Reviewerly/exHarmony huggingface dataset:
Development Of Module Teaching Materials With Predict - Oberve - Explain (POE) Models Based On Gamification On Triangle Materials

The learning process is certainly not only limited to the increase in students' knowledge or cognitive abilities, but also includes better behavior and thinking abilities, and no less important is how the learning process makes students able to solve problems faced both in learning in school, as well as in the daily life they experience. The development of ICT technology has had an impact on the development of the games industry, which makes educators more creative in designing their learning processes. Some game designers have studied deeper about psychology or other sciences that study human motivation and behavior. The method in this research is research and development (R&amp;D) with the ADDIE development model. Data collection instruments used were questionnaires given to material experts and media experts to find out the feasibility of the product, and given to students and educators, to find out the attractiveness of the products that have been developed as well as pretest and posttest test instruments. Based on the analysis of data obtained from material experts and media experts, it was stated that the teaching materials developed were feasible to be used, and the analysis of the data obtained from students and educators stated that the teaching materials developed were very interesting. The results of the analysis of the effectiveness of class data applied teaching material obtained and calculated with the formula Effect Size obtained is . E_s calculation results are then interpreted to see the effectiveness criteria, the magnitude of , which is in the range of , based on the category determined by the level of effectiveness of the magnitude of the class applied to learning using module teaching materials with the Predict - Oberve learning model - Explain (POE) based on gamification on the material of SMP triangles is categorized quite effective with a classification classified as medium.
Kemampuan Berhitung Anak melalui Media Kartu Angka

This research was conducted due to the low level of numeracy ability in children of group B in TK Kemala Bhayangkari 13 Padangsidimpuan. The formulation of the problem under study was how to improve children's numeracy skills through numeric media. The research conducted was classroom action research consisting of two observations, each of which consisted of 4 stages, namely planning, implementation, observation, and reflection. The subjects of this study were children of group B in TK Kemala Bhayangkari 13 Padangsidimpuan by using observation sheets. The data analysis used was qualitative data analysis techniques that can be seen from children's numeracy skills and quantitative data were calculated by formula. The results obtained in children's numeracy skills have increased. Before the action was taken, the level of numeracy ability of children was still very low, after the first cycle of research was obtained 44% and in the second cycle increased to 88%. After conducting research starting from pre-cycle, cycle I, cycle II, it was concluded that the numeracy ability of group B children in TK Kemala Bhayangkari 13 Padangsidimpuan had increased.
Design and Implementation of a Usability-Framework for Smartwatches

Due to technological developments in the last decade, the class of wearable computers arose which offers innovative access to human-computer interaction.Especially smartwatches attracted attention and are established as a permanently worn computer device on many wrists nowadays.In particular, for new technologies usability is an important success factor.Although usability is a well-known domain with a long research history, unique characteristics of smartwatch applications complicate the utilization of recent usability analysis methods.Therefore, we survey recent techniques for the usability analysis, outline and respectively adapt suited approaches based on the requirements induced by the special characteristics of smartwatches.In addition, we design and implement a usability framework that facilitates the automated usability analysis for smartwatch applications in a design science research approach.Furthermore, we demonstrate the applicability of the developed framework and show the results of a usability analysis for an exemplary case study.
Behavior of Learning Rules in Hopfield Neural Network for Odia Script

Automatic character recognition is one of the challenging fields in pattern recognition especially for handwritten Odia characters as many of these characters are similar and rounded in shape.In this paper, a comparative performance analysis of Hopfield neural network for storing and recalling of handwritten and printed Odia characters with three different learning rules such as Hebbian, Pseudo-inverse and Storkey learning rule has been presented.An experimental exploration of these three learning rules in Hopfield network has been performed in two different ways to measure the performance of the network to corrupted patterns.In the first experimental work, an attempt has been proposed to demonstrate the performance of storing and recalling of Odia characters (vowels and consonants) in image form of size 30 X 30 on Hopfield network with different noise percentages.At the same time, the performance of recognition accuracy has been observed by partitioning the dataset into training and a different testing dataset with k-fold cross-validation method in the second experimental attempt.The simulation results obtained in this study express the comparative performance of the network for recalling of stored patterns and recognizing a new set of testing patterns with various noise percentages for different learning rules.
The development of interactive magic card (IMC) based on flash card

