Reviewerly/exHarmony huggingface dataset:
Development of Scratch Applications for Virtual Smart Homes in Teaching Electronic Components in Electronic Design for Design and Tech Subjects

This study aims to develop teaching aids through the Scratch application for the subtopic of parts found in microcontrollers in the context of electronic components based on ADDIE theory. The Scratch application development method for a virtual smart home as a teaching aid for electronic components in electronic design for the subject of Design and Technology, using the ADDIE model design method and the design of this study is a qualitative study using the interview method. A total of 10 experts in the fields of Design and Technology and Technical and Vocational were involved as respondents to this study. Through interviews with experts, the majority of experts, 9 out of 10 experts, agree that the use of the Scratch application can help students better understand the subtopics of the parts found in microcontrollers and aspects of developing a Scratch application for a virtual smart home that consists of graphics, a total of 8 people experts from 10 satisfied experts. The main implication of the study is that the lack of applications that can be detected gives rise to improvements to strengthen the usability of the Scratch application for these electronic components more effectively as a teaching aid.
Peningkatan Kemampuan Menulis Teks Prosedur Kompleks Melalui Metode Quantum Writing Siswa Kelas XI SMA Negeri 3 Rejang Lebong

Indonesian language learning at SMA Negeri 3 Rejang Lebong conducted by teachers has not shown quality, so students feel bored, less active in learning and student learning outcomes are still low. This study aims to determine the performance of the model and determine the improvement of learning outcomes through the application of the Quantum Writing method. This study used the Classroom Action Research (CAR) method which was carried out in two cycles. Each cycle consists of one meeting, and each cycle consists of four stages, namely planning, implementation, observation, and reflection. Research data obtained by using student activity observation sheets and tests. The results obtained are (1) the ability to write complex procedural texts in class XI students of SMA Negeri 3 Rejang Lebong before using the Quantum Writing method, the student's score is still below the KKM that does not meet the desired criteria. (2) the ability to write complex procedure texts using the Quantum Writing Method in class XI students of SMA Negeri 3 Rejang Lebong has increased. This is indicated by an increase in the average value before and after being given treatment. The mean score on the initial test was 40% increasing to 80% on the final test.
Teaching and Learning in the Digital Era: Changing Roles and Expanded Responsibilities

Several changes have characterized the teaching/learning environment in the last decade. The growing importance of ICT (Information and Communication Technology) has offered new avenues for teachers and students to deal with content and to ensure practical and effective means of interaction. In addition, the sudden and unexpected events that are taking place all over the globe are urging educationists and stakeholders to seriously think of alternative ways to traditional face to face instruction. The pandemic crisis of COVID 19, the unstable political, economic and social situation in many parts of the world have fostered the idea of migrating to digital (online) learning which guarantees safer and more secured interaction among teachers and students. This paper sheds light on the changing roles and expanded responsibilities of Algerian EFL teachers and students in the 21st Century digital era. Tools of data collection include two different online questionnaires designed for teacher educators and students at the Ecole Normale Supérieure ‘Assia Djebar’, Constantine, Algeria. Results concluded that the experience with e-learning was challenging but worth endeavouring. Moreover, the subjects have shown a certain degree of awareness about the importance of digital instruction in developing students’ autonomous and collaborative learning. On this basis, the study has come up with some suggestions from instructors and learners to make digital learning easier and more effective experience in the future.
EFL Teachers’ Perspectives on Online Teaching of the Writing Skill Using ICT Tools

The shift to online teaching has highlighted the important use of Information and Communication Technology (ICT) by faculty members. The objectives of this paper are to identify the current use of the technological tools to teach the writing skill in an online mode and to describe teachers’ perspectives on the potential effect of using the different kinds of ICTs in the process of online teaching and learning of writing. This study employed a descriptive research approach using qualitative methods for data collection and analysis. A purposive sample of Six (6) Written Expression teachers from the department of Letters and the English Language at Frères Mentouri University participated in this study. Data was collected through a focus group interview, enabling in-depth discussions and insights into teachers’ experiences and perceptions. The analysis revealed that teachers believe that technological tools such as Google Apps (Google Classroom, Google Meet, and Facebook) offer greater engagement and collaboration in the writing process, as well as encourage teacher and peer feedback on students’ writings. However, teachers expressed only moderate satisfaction with ICT accessibility and use due to certain challenges and the necessity to possess both technological knowledge and pedagogical knowledge for effective teaching of writing. The present study extends the existing knowledge on online language teaching, particularly in the context of the writing skill. It highlights the technological requirements and pedagogical strategies employed by EFL teachers to optimise the use of ICTs and ensure effective online teaching of the writing skill. The findings of this study have implications for educational stakeholders, emphasising the importance of integrating ICTs into writing instruction in online environments.
Increasing student literacy through reading corners at Nurul Ulum Primary School, Bojonegoro

