Reviewerly/exHarmony huggingface dataset:
Konsep dan Praktik Literasi Informasi Untuk Mahasiswa: Kasus Mahasiswa Pekerja Paruh Waktu di UPT Perpustakaan UIN Walisongo

This article reveals the pratice of information literacy done by students writing final project and working as part time workers at main library. It employs qualitattive approach which is considered the appropriate method to explore how these students implement their information skills to takle their final duties. The research shows that they partially comprehend the concept of information since they actively took part only in library orientation, as a result, they just a bit know about the concept of information ethics, although they are able to correctly finish their final works.
Организация проектно-исследовательской деятельности школьника в современных условиях

Human capital is an intensive productive factor in the successful development of Russia 's digital economy, like any other country.Under these conditions, the general education system should work to prepare citizens for life in a digital society. Educational organizations should create conditions for students to implement personal educational routes, to form basic competences of the digital economy. The graduate of the school should possess not only digital skills, but also cognitive and socio-behavioural knowledge and skills that help him cope with volatility and uncertainty of the future, have high communication capacity for effective interpersonal interaction, have a formed idea of project and process management, have skills to work in uncertainty mode and change task conditions. In this aspect, an important component of the educational activity of the school is the systematic organization of continuous project and research activities of students based on the active use of digital technologies.The purpose of this study was to develop a procedural model of the student 's project and research activities, which is aimed at preparing the graduate for life in the emerging digital economy. In this context, the project and research activities of a student are considered as joint activities of subjects of the educational process, including subjects of the educational cluster university-school, to design a study aimed at solving problems of environmental reality on the basis of active use of digital technologies.The model is based on the integrated use of competency, subject-activity and resource approaches. System, continuity, openness, continuity, variability, integration, customization and reflexivity are identified as the most important principles of realization of the student 's project and research activity, which is aimed at formation of his readiness for life activity in the conditions of the digital economy.In the implementation of the project and research activities of the student, three stages have been allocated: the primary link (class 1 - 4), the secondary link (class 5 - 7), the senior link (class 8 - 11). The article describes each of the stages in sufficient detail, including goals and objectives, recommended types of projects and digital technologies used, composition of participants and functions of each of them, formed universal educational actions of students.The developed procedural model of the student 's project and research activity has been tested in the conditions of urban and rural schools.
Penerapan Model Pembelajaran Think, Pair, Share untuk Meningkatkan Keterampilan Berwawancara Siswa SD

&lt;p&gt;&lt;strong&gt;Abstract: &lt;/strong&gt;This study aims to describe the improvement of interviewing skill by Think, Pair, Share learning model in fourth grade students of SDN Dukuharum Jombang. This Classroom Action Research consists of 2 cycles which is each cycle consisting of 4 meetings. The subjects of this study were 15 fourth grade students of SDN Dukuharum Jombang. The analysis technique uses descriptive analysis. Data were collected by observation, interview and documentation. Through this study, the students improvement of interviewing skills in the first cycle achieve 70.5% in average and the second cycle is 77.2% in average. The results prove that Think, Pair, Share learning model can improve the student’s interviewing skill.&lt;/p&gt;&lt;strong&gt;Abstrak: &lt;/strong&gt;Penelitian ini bermanfaat untuk mengetahui peningkatan keterampilan berwawancara dengan menggunakan model pembelajaran &lt;em&gt;Think, Pair, Share&lt;/em&gt; pada siswa kelas IV SDN Dukuharum Jombang. Jenis penelitian ini adalah PTK yang terdiri dari dua siklus dengan rincian tiap siklus terdiri dari empat pertemuan. Subjek penelitian ini adalah siswa kelas IV SDN Dukuharum Jombang. Teknik analisis menggunakan analisis deskriptif. Pengumpulan data menggunakan observasi, wawancara, dokumentasi. Hasil penelitian ini terdapat peningkatan keterampilan berwawancara siswa rata-rata pada siklus I sebesar 70,5% pada siklus II mencapai 77,2%. Dengan demikian, hasil penelitian ini menunjukkan bahwa melalui model pembelajaran &lt;em&gt;Think, Pair, Share&lt;/em&gt; dapat meningkatkan keterampilan berwawancara siswa.
THE ANALYSIS OF LESSON PLANS MADE BY ENGLISH TEACHERS BASED ON THE 2013 CURRICULUM IN TEACHING ENGLISH AT SMP N 8 KOTA JAMBI

