchain technology is one of the technologies that has robust security system and minimizing the lost of data because each node has the copy of data. Blockchain technology can be implemented in many aspects for example in the attendance system in LePKom Gunadarma University based on virtualization. There is an attendance for staff application in LePKom using web application but the database used in the application is centralized. Using centralized database has many disadvantages such us the lost of data or data can be changed by others. The objective of this research is to analyze the implementation of blockchain technology for staff attendance based on web application in VM LePKom. Method of this research used System Development Life Cycle (SDLC). The result of this research was blockchain technology can be implemented in attendance application and distributed database. Data was secured using Proof of Work (PoW) consensus Algorithm and can be validated.
SOFTWARE WORKSHOP OF TECHNOLOGY INFORMATION IN INDUSTRY REVOLUTION 4.0 at SMK NEGERI 1 KUTALIMBARU KAB. DELI SERDANG

Along the industry revolution 4.0 progress, there are many applications created to help people to do their jobs. Suc as registration online application to continue their study in university, applying jobs, and employment registration. The most popular files format today that people commonly use are *.jpeg and 8.pdf. Because many registration or administration filing digital management use these kind of soft files. Therefore, System Information Program of Sari Mutiara Indonesia University went to schools to do community service to teach students to do Workshop in SMK Negeri 1 Kutalimbaru Kabupaten Deliserdang. The workshop materials are : Nitro Software Installation, Tutorial and Practical with Ntrio 10 and Microsoft Picture Manager. The goals of the Community Service is to train the students to know how to convert any Office Applications documents format into *.pdf format, manipulate or change the size of an image or picture and how to put it in one documents.
Automated Search and Analysis of the Stylometric Features that Describe the Style of the Prose 19th-21st Centuries

The article is devoted to comparison of stylometric features of several levels, which are markers of the style of the prose text and analysis of the stylistic changes in Russian and British prose of the 19th - 21st centuries. Stylometric features include the low-level features based on the words and symbols and high-level based on rhythmic. These features model the style of a text and are the indicators of the time when the text was created. Calculations of all the features are performed completely automatically, so it allows to conduct the large-scale experiments with artworks of a large volume and speeds up the work of a linguist. To calculate the stylometric features including ones based on the search results for rhythmic figures the ProseRhythmDetector program is used. As a result of its work, each text is presented as a set of the same features of three levels: characters, words, rhythm. Texts are combined by decades, for each decade there are found average values of stylometric features. The obtained models of decades are compared using standard similarity metrics, results of comparison are visualized in the form of the heat maps and dendrograms. Experiments with two corpora of Russian and British texts show that during the 19th - 21st centuries there are general trends in style change for both corpora, for example, a decrease in the number of rhythmic figures per sentence, and also particular trends for each language, for example, dynamics of change of the word and sentence lengths. Stylometric features of all levels reveal the similarity in the style of texts published in one century. Also, features of three levels in the complex better demonstrate the uniqueness of each decade than features of a particular level. This study shows the importance of stylometric features as style markers of the different eras and allows us to identify trends in style during several centuries.
APPLYING POSITIVE REINFORCEMENT TO INCREASE STUDENTS’ MOTIVATION IN LEARNING ENGLISH FOR GRADE VII IN SMP PANGUDI LUHUR 1 YOGYAKARTA

This research aims to find out how the positive reinforcement is given to motivate the seventh grade students in SMP Pangudi Luhur 1 Yogyakarta and to explain the benefits of applying positive reinforcement. In order to answer the two research problems; how is positive reinforcement given to motivate the students in SMP Pangudi Luhur 1 Yogyakarta and what are the benefits of applying positive reinforcement in SMP Pangudi Luhur 1 Yogyakarta, the researcher used mixed-method for this research. The researcher used three theories in order to answer the first and second research problems. For the first problem, the researcher used the theory from Becker, Engelman, and Thomas (1975) which explained about the ways of apply positive reinforcement.Meanwhile, the theories from Al-Tamimi and Shuib (2009) and Maehr (1984) which defined about the benefits of applying positive reinforcement were used to answer the second research problem. Those threetheories used as the foundation in making observation checklist and questionnaire. The researcher applied Classroom Action Research (CAR) for this research. The research showed that applying positive reinforcement in the form of giving praise and extra score was used by English tutor to motivate the students in learning English.
IMPLEMENTASI METODE STAD DENGAN BANTUAN SEMPOA PADA MATERI PENJUMLAHAN DAN PENGURANGAN BILANGAN DUA ANGKA