Nurul Ulum Elementary School is a private institution with limited space, lacking a library or reading corner within the classrooms. Consequently, students have limited access to a diverse range of interesting books. This community service initiative aims to enhance student literacy by establishing a reading corner that offers various sources of reading material. The activities include setting up reading corners, conducting outreach, and performing evaluations. The outcome of these efforts is an increased interest among students in reading books and the development of literacy skills. This is evident through the enthusiasm of students who take turns selecting books and reading during break time. Through these initiatives, Nurul Ulum Elementary School students have successfully cultivated a culture of literacy within the school environment.
Scripting the silhouette: Writing around the participant in interactive virtual reality experiences

This article explores the challenges and emerging understandings around crafting the narrative position of the participant in real-time virtual reality (VR). Drawing on interviews with contemporary VR creators working in the United Kingdom, America, Canada and Australia, the article explores the ways in which creators conceptualize the narrative space occupied by an interactive VR participant. It argues that contemporary creators are utilizing the narrative capacity of the participant in ways that challenge traditional notions of characterization and protagonist. Instead, creators engage methods and ideas that are more aligned with the notion of ‘postdramatic’ theatre. I propose that the concept of negative space can be used to explain the relationship between the active participant and authored VR work. Conceiving the space occupied by the embodied participant in terms of ‘negative space’ within the authored environment can allow screenwriters and VR creators to ‘write around’ this absent (but present) participant during the development process.
Training in writing creative literary works to improve 21st century skills for elementary school teachers

This community service activity is prompted by teachers' demand for competence in writing literary works, particularly poetry and short stories. Therefore, the objective of this community service is to enhance the writing abilities of teachers at SDN Genuksari 01 in Semarang City, focusing on poetry and short story composition. The activity is divided into two stages: preparation and implementation. These stages include delivering materials, engaging in question and answer sessions, providing assistance in literary work composition, and conducting outreach on self-publication. The positive reception of this activity is evident due to the numerous benefits it brings to participants. These include an increase in knowledge and competence in composing poetry and short stories based on their observations and experiences. Participants also learn to create poetry using simple words. The aspiration is that this knowledge won't be confined to teachers alone but will also be passed on to students, fostering a greater appreciation for engaging in literary work.
Peningkatan Kemampuan Guru Membuat Media Pembelajaran Berbasis Aplikasi Canva di Sekolah Penggerak

The low ability of teachers to present digital-based learning makes teachers less than optimal in implementing learning with an independent curriculum. In implementing the independent curriculum, it is emphasized that learning resources are not only in the form of books, but can also use videos, interesting pictures, etc. so that they can increase children's motivation to participate in the learning process. Therefore, this PKM is implemented with the aim of improving teachers' ability to operate IT, especially in creating interesting learning media. The methods used in this PKM are lectures, simulations and workshops. The PKM implementation stage includes the first stage, namely coordinating and analyzing needs, the second stage is socializing Canva learning media, the third stage is training using the Canva application, and the fourth stage is evaluating teacher abilities. The expected result is that this activity can improve teachers' abilities in operating IT and can create interesting learning media. The result of implementing this community service is that there is an increase in teachers' ability to use the Canva application to create interactive and interesting learning media so that they can carry out fun and meaningful learning.
Pelatihan dan Pendampingan Pembelajaran Kolaboratif dengan Mengembangakan Bahan Ajar Digital Berbasis Learning Management System (LMS)

This collaborative learning aims to improve the quality and quantity of cooperation between universities in eastern Indonesia through the implementation of collaborative online learning. Collaborative online learning training involves six educators who will teach.. Based on the results of a survey that has been conducted, it is stated that IPB Cirebon students still use LMS as a lecture system, while Uniflor students have a face-to-face lecture system. Therefore, a collaborative online learning program (PDK) was carried out between IPB Cirebon and Uniflor. The PDK program is implemented using three stages. These stages include starting from initial studies, planning, implementation, monitoring and evaluation. Using stages in the PDK program is the right approach. Active student involvement in every meeting, the development of LMS-based digital teaching materials will be more oriented towards student needs and aspirations. Through active student participation, the PDK program has the potential for better achievements, realizing learning in 2045. Collaborative online learning between two universities can increase digital literacy between students and educators. Collaborative online learning can also develop students' abilities in the 3T area. Through this learning, students can collaborate with other university students.
Exploring the Progression of University Students' Critical Thinking Skills Across Academic Years