Researchers aim to develop Interactive Magic Card as a medium that is suited to learning needs. There are 2 objectives in this study; 1) developing Interactive Magic Card as a learning medium; 2) find out the feasibility of the media. This research uses the Research and Development method which was adapted from Borg and Gall. This English learning media is an HTML5-based Flash Card application that was developed to help students in mastering vocabulary and improve their Speaking and Writing skills.The results of this study indicate that; 1) the results of the material expert validation are 89; 2) the results of media expert validation are 84; 3) main field test results are 91. Based on the results of the study, the researchers concluded that Interactive Magic Cardis suitable for use as a medium for learning English
Particle swarm method for solving the problems of nonlinear optimization

Purpose. The optimal design of buildings and structures requires solving a number of important tasks related to determining the best topology and geometric shape of structures, physical properties of elements, connections of elements among themselves, etc. In this case, it is necessary to take into account the influence of many factors: the distribution of static and dynamic loads, corrosive effects, the nature of the operating conditions, the requirements for the reliability and durability of the unit. The complexity of solving such problems is connected with the fact that, as a rule, the objective functions of such problems are nonlinear.Methods. Various approaches are used to solve nonlinear optimization problems: stochastic search (Monte Carlo method); search methods in which the step is successively reduced, following to the given relation (halving, golden ratio, inverse Fibonacci numbers); gradient descent method; evolutionary algorithms; penalty function method and others. In recent years, a new class of methods of numerical optimization has been intensively developed, in various works it is called social-behavioral, population, or swarm. For practical verification of the particle swarm method, the finding of the extrema of the test functions of Rosenbrock and Rastrigin is considered. Results. A new software implementation of one of the methods of artificial collective intelligence, the particle swarm method, is proposed for solving nonlinear optimization problems in the Maxima open-source computer algebra system. The high computational efficiency of this method for finding global extrema of “ravine” and multimodal functions in those cases where the application of many classical algorithms can be difficult is shown. Scientific novelty. Compared to classical methods, swarm intelligence methods are especially effective for finding extrema of nonlinear multimodal functions, as well as for solving high-dimensional problems. Practical significance. The effect of the method parameters (particle number and weight coefficients) on the rate of practical convergence is investigated. The developed method can be used, inter alia, to solve the problems of optimal design of building structures, buildings and structures.
IMAGE FAST DEHAZING ALGORITHM BASED ON DARK CHANNEL PRIOR IMPROVEMENT

Abstract. Aiming at the long-running time and the defogging image darkening problem in the dark channel prior algorithm, a fast deaeration algorithm based on the guided filter and improved two-dimensional gamma function for dark channel prior image is proposed. The algorithm uses the guided filter instead of the soft matting to obtain the image transmittance. The summation operation in the window replaces the quadrature operation in the window to reduce the complexity of the algorithm, and the image is processed by the two-dimensional gamma function. The brightness is adjusted to increase the brightness of the dark areas of the image, improve the contrast of the image, and enhance the image's performance in detail. The experimental results show that compared with the dark channel prior defogging algorithm and other image dehazing algorithms, the image fast dehazing algorithm based on dark channel prior improvement has high effective detail intensity, image information entropy and average gradient. The running time of the dark channel prior defogging algorithm is reduced, which effectively solves the long running time and the defogging image darkness problem of the dark channel prior defogging algorithm and has good robustness, and improves the quality and display effects of defogging image.
Rancang Bangun Game Manik Angkeran Berbasis Android Pada Tahap Level Poin Pertama

This research is the next stage of the previous research entitled Development of the Awakening Bead Figure for Interactive Game Media The Story of the Separation of Java and Bali Based on Android. A problem where as the times and technology develop, folklore begins to be forgotten. To attract children's interest, an interactive folklore game media was made based on Android. In previous studies, the design of all characters from Manik Angkeran was carried out. Whereas in this advanced research, it will be designed and built level by level from Manik Angkeran Game. Where at each level of the game, Manik Angkeran characters will face different giants. Manik Angkeran must defeat the giants in order to proceed to the next level. Every time you fight a giant, Manik Angkeran will get a gold coin (pis bolong mas). Where later, these coins can be used to buy building materials, which will be used to build a dormitory (pesraman). The final goal of this game is to battle the figure of Manik Angkeran to get the golden Dragon Basukih. The opposing giants of Manik Angkeran are taken from the symbols in the semiotics of images which give an impression of the psychology of human life which includes, greed (Pig), greed and anger (Giant). At the level of this game, what I want to say is that things related to greed, greed and selfishness can be easily defeated
Pengembangan Sistem Pengelompokan Belajar Mahasiswa pada Matakuliah Struktur Data dengan Metode K-Means