ABSTRACTKhristin, Melva. 2019. THE ANALYSIS OF LESSON PLANS MADE BY ENGLISH TEACHERS BASED ON THE 2013 CURRICULUM IN TEACHING ENGLISH AT SMP NEGERI 8 KOTA JAMBI. A ThesisLanguage and Arts Departments, FKIP,Jambi University. The first supervisor is Nely Arif, S.Pd and the second supervisor is Nunung Fajaryani, S.Pd, M.Pd.Keywords: 2013 Curricullum, Lesson PlansThis study investigated whether the lesson plans made by five English teachers in SMP N 8 Kota Jambi were based on the 2013 Curriculum or not. This study also investigated the difficulties faced by the teachers in developing lesson plans in teaching English. This study used a qualitative descriptive method. The data were obtained through documentation and interview. To gain the results of document analysis, the lesson plans from five English teachers were analyzed in terms of core competence and basic competence, indicators, objectives of the study, teaching materials, teaching method, teaching activity and assessment. Finally, the interview data were analyzed by transcribing, categorizing, and interpreting the data by relating them to the theory. The results revealed that the lesson plans made by the teachers were relevant to the 2013 Curriculum as stated by the Ministry of Education and Culture of Republic of Indonesia .
High-speed tracking system based on Multi-parallel-core processor and CNN algorithm

This paper proposes a high-speed tracking system based on a multi-parallel-core processor architecture and a convolution neural network (CNN)-based tracking algorithm. Multiple processing cores are designed in the processor architecture, and they can parallel carry out operations. Each processing core can access data from another processing core through a interconnect control module (ICM), which make it easy to run CNN. Other components, such as Microprocessor Unit (MPU) and Data Transfer Control Module (DTCM), are also designed for global controlling and data transmitting. The proposed tracking algorithm is based on CNN which mainly contains three convolution (CONV) layers and one full connection (FC) layer. Based on an analysis of equivalence, the softmax layer is discarded when inferring. Because the conciseness and the effectiveness, the algorithm can be executed efficiently on the processor architecture, and Experiment results demonstrate that the tracking system based on the proposed algorithm and processor can achieve high-speed target tracking up to 880 fps.
QR-code based E-wallet System using Android platform

Currently, in order to make payment or purchase an item, the INTI community needs to pay with physical cash. Since they use physical cash, it means they are required to carry their wallet/purses around, and there is a chance that they may lose it, thus, money is lost/stolen. Furthermore, they need to make frequent trips to Automated Teller Machines (ATM). The E-wallet can provide a safer platform to make payments and purchase items, thus eliminating the need to carry cash around. E-wallet system is a kind of electronic card which is utilized for exchanges made online through a PC or a cell phone. Its utility is same as a credit card. An E-wallet should be connected with the person's bank account to make payments. This paper aims to study about E-wallet system and how it can be implemented into INTI community. The objectives of this project was to study about the current methods of making payments in INTI while investigating how E-wallet system can be used to enhance payment experience and safety for INTI community. After that, to design and implement a mobile application which is QR-code based and lastly, to conduct testing for the proposed system to ensure the accuracy. For this project, the author primarily used Android Studio as the software to develop the system and Firebase Real-Time database to store and retrieve users’ information. The project has demonstrated the basic needs of an E-wallet System and showed that it is possible to be implemented in INTI
LibGuides: Equity and Justice Resources: Human Trafficking Awareness