This study aimed to assess and compare the critical thinking skills of university students. The study employed a convenient sampling method for selecting universities, while student participants were chosen randomly. Data were collected from 475 students across five public universities. The Watson Glaser Critical Thinking Appraisal (WGCTA) was utilized to measure participants' critical thinking skills. The research questions were addressed by applying descriptive statistics and one-way ANOVA. The study's outcomes indicated that many university students exhibited a moderate level of CTS. Furthermore, the analysis revealed that the progression in studies had a small effect on the critical thinking skill levels among the students. Policymakers, curriculum developers, teachers, and administrators may learn from the study that they have a role to play in developing the CTS of their students to contribute meaningfully to society. Changes in curriculum, pedagogy, etc., may be possible due to the study's conclusions.
Software Dalam Tinjauan Akuntansi Berdasarkan SAP No.14

The development of Government Accounting in Indonesia is lacking in responding to the demands of current developments. The output produced by government accounting in Indonesia cannot be said to be accurate and does not match what it should be, so it cannot be used for decision making. The issuance of Government Regulation no. 71 of 2010 concerning Government Accounting Standards replacing Government Regulation no. 24 of 2005 where this new regulation requires central and regional governments to use accrual-based accounting. Based on this Government Regulation, central and regional governments must use fully accrual-based accounting and not use cash-based accounting that leads to accruals. The aim of this research is to identify how accounting is treated for software at the One-Stop Integrated Services and Manpower Investment Service (PM PTSP and NAKER) based on SAP No. 14 regarding intangible assets. The research method is to use a qualitative method using a descriptive approach by collecting data in the form of observations, interviews and documentation. The results of the research prove that the accounting treatment of software in the Department of Investment, One-Stop Integrated Services and Labor located in Tanah Datar Regency where there is one software, namely SIPINTAR (Taland Datar Licensing Information System), for this SIPINTAR can be identified as an asset. In the form of the service and the acquisition costs for the SIPINTAR software, it meets the provisions of Government Accounting Standards.
AI-Based Hand Gesture Recognition Through Camera on Robot

This paper presents an innovative approach to real-time hand gesture recognition for robot control using Artificial Intelligence (AI). The core of this project is a machine learning model trained on a custom data set of hand gestures, which was meticulously hand-annotated to ensure accuracy. To enhance the model’s performance and generalization, data augmentation techniques were employed. Furthermore, the model leverages the power of transfer learning, with a ResNet backbone serving as the foundation, to efficiently learn from the data set. In addition to the development of the AI model, a custom robot was designed and built using Arduino and Raspberry Pi. This robot is equipped with a camera to capture images of hand gestures, which are then transmitted to the machine learning model for real-time analysis. The hardware of the robot was meticulously optimized to ensure smooth operation and accurate data capture. The resulting system enables real-time hand gesture recognition on the robot, opening up a plethora of applications, from industrial automation to smart home technology. By synergistically combining AI, computer vision, and robotics, this project not only demonstrates the potential for innovative solutions to real-world problems but also significantly enhances the functionality and usability of robots. It paves the way for improved human-computer interaction through the practical implementation of advanced AI and computer vision techniques.
Enhancing GNN-based Fraud Detector via Semantic Extraction and Max-Representation-Margin

Fraud detection aims to identify fraudsters from normal users. In graph environments, both fraudsters and normal users are modeled as nodes, while edges represent the connections between them. However, fraudulent nodes in the real world often camouflage themselves by establishing numerous fake connections with normal nodes, making them challenging to be identified. Existing fraud detection methods struggle to address this issue, they utilize graph neural networks to aggregate normal informations from normal neighbors, which leads to the smoothing of the fraudulent information. Furthermore, these methods exhibit poor generalization performance as they are unable to detect new fraudsters which not present in the training process. To overcome these limitations, this paper proposes GFAN, a novel model based on Graph Feature enhAncement Network. Specifically, GFAN introduces a specific semantic extraction module to screen and delete fake connections by evaluating the confidence level of edge presence. Additionally, GFAN provides a representation enhanced co-training module that highlights camouflaged fraudulent representations by training the small sphere and large margin support vector data description. Experimental results show that GFAN outperforms other competitive graph-based fraud detectors on public datasets. The GFAN code is available at: https://github.com/scu-kdde/OAM-GFAN-2023.
Variable-length Encoding Framework: A Generic Framework for Enhancing the Accuracy of Approximate Membership Queries