This research is motivated by the low student learning outcomes.student laziness can be caused by ineffective teaching and learning processes, the teacher is not right in determining the learning model and does not use teaching aids as a medium for learning mathematics, this results in the low student learning outcomes, the purpose of this research is to find out the activities of student and teachers in mathematics learning the addition and subtraction of two-digit numbers in improving student learning outcomes by using abacus media, the method used is classroom action research, research design using chemistry and mc. Design taggart which consists of four steps namely planning the implementation of observation and reflection which carried out two cycles, the subjects og this study were all students of class 1 MI AL-HUSNA Pasirnangka.the results of the study show that the use of abacus media can improve student learning outcomes MI Al-Husna Pasirnangka in terms of student activities in the learning process and learning outcomes this can be seen from the percentage of learning process activities and learning outcomes in cycle 1 that is 50%, then an increase in cycle II the percentage of learning process activities and learning outcomes in cycles II is 90%.
An Exploratory Study for Provocative Prototypes: Creating Personas

In a typical design process, the user group is one of the most important pillars for design decisions. The characteristics of the intended user group is usually identified with the help of personas. Personas help designers to create empathy with their user group and understand their needs and requirements better. In other words, designers use personas as a prototype to provide constructive design critiques to their designs. However, persona creation for the design of products with novel technologies is challenging as there is no real user of these technologies to base the persona on. This problem leads us to a workshop in which we question a provocative design solution where personas from fictional users are created and tested by the designers. Two groups, each having three participants, prototyped personas by real world scenario mapping and tested them by provoking conceptually with binary questions. At the end of the session, designers questioned their presumptions, approach and attitude during the process of persona creation. As a result of the discussions; inscriptions and prescriptions are speculated on for further studies.
Diagnosis of professional competence future teachers of the Russian language and literature with integrative teaching technology

interacting a teacher and a student, in which the emphasis is transferred from the teacher's teaching activity to the student's cognitive activity.The stage of professional development includes the successive development of two levels -the informative one, in which professionalism is established in accordance with a satisfactory level of methodological training at a pedagogical university, and the information one, in which the future subject subject teacher operates with a variety of forms, methods, and interactive teaching methods Russian language and literature.
IMPROVING NINTH GRADE STUDENTS’ COMPREHENSION IN LEARNING INDONESIAN LANGUAGE BY IMPLEMENTING PEER-TUTOR STRATEGY IN SMP N 2 BINTAN

This research was based on the ninth grade students’ lack of ability in using Indonesian language at SMP N 2 Bintan which it was supported by the number of students with passed-scores not more than 50%. As a teacher and also a researcher as well, the daily observation showcased students’ problems are being shy to ask and afraid of questioning in the classroom. Considering these in mind, Classroom Action Research (CAR) was conducted by implementing Peer Tutor Strategy as part of cooperative learning. The data collection method was a learning achievement test. The data were analysed and explained in descriptive way. The results of the study revealed Peer Tutor Strategy can improve student learning achievement. It was proved by the improvement of students’ scores in two cycles. In the first cycle, the average score is 63.75 while in the second cycle is 80. From this significant improvement, the implementation of Peer Teaching Strategy is effective in improving students’ Indonesian Language ability.
PELAKSANAAN TUGAS GURU DALAM MENINGKATKAN PRESTASI BELAJAR SISWA MELALUI BELAJAR KELOMPOK

Abstract: The main problem in this research is how a teacher can improve student achievement. There are many ways to improve student achievement, including group study. Group learning here is learning carried out by more than one person in group learning. By learning groups of students can work together and exchange ideas between one student and another. so that students who are weak will be helped by students who have more advantages in learning. Student learning achievement is the result achieved by students after carrying out teaching and learning activities. In teaching and learning activities, there are many methods used to improve student achievement. In this research, the method used is the group learning method
Affective Domain in Online Learning Lecture Notes