The purpose of this research guide is to promote equity, justice and diversity in libraries
STUDENTS PERCEPTIONS OF THE USE OF YOUTUBE VIDEOS FOR LEARNING ENGLISH AT ELEVENTH GRADERS OF SMKS TUNAS HARAPAN RIMBO BUJANG

ABSTRACTMany English teacher are using videos as media to help them in teaching. For the teachers, it may help them to engage the students interest and in explaining the topic. For some students the video might be helpful for them in understanding the learning topic. However for other students, the use of videos as media can be a distraction for them in understanding the learning topic. Hence this study wants to explain those different perceptions of the students on the use of videos in learning. The research was conducted using survey method. The research used questionnaire as the data instrument to obtain the data. The questionnaire consisted of 21 item of closed-ended question.The purpose of this research is to identify the students’ perceptions of the use of YouTube videos for learning English at eleventh graders of SMKS Tunas Harapan Rimbo Bujang. In collecting the data, the researcher used questionnaire that given to 33 studentsof SMKS Tunas Harapan Rimbo Bujang as the samples of this research. The finding showed that the students’ perceived that the use of YouTube video for learning English at the eleventh graders SMKS Tunas Harapan Rimbo Bujang has a high category, significantly has a good effect motivation students as well as accommodate interest, where this means good. This is gotten from the overall, the result of the students' attitude is 3.67%, motivation 3.55% and interest is 3.40%.
An Assessment of Cohesion and Coherence in Students’ Descriptive and Narrative Essays: The Case of Sodo Preparatory School Grade Eleven Students’

This study is aimed to assess the students' use of cohesion and coherence in their descriptive and narrative essays.It was conducted at Sodo preparatory school on grade 11 students.The study employed the descriptive research design.In this study, 30 grade eleven students were selected as participants through simple random sampling technique.Document analysis was used to collect data from the sample students.The data collected through document analysis were analyzed qualitatively based on the analysis parameters of cohesive substitution, ellipsis, reference, conjunction and lexical cohesion to determine meaningfully (coherently) written students' essays.The findings revealed that students' used a variety of cohesive devices in each genre of writing except ellipsis and they employed all sub categories of cohesive signals in their (descriptive and narrative) essays.However, among the frequently used cohesive devices, the largest numbers of connectors were inappropriately instanced regarding the total use of devices.The students' inappropriate use of cohesive devices mainly appeared with conjunction, followed by reference, lexical cohesion, and substitution signals.As a result, the essays lacked consistent key expressions, clear purpose of the statement, and the logical shift from one sentence to the other.Based these findings, conclusions and recommendations were made.
BankID-based Authentication for Phone Calls

Authentication for phone calls is important for companies with hundreds of customers wanting to access sensitive information. However, it is sub-par compared to authentication when using applications or websites. In this thesis, seven models have been developed for how to use BankID as the authentication service during phone calls. The purpose of all models is to use the BankID API to provide the agent with the caller’s personal identity number and name. Two models, “manual recitation” and “the SMS model”, were selected and implemented based on criteria of security, ease-of-use, and integration to the existing environment. In the manual recitation model the agent asks the caller to read their personal identity number aloud, the agent then starts the BankID authentication process using the personal identity number. In the SMS model the agent sends out an SMS to the calling number, this SMS contains a link where the caller can start the BankID authentication process. The implementation has been used in production with real customers and evaluated using questionnaires, interviews, and tracings. Our results showed that BankID can be used for authentication during phone calls, improving security while still being easy to use. (Less)
Design And Performance Analysis of High-Speed Blowfish Cryptosystem

In the era of information on cloud, the information security plays a critical role. There are so many security schemes available. All the available security schemes developed by many folds encoding of original data. Because of these complex many fold security steps, all these algorithms taking long time to compute the cipher text. Blow fish algorithm is a popular encryption scheme. This algorithm involves many complex stages. To compute these complex stages, software program may take long time. There by many other factors like power consumption and throughput also effects. To avoid these difficulties, a high-speed crypto algorithm based on Blowfish security scheme is developed. Hardware implementation of the proposed algorithm may be useful in high-speed communication systems. Entire system is described using Verilog HDL and is implemented using Spartan 3E FPGA.
Understanding and Supporting Software Design in Model-Based Software Engineering