The development of science and technology requires tertiary institutions as formal education institutions, to be able to produce qualified and competent graduates. Learning about higher education needs to be more innovative and creative in producing learning and responsive to labor needs. "Successful constraints of lecturers in teaching Data Structure subjects do not have learning models that approach students with abstract theories that are difficult for students to understand, to overcome these conflicts. learn with the Application of Cooperative Oriented Problems. However, in terms of grouping learning with the application of this method, it still takes a relatively long time to do individual testing several times to find a suitable group, so that the learning grouping is less than optimal. The method used in this study is K-Means Clustering, from the software that was built to help instructors in the subject of data structure in the process of grouping tutoring students. Grouping methods can be implemented to build valid student guidance grouping software.&#x0D; Keywords: Learning Grouping System, Clustering, K-Means
Looking into Students' Willingness to Communicate: A Case Study in Mandarin Language Learning

This case study explores the students' willingness to communicate in Mandarin language.The learning of Mandarin as foreign language (FL) in Kolej Profesional MARA (KPM) Beranang has started since 2013.However, there have been some issues on students' willingness to communicate using Mandarin especially on students' reluctance to use the targeted language.Therefore, this research was aimed to explore students' willingness to communicate using Mandarin language in KPM Beranang.The research used a qualitative approach and the main data for the study was semi-structured interviews and observations.The researcher used Atlas.tiversion 8.0 to analyze the data.The research findings showed that students' willingness to communicate by using Mandarin was only limited to greeting their teachers.It was found that students were not willing to use Mandarin in voicing out their opinions during the teaching and learning processes, not to mention when they are outside of the classroom context.The students did not have the confidence to use the targeted language and were not willing to communicate with strangers.
Facial Emotion Recognition using Neighborhood Features

We present a new method for human facial emotions recognition.For this purpose, initially, we detect faces in the images by using the famous cascade classifiers.Subsequently, we then extract a localized regional descriptor (LRD) which represents the features of a face based on regional appearance encoding.The LRD formulates and models various spatial regional patterns based on the relationships between local areas themselves instead of considering only raw and unprocessed intensity features of an image.To classify facial emotions into various classes of facial emotions, we train a multiclass support vector machine (M-SVM) classifier which recognizes these emotions during the testing stage.Our proposed method takes into account robust features and is independent of gender and facial skin color for emotion recognition.Moreover, our method is illumination and orientation invariant.We assessed our method on two benchmark datasets and compared it with four reference methods.Our proposed method outperformed them considering both the datasets.
An Improved Image Blur Contrast Enhancement Algorithm

Aiming at the low noise area in the image enhancement process, the traditional image blur contrast enhancement algorithm introduces noise. An image blur contrast enhancement algorithm combining platform histogram and fuzzy set theory is proposed. First of all, the grayscale image is processed by the platform histogram to improve the overall contrast of the image and reduce the original image noise. Then the image is mapped from the spatial domain to the fuzzy domain, and the hyperbolic enhancement function is selected to enhance it in the fuzzy domain. The image switch back to the spatial domain to get an enhanced image. The experimental results show that the proposed algorithm can effectively improve the information entropy and mean of the image, and effectively preserve the overall information of the image while enhancing the contrast of the image.
Privacy Preservation Using 2-Degree Anonymity With Trust Circle in Ubiquitous Network for Service Communications

The ubiquitous networks bring lots of convenience to consumers and service providers for their service communications but have strong privacy issues. Such network environments are unobtrusive and imperceptible to the consumer, where services are provided through an omnipresent way in smart environments. It raises numerous privacy and security issues for consumers. Privacy of service communicating entities needs to be preserved from malicious entities in the context of three-fold privacy threat - identity, location, behavioural privacy threat of legitimate entities in ubiquitous environment. In this paper, privacy preservation is explored with two levels of anonymization by a 2-degree anonymity approach through trust circle of one service entity in service communication. Our proposal provides the personalization in-between anonymity and trust. Simulation results exhibit the effectiveness of our proposal in the considered environment with the “ADULT” database and “Facebook” data set of two Universities, Amherst, and Colgate.
Pelatihan Pembuatan dan Pengelolaan Media Pembelajaran Berbasis Web-Blog pada Mahasiswa Semester VI Program Studi PGMI STKIP Nurul Huda OKU Timur

