Reviewerly/exHarmony huggingface dataset:
FOREIGN LANGUAGE READING ANXIETY AMONG THEOLOGY DEPARTMENT STUDENTS: CONTRIBUTING FACTORS AND ALLEVIATING STRATEGIES

The study investigated factors contributing to English for Theology students’ Foreign Language Reading Anxiety (FLRA) and their strategies to alleviate it. This study was the continuation of a quantitative study involving 63 Theology student participants which found that their FLRA was significantly correlated with their reading achievement negatively. It was also conducted to fill the void in the FLRA literature in the Indonesian university context especially in Theology department necessitating learners to read a lot of passages in English, possibly quite anxiety-provoking for learners. Four selected participants from the previous quantitative study were interviewed and the data were analysed using Thematic Analysis. The study found that low self-confidence, lack of peer support, low self-perceived language competence, low motivation, and unfamiliar vocabulary increased learners' FLRA. Teachers' various methods, emphasising group activities were found to reduce their FLRA whilst whole-class reading activities tended to increase their FLRA. Furthermore, the uses of various reading strategies taught in class to comprehend texts were reported to reduce their FLRA to a certain extent depending on the degree of success of learners in using the strategies. Implications, limitations, and suggested directions for future studies were mentioned in light of the study's findings.
Utilization Of Augmented Reality In Automotive Subjects For Basic Competencies Of Four-Wheeled Vehicle Brake Systems

In automotive learning, teachers generally use books and teaching aids as learning media. Automotive learning outcomes show the low value of learning outcomes. Thus a learning media is needed that can help improve learning outcomes. One way to overcome this problem is to use learning media that utilize augmented reality technology. In this study, a learning media using augmented reality technology based on android was developed to simulate the brake system on four-wheeled vehicles in 3 dimensions. The Augmented Reality work system used is marker based tracking, and uses 3D Max software and the Vuforia plug-in. In terms of pedagogy, this learning system uses the Modality Principle.&#x0D; Participants are class XI students of SMK YPM 4 Taman. This research uses experimental research. The students involved were 44 students divided into 2 groups, with each group consisting of 22 students. Both groups received a pre-test and a post-test. The experimental group was given treatment with Augmented Reality-based learning media, while the control group did not use conventional learning media. After making comparisons, the results show less than optimal due to the pandemic period.&#x0D; The results showed that the pre-test result between the control group and the experimental group was 49.32, and the post-test result for the control group was 62.73, while for the experimental group it was 73.18. So that from the difference in the difference in post-test scores between the experimental group and the control group shows that the treatment factor by providing Augmented Reality-based learning media in the experimental group has an influence. From observations and interviews, students were more active in learning activities and students were eager to take part in learning. This proves that students are interested in this media which can generate motivation to learn.
The Impact of Foreign Direct Investment (FDI) on Economic Growth (EG): Evidence from Djibouti

The achievement of EG and development is considered the core objective for both Developing Countires (DCs) and Least Developed Countries (LDCs), so countries try to get adequate funding to achieve this goal through optimal macroeconomic policies and different strategies. Countries prefer other mechanisms with less burden and cost to achieve economic growth, such as FDI flows. International development-oriented institutions such as WB and IMF recommend and consider FDI flows as the most important factors of the modern technology transfer, management, and know-how, which is necessarily needed in the local investment projects in poor countries, Therefore FDI represents optimal external sources of growth.The objective of this study is to explain the impact of FDI on the EG of Djibouti. To achieve this objective the study used a secondary annual time series data for the period 1985-2019 by the method of Ordinary Least Square (OLS).The study results showed that FDI in the case of Djibouti tends to be statistically insignificant effects on Djibouti‘s EG; on the other hand other factors such as the Human Development Index (HDI) and Gross Fixed Capital Formation (GFCF), Trade Openness (TOP) shows significant effects on the Gross Domestic Product (GDP). Finally, the Consumer Price Index (CPI) has no significance in the EG of Djibouti.The findings provide critical information to Djibouti policy decision-makers to make an informed decision with regard to attracting investment and policies in encouraging foreign investors to invest in the country.
ICT Based Library Facilities in Nashik District College Libraries: An Analytical Study

ICT infrastructural facility is a basic requirement of every educational institution in the current era. ICT has support for smart works and it is very useful in work accuracy, time-saving, reduces cost and presents the effectiveness of the work. The present study aims to analyze the availability of ICT infrastructure facilities in Nashik district college libraries. The study also plans to explore the various services and facilities provided by the libraries such as; annual budget of the library, library automation status, eresources and databases subscribed by the library, internet facility, ICTrelated hardware, software, antivirus software and implementation of barcode technology, etc. Survey method has been used with a structured questionnaire was adopted to obtain data from Nashik district college libraries. Total 179 questionnaires were circulated to all the college librarians in the Nashik district. Among them, 149 filled questionnaires were received back. The result shows that N-LIST is a more popular database among arts, commerce, science and computer science colleges and the J-Gate and IEEE are the popular databases among engineering colleges in the Nashik district. The majority of libraries has automated and gets support from proprietary library automation software; most of the college libraries have used barcode technology for library book circulation and stock verification process.
Deteksi Radar Terhadap Multi-Object Bergerak Dengan Pemrosesan Doppler