Model-Based Software Engineering (MBSE) is a software development approach in which models can serve a multitude of purposes. On the one hand, models can be used for ideation, to stimulate creative thinking, and facilitate communication. On the other hand, models can be used as guidelines for documentation, implementation, and code-generation.There is a discrepancy between empirical findings and developers' beliefs about MBSE. In this research, we address this discrepancy by contributing to the empirical understanding of software design. Moreover, we explore how to better support software design in MBSE.Our endeavor to understand design activities in MBSE resulted in the following:- Creating models while designing prompts significant thinking about the design.- Developers that work on different locations have fewer discussions about design decisions than co-located developers.- In MBSE projects, coordinating and knowledge sharing take more effort than technical engineering activities.- Graphical software design representations (GSD) promote more active discussion of design decisions between developers than textual software design representations (TSD). Also, developers have better recall of design details when using GSD than TSD.In our experience, usability and learning-effort of tools are the most encountered challenges in MBSE. Therefore, we research how to better support the design activities in MBSE by creating two software design environments: OctoUML and OctoBubbles. These tools implement new ways of transitioning from informal- to formal design representations, and novel ways to navigate between implementation-level and design-level in order to ease understanding of systems. Evaluations show enhanced efficiency of the design activities and positive perception of the usability of these environments.
PKM sosialisasi tentang donor darah dan pelatihan cara pemeriksaan golongan darah pada mahasiswa FIK UNM

Human body has approximately five liters of blood that flows endlessly. Blood is considered as the river of life in the human body. If a person loses a lot of blood, then that person's life will be threatened which can even lead to death. Often a person lacks blood in his body due to an accident or suffers from an illness therefore the person must receive blood from outside by blood transfusion treatment. Human could die if he loses 40% of his blood in a short time because his body cannot produce blood again quickly. But deaths from this cases can be prevented by a blood transfusion from a donor. Based on above situation, students as one of the elements of the community and always be in the midst of the community must have sufficient knowledge relating to blood donations and how to examine blood types. The basic requirements for participating in blood donor activities are donors’ age between 17 to 70 years, with the minimum body weight requirement of 45 kg. Donors with blood pressure that tends to be high should have systolic blood pressure below 180 and diastole below 100. Meanwhile, for a donor with low blood pressure, systole/diastole which considered safe is 90/50. Donors should also have a hemoglobin level around 12.5-17 g/dL, and no more than 20 g/dL.
Wastewater Treatment Using Green Technology

Water is a vital, indispensable resource which organisms require for the sustenance of life. Currently, problem of water scarcity persists due to water pollution by heavy metals and eutrophic nutrients that have resulted in degraded environment and adverse effects on biota. Conventional methods are employed to remove heavy metals from wastewater but are un-economical especially while the metals are in low but significant concentration. Alternative method is phytoremediation which effectively removes pollutants from environments. This research was carried out to establish the ability of macrophytes to remediate pollutants from wastewater. Locally available macrophytes which included Azolla pinnata, Typha latifolia, Nymphaea spp. and Ceratophyllum demersum were collected from Marura wetland and identified. Wastewater samples were collected from University of Eldoret sewage treatment plant. Water indicator parameters, nutrients and heavy metals were determined using standard methods. Growth chambers containing wastewater samples were prepared in the laboratory. Macrophytes were established in these chambers. Wastewater analysis was carried out initially on setting up the experiment and then after every five days for 25 days to determine the changes in the levels of the parameters investigated. Means of mentioned parameters were calculated and analyzed using ANOVA and significant means separated using Tukey’s test at 5% level. Reduction efficiency was calculated. The range of removal efficiency of the investigated parameters was as follows; TDS 66.01-74.03%, pH 18.15-20.30%, conductivity 51.79-57.11%, turbidity 67.55-86.10%, faecal coliforms 100%, phosphates 88.65-100%, nitrates 89.38-100%, cadmium 88.96-92.19%, copper 78.87-85.86%, nickel 100%, cobalt 94.67-95.04%, lead 100%, manganese 85.81-88.81%, zinc 91.78- 93.64% and iron 85.81-88.81%. There were significant differences in reduction of phosphates, nitrates, lead and cadmium among the macrophytes, (P = 0.00). The macrophytes were found to be efficient in wastewater treatment. The order of removal efﬁciency was Azolla pinnata > Nymphaea spp > Typha latifolia > Ceratophyllum demersum. These macrophytes can be used to treat domestic, agricultural and industrial wastewater.
The Landing of a Quadcopter on Inclined Surfaces using Reinforcement Learning