Approximate membership query (AMQ) data structures can efficiently indicate whether an element exists in a data set. Therefore, they are widely used in data mining applications such as IoT streaming data mining, anomaly detection, duplicate detection, record linkage, and community discovery. The data amount to be processed in real-world applications often changes frequently and dynamically. Thus, before using the AMQ data structures, it is necessary to configure their capacity to the maximum number of elements that will be stored during runtime. We observe that when the number of elements stored in an AMQ data structure is lower than its capacity, a significant amount of space is wasted, making the false positive rate much higher than expected. To tackle this problem, we propose the variable-length encoding framework. It dynamically adjusts the encoding length of each element according to the number of elements stored in the AMQ data structure. Based on this design, the variable-length encoding framework can make full use of the memory space allocated to AMQ data structures, thereby improving the space efficiency and reducing the false positive rate. In addition, as a general encoding scheme, the variable-length encoding framework can be widely used in different types of AMQ data structures. Theoretical analysis and evaluation results show that AMQ data structures using the variable-length encoding framework have significantly lower false positive rates compared with state-of-the-art AMQ data structures. For example, when the load factor is 25%, the variable-length encoding framework can reduce the false positive rate of AMQ data structures by 88.15% on average (up to 99.40%).
Collaborative Word-based Pre-trained Item Representation for Transferable Recommendation

Item representation learning (IRL) plays an essential role in recommender systems, especially for sequential recommendation. Traditional sequential recommendation models usually utilize ID embeddings to represent items, which are not shared across different domains and lack the transferable ability. Recent studies use pre-trained language models (PLM) for item text embeddings (text-based IRL) that are universally applicable across domains. However, the existing text-based IRL is unaware of the important collaborative filtering (CF) information. In this paper, we propose CoWPiRec, an approach of Collaborative Word-based Pre-trained item representation for Recommendation. To effectively incorporate CF information into text-based IRL, we convert the item-level interaction data to a word graph containing word-level collaborations. Subsequently, we design a novel pre-training task to align the word-level semantic-and CF-related item representation. Extensive experimental results on multiple public datasets demonstrate that compared to state-of-the-art transferable sequential recommenders, CoWPiRec achieves significantly better performances in both fine-tuning and zero-shot settings for cross-scenario recommendation and effectively alleviates the cold-start issue. The code is available at: https://github.com/ysh-1998/CoWPiRec.
Fact-checking benchmark for the Russian Large Language Models

Modern text-generative language models are rapidly developing. They produce text of high quality and are used in many real-world applications. However, they still have several limitations, for instance, the length of the context, degeneration processes, lack of logical structure, and facts consistency. In this work, we focus on the fact-checking problem applied to the output of the generative models on classical downstream tasks, such as paraphrasing, summarization, text style transfer, etc. We define the task of internal fact-checking, set the criteria for factual consistency, and present the novel dataset for this task for the Russian language. The benchmark for internal fact-checking and several baselines are also provided. We research data augmentation approaches to extend the training set and compare classification methods on different augmented data sets.
The student club as a subject of the organization of cultural and leisure activities

The article provides an overview of publications that examine conceptual approaches to the organization of cultural and leisure activities in the system of higher education institutions. The essence of the concept of “culture”, “club”, “student club” was considered and supplemented. The stages of the process of forming a model of a student club and the expediency of further scientific research in the direction of cultural and leisure activities are considered, namely, the theoretical justification of practical recommendations regarding the construction of a system of leisure organization in the conditions of a student club is substantiated.
Blockchain Applications in 5G Networks: Incentives

In a cross, multi-system world, blockchain technology is rapidly used to facilitate transaction security and safety, supply - Chain, cryptographic protocols, and identity authentication. This facilitation occurs because blockchain technology, a digital ledger of exchanges cloned and distributed across an entire computer network, structures the recording of critical data unchanging and transparent to anyone and everyone, making it difficult to change or hack without being discovered. It is not surprising that given these advantages, Blockchain is gaining traction in various industries, including financial services, energy, healthcare, real estate, telecoms, and others involving several entities whose accounts or activities could not be verified. The advantages of Blockchain may also be applied to another critical sector for different states: national security. Through its capacity to assure confidence in communication and information technology (ICT) and malware protection and verification, crucial to 5G and communication infrastructure, the technology shows potential for resolving some of today's cybersecurity challenges.