The development of information technology allows learning forms to be carried out in a way that is different from traditional face-to-face classroom.However, there are still many online learning materials that have not consideration of good design elements in the management of learning materials.The research method uses observation and literature studies especially in implementation of multimedia principles and previous research.This publication produces an experimental design and methodology that will be used to measure the effect of features on online learning notes.The aim at this research is to create an online learning model specifically in the affective domain materials.
THE USE OF COOPERATIVE SCRIPT METHOD TOWARD STUDENTS’ LISTENING SKILL

This study was conducted to examine whether there is or not any significant effect of cooperative script method on students’ listening skill at class XI IPA II of SMA Negeri 1 Parigi. This research was conducted in pre-experimental research design. The population of this study was the grade eleventh science program (XI IPA) students of SMA Negeri 1 Parigi which consists of two classes with the total of the students were 48 students, while the sample of this study was the grade eleventh science program (XI IPA II) which consists of 23 students. In this study, the researcher taught the students by using cooperative script method. The method was applied in the treatment for four meetings. The students were given listening test for every meeting during treatment. The data were analyzed by using SPSS 16.0 version by using (descriptive analysis and inferential statistics). Descriptive analysis was used to describe standard deviation, mean score, maximum scores and minimum scores, while the inferential statistic was used to examine the hypothesis (paired sample t-test) which was calculated through SPSS 16, 0. Based on the finding, the mean score of students listening achievement.
Digital Representations of Mathematical Objects in the Context of Various Forms of Representation of Mathematical Knowledge

This article is devoted to a comparative analysis of the results of the ReMath project (Representing Mathematics with digital media), devoted to the study of digital representations of mathematical concepts. The theoretical provisions and conclusions of this project will be analyzed based on the theory of the information environment [1], developed with the participation of one of the authors of this article. The analysis performed in this work partially coincides with the conclusions of the ReMath project, but uses a different research basis, based mainly on the work of Russian scientists. It is of interest to analyze the work of the ReMath project from the conceptual positions set forth in this monograph and to establish links between concepts and differences in understanding the impact of computer tools (artifacts) on the process of teaching mathematics. At the same time, the authors dispute the interpretation of some issues in Vygotsky’s works by foreign researchers and give their views on the types and functions of digital artifacts in teaching mathematics.
THE EFFECT OF BLINDFOLD GAME ON STUDENTS’ VOCABULARY ACHIEVEMENT AT SMP NEGERI 13 KENDARI

The purpose of conducting this research is to examine the difference NGain scores between students who learn vocabulary with Blindfold Game and students who learn vocabulary without Blindfold Game at the first year students of SMP Negeri 13 Kendari. The samples of this research are the first grade four (VII-4) and the first grade three (VII-3) which consists of 27 students for each class. This research is conducted in comparison research design that consists of experimental class (VII-4) and controll class (VII-3). The data of this research are collected by giving pre-test and post-test in two classes (VII-4 &amp; VII-3). The result shows that there is an improvement of the students’ vocabulary achievement. Independent samples t-test shows that, there is a significant difference in the Ngain scores for experimental class ( M = 60.08, SD = 9.36 ) and controll class ( M = 20.41, SD = 14.56 ), t (52) = 11.904, p (0.000) &lt; 0.05. Therefore, it can be concluded that the value of Sig (2 tailed) is lower than the significance α value (0.000 &lt; 0.05). In other words, alternative hypothesis (H1) is accepted and the null hypothesis (H0) is rejected. It means that the Blindfold game can enrich students’ vocabulary achievement for Junior High School Student.
PERANCANGAN MEDIA PEMBELAJARAN E-TEMBANG BERBASIS ANDROID UNTUK BERBAGI ILMU TEMBANG MACAPAT

Abstract Along with the development of information technology, especially in the field of communication, the use of Android mobile phones has become commonplace. The tedious and monotonous learning process of Tembang Mocopat generates the students' disinterest in learning it at school. Regarding this, E-Tembang is used to increase students'interest at school and help to preserve the culture of Tembang macapat . This study used the R &amp; D method to conduct the research and Android Studio to create the application and took 100 respondents for their opinions. The result of this study indicated that 78% show interest in using E-Tembang, while 66% like and are interested and 86% want to use it. However, it is undeniable that 23% of students do not like learning by using mobile telephones and prefer to study in the classroom. Basically, students will like to learn any subject that is attractive to them. By using E-Tembang students can learn together at home and share the knowledge of tembang macapat