Deep Reinforcement Learning (DRL) enables us to design controllers for complex tasks with a deep learning approach. It allows us to design controllers that are otherwise cumbersome to design with conventional control methodologies. Often, an objective for RL is binary in nature. However, exploring in environments with sparse rewards is a problem in RL, and finding positive reward becomes exponentially more difficult with increased environment complexity. For this project, our objective is to design an RL based controller for the landing of a quadcopter on inclined surfaces. Landing is defined as reaching these inclined surfaces with reasonable speed, such that no damage is done to either the quadcopter or the surface to land on upon impact. We aim to use a binary reward for this task. We use methods to aid exploration in sparse reward environments, namely Hindsight Experience Replay (HER), and non-optimized demonstrations. HER can resample goals from the demonstrator data and the policy rollouts. The resampling of goals is done by considering a portion of the visited states during policy rollouts as the intended goals. The demonstrations are non-optimized in the sense that the demonstrations do not follow the same objective as ours. We consider demonstrations valid if these demonstrations are obtained from arbitrary stable policies. Our results show that the RL system does generalize to other goals when using HER and demonstrations. The demonstrations are not imitated as were to happen in pure imitation learning. HER, on the other hand, enabled us to receive reward in our complex environment, while also allowing us to experience multiple goals in one policy rollout. We found that lack of HER and demonstrations were not able to overcome the problems of exploration in sparse reward environments. We found that landing a quadcopter on inclined surfaces using an RL controller is feasible. Our trajectories clearly showed a swinging motion which in theory should be a valid control strategy for this problem. This swinging motion results in dead spots with the quadcopter being in a state with a minimal translational and rotational velocities under a relatively large angle. Further research is needed to increase the accuracy and robustness of our RL based controller.
Cloud Service Access Frequency Estimation Based on a Stream Filtering Method

Cloud service discovery forms the foundation of the efficient and agile implementation of complex business processes. The core problem of existing QoS-aware cloud service discovery mechanisms is that the process of cloud service QoS acquisition is difficult. The issue of how to obtain the number of times a cloud service has been accessed over a period of time needs to be addressed, and the access information for the cloud service needs to be fully recorded. It is difficult to adapt traditional means of data processing to the concurrent access requirements of a massive cloud service, resulting in a lack of accurate QoS information support for cloud service aggregation. This paper proposes a method based on bucket filtering to collect cloud service access flow log information. It then explores a way of abstracting cloud service access flow into a binary bit stream, and uses the DGIM algorithm to carry out an approximate evaluation of cloud service access to analyse cloud service access flow. Our approach enables an estimation of cloud service access frequency and balances the space and time overheads of cloud service access log storage and calculation. Theoretical analysis and experimental verification prove that our access has good universality and good performance.
OMG we just got the url youthnetwork.com ...

OMG we just got the url youthnetwork.com for our #nhv Elm City Webmakers project. We launch our first participant domain at rosalie.youthnetwork.com I