In general, Radar or Radio Detection and Ranging is an electromagnetic wave system that is useful to measure distance and answer and make maps of surrounding objects. Radar has an advantage compared to other navigation tools, which is that radar does not require a transmitter station as a transmitter. Radar has an electronic wave emission principle that emits short radio wave pulses emitted in a narrow beam by a directional antenna. In this study, a multi-object radar detection simulation was carried out using Dopler processing both MTI and PDP, which later on the radar will detect related objects. Multi-object here is a condition that is achieved when a navigation radar detects more than one object. The result of this research is a multi-object detection process using the MTI and PDP methods and the matched-filter obtained from the predetermined data. So Doppler processing aims to mitigate the clutter signal to improve the detection performance of moving targets even though there is a dominance of signals originating from stationary clutter.
Total Physical Response (TPR) Method to Improve Speaking Ability to Children with Down Syndrome

Speaking and language skills are tools used to interact and communicate. Down syndrome children experience language development delays due to the impact of intelligence barriers that are below average. However, children can still take part in academic learning. The ability of children when learning to speak, especially speaking, is influenced by the learning methods used by the teacher. This study aims to (1) describe the current condition of the subject. (2) this method of practicing speaking skills is used. (3) Total Physical Response (TPR) method. This study used qualitative research methods. Data collection was carried out by observation, interviews, and documentation. Data analysis begins with studying data, data reduction, data presentation, and the stage of concluding. Subjects in this study were Down syndrome children aged 7 years who were unable to speak.
Okinawa Trough geophysical and topographic modeling by GDAL utilities and GRASS GIS

This paper presents using GDAL utilities and GRASS GIS for topographic analysis of the raster grids based on GEBCO DEM as NetCDF file at 15 arc-second intervals. The focus study area encompasses the area around Okinawa Trough, Ryukyu trench-arc system, southern Japan, East China Sea and the Philippine Sea, West Pacific Ocean. Several GDAL utilities were applied for data processing: gdaldem, gdalwarp, gdalinfo, gdal_translate. The data were imported to GRASS GIS via r.in.gdal. Data visualization highlighted high resolution and accuracy of GEBCO grid, enabling topographic modelling at the advanced level. The algorithm of DEM processing, implemented in GDAL utility gdaldem, was used for generating multi-purpose topographic models: aspect, hillshade, roughness and topographic indices, such as Topographic Position Index (TPI), Terrain Ruggedness Index (TRI). Thematic maps (topography, geoid, marine free-air gravity) were visualized using GRASS GIS modules for raster (d.rast, r.colors, r.contour) and vector (d.vect, v.in.region, d.legend) data processing. The results demonstrated smoother bathymetry in the East China Sea and rugged relief in the Philippine Sea which corresponds to their different geological and geophysical settings. The presented methodology of the topographic analysis based on DEM demonstrated technical aspects of GDAL and GRASS as scripting approach of advanced cartography.
Gamification: Stimulating User Smart City Application

The urban problems have led to an increase in the population in urban areas considering the needs of many government employees to provide service to all citizens. However, in actual conditions, government employees are limited, therefore, need community empowerment involved to support government management of the city. The solution for community empowerment is using communication technology as a public space for the citizens to communicate with the government. Citizen participation used smart city application ass public space to inform the sentiment public to the government. Citizens have adapted from traditional public play to public technological space. Gamification on smart city application devices motivates citizens, which has a growing influence on reporting and complaint activity. Technology set up gamification to create active citizens by reporting complaints of city infrastructure. Results identified gamification encourage a lot of citizen participation in reporting sentiment and complaint inside smart city applications.
PENGEMBANGAN MEDIA GAME EDUKASI BERBASIS ANDROID PADA TOPIK BILANGAN BULAT KELAS VI SEKOLAH DASAR

Online learning during this pandemic has an impact on students' low mathematics learning outcomes caused by the difficulty of teachers in explaining the material and the lack of learning media. This development research aimed to develop a valid and practical educational game media Android-based on the integers topic for grade VI Elementary School. This research was carried out using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The educational game entitled “Ayo Selamatkan Bumi”. This game contained math subject on the topic of integers. The data collection method used a questionnaire involving experts, teachers, and students. The validity test of educational games was conducted by two material experts, two learning media experts, and two practitioners. A limited trial was conducted online at 9 grade VI students of SD Negeri 2 Banjar Anyar to determine the practicality of the educational game. The results of the validity test and limited trial were analyzed using the mean formula to determine the average score. The results showed that the material expert score was 4.85 and media expert score was 4.88 which means superfine. As for practicality, the score was 4.5 with superfine criteria. It can be concluded that this educational game can be used as a mathematics learning media on the integers topic for grade VI students of Elementary School.
A methodology for evaluating student learning outcomes