The importance of learning objectives requires the use of appropriate media so that learning runs effectively and efficiently. The learning media is very important in supporting the learning process and is often overlooked by teachers for various reasons, including limited time, difficulty finding the right media, and also limited funds. With a variety of IT-based and service devices, lecturers and students can access them online and there are applications that make it free for users. Among them are blog users as learning media. This community service activity aims to introduce information and communication technology in the form of Web-Blogs that will later help students who will be prepared to become teacher candidates to modify learning media. The implementation of community service in general can be categorized as successful in terms of participant participation. Participants felt that this dedication activity was very useful for developing web-blog-based learning media that they would use in later learning. The participants' responses to the service activities carried out stated that from the quality of the speakers, the quality of the modules was very good.
Project management: process approach

The problem of the effectiveness of the use of different approaches in the management of an educational organization is relevant and significant. Currently, there is a necessity to improve management processes and to formation of a more flexible and mobile management system that works on the result and allows to assess the effectiveness of activities at any point in the process. Project management has proven to be effective under conditions of limited funding and the necessity for "quick results". At the same time, we can observe certain conflicts of management actions that occur as a result of imposing a matrix structure of project management on the functional structure of a traditional educational organization. In this case, the process approach allows combining the advantages of project activities with the regulated implementation of traditional University processes.The paper reveals the logic of the process approach, its main advantages and disadvantages, requirements and principles of implementation of the process approach in an educational organization. This paper describes the practice of applying the process approach in the management of projects of Minin University: it characterizes the management processes of a project activity through the project office system, and the logic of a managing the chain of processes of individual projects.The author describes the logic of the process approach to project management, characterizes the strengths and weaknesses of process management, analyzes the combination of this approach with project management, describes the practice of applying the process approach to project management at Minin University, lists the effects of the introduction of the process approach in management.The final part of the paper discusses the possibility of further improvement of the project management system through the use of the process approach, the arguments about the necessity to use process management in combination with other management approaches, reveals the potential for improving the quality of project activities through the use of process management tools and principles of quality management of the organization, based on the process approach.
Types of ore deposits and their origin

In order to understand and appreciate various geochemical processes of ore deposits and be able to use appropriate geochemical methods to explore specific mineral/ore deposit(s), knowledge on ore deposit types is paramount. This chapter presents the origin and genesis of different types of ore deposits. Ore deposits of economic value constitute metals that occur in trace amounts and concentrate in specific zones of the earth’s crust attracting the attention of mineral explorers and investors. Geochemical abundance and scarcity of trace metals are classified and described based on their crustal abundance and the level at which they can be considered as economic or noneconomic. The ore metal deposits are then classified according to their genesis, mode of emplacement, and spatial tectonic global distribution. Finally, some selected techniques used to elucidate about the origin of ore deposits/mineralization are given at the end of this chapter.
Peran Media Pembelajaran Guru Pendidikan Anak Usia Dini (PAUD) di Provinsi Jambi

The media is very instrumental and has a strategic function that directly or indirectly can affect motivation, interest and attention for young children in learning. The purpose of this study was to determine the role of PAUD teacher learning media in Jambi Province. The method used is descriptive quantitative cluster sampling technique, in this case the District and City in Jambi Province as the cluster. The number of early childhood education units (schools) include TK / RA, KB, TPA, and SPS, totaling 7,584. Then every District and City was selected by 10% randomly PAUD teachers from each school. So the number of samples was 758. The research instrument was a questionnaire or Media Perception Evaluation Scale (MPES) questionnaire containing 28 question items. Data for all parameters using a Microsoft Excel database. Pearson correlation was used to study the correlation between variables and independent t-test was used to compare groups with SPSS version 22. All statistical analyzes were carried out at a significance level of 5% and P &lt;0.05 was considered statistically significant. The results of the study show that learning media plays an important role in the learning process for PAUD children in Jambi Province. As a result 59.6% answered strongly agree. Through the SPSS analyst results where the most influential visual media statements in PAUD teacher learning in Jambi province are statements 18,19,20,21 and 22 where 100% stated that visual media can provide motivation, whereas statements that had no effect were statements 17 where only 50.4% stated that visual media can provide motivation. It can be concluded that the use of learning media in early childhood is very instrumental to motivate, stimulate, explore and experiment.