Introduction. Currently, there is no uniform methodology for assessing student competencies and learning outcomes in Russia. Educational organizations develop these methodologies independently. There are no uniform grade allocation criteria, and there is confusion about the concepts of “indicators” and “evaluation criteria” that challenges the assessment of the quality of educational activities and triggers complaints about biased assessments. In this regard, there is a need to set reasonable rules for evaluating learning outcomes. Materials and methods. The author made a contribution in the development of a methodology for evaluating learning outcomes at NRU MGSU. A comparative analysis of the assessment methods described in the publications made by different authors was carried out to identify the strengths and weaknesses of this methodology. The proposed methodology is compared with Bloom’s taxonomy. Results. The analysis has shown that currently used assessment methods are far from being perfect, and a number of problems of their development have been identified. Principles of selecting indicators and evaluation criteria are proposed on the basis of the analysis performed by the author. It is advisable to use such learning outcomes, as knowledge and skills, as assessment indicators. A system of knowledge and skills assessment criteria characterizing their amount and quality is proposed. Conclusions. The proposed assessment method has advantages and disadvantages. Its advantages include clarity and flexibility of the criteria that ensure a comprehensive assessment of knowledge and skills. The disadvantages of the methodology are the complexity of the criterial system and disregard for any personal features of a student in the process of evaluation.
DEVELOPING MEDIATIVE COMPETENCE AS SOFT SKILLS COMPONENT OF FUTURE FOREIGN LANGUAGE TEACHERS

The article focuses on the problem of developing soft skills of the students majoring in Foreign Language Teaching. The article aims at designing a set of exercises for developing the mediative competence as a component of future foreign language teachers’ soft skills. The following groups of exercises have been selected and described: non-communicative analytical, receptive, partially analytical mediative, and purely communicative. It is concluded that the mediative competence of future foreign language teachers is acquired by the integration of all types of training exercises.&#x0D; Keywords: professional competence; soft skills; mediative competence; meditative activity; professional training; foreign language teacher; student; exercise.
A Semantic Analysis of the Top Ten Network Buzzwords of China in 2020 from the Perspective of the Prototype Theory

With the further development of the Internet and the rapid growth of the number of netizens, there are always new network buzzwords appearing during online communication. Most of these buzzwords don’t come out of nowhere but are variants of the extant words or expressions. They inherit, extend or sometimes overturn the original meanings. To some extent, these semantic variations not only influence the language system, expanding the semantic category of words, but also reflect people’s cognition and emotions. Therefore, based on the prototype theory, this paper aims to analyze the semantic variations of the top ten network buzzwords of China in 2020 from three aspects: horizontally, the extension of meanings of the basic-level words; vertically, the emergence of new subordinate-level words; and the combination of the two ways of variation. The analysis of these words shows complex emotions of people, including positive life attitudes, nostalgia to the past and helplessness under huge pressures in real life.
Video block and FABEMD features for an effective and fast method of reporting near-duplicate and mirroring videos

Abstract Near-duplicate video content has taken the large storage space in the age of big data. Without respecting the copyright ethic, social media users mirror, resize, and/or hide certain online video content and re-upload it as new data. This research aims to avoid the complex and high-dimensional matching and present an efficient approach for detecting near-duplicate videos, this detection is based on feature extraction using visual, motion, and high-level features. Fast and adaptive bidimensional empirical mode decomposition is used to preserve the relevant data to the furthest extent possible during the low/high-frequency transition and vice-versa. In addition, for a generic model, the invariant moments are added to the aforementioned features in order to reinforce them against different video transformations such as rotating and scaling. Furthermore, the video frames are divided into blocks with a fixed number of features, this set of features is represented by a signature, where its mean and standard deviation represents a single video map allowing easy similarity computation. The F1-score and accuracy are used to evaluate the results of this study; the relevant results are ranked by Top $$_{1}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"><mml:msub><mml:mrow /><mml:mn>1</mml:mn></mml:msub></mml:math> for the best result, and the five top-ranked results are presented by Top $$_{5}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"><mml:msub><mml:mrow /><mml:mn>5</mml:mn></mml:msub></mml:math> . Further, our result of Top $$_{1}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"><mml:msub><mml:mrow /><mml:mn>1</mml:mn></mml:msub></mml:math> reached over 80% on F1-score, with a difference of ±4% from the Top $$_{5}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"><mml:msub><mml:mrow /><mml:mn>5</mml:mn></mml:msub></mml:math> results, and it is over 90% on Accuracy using different datasets, such as UCF11, UCF50, and HDMB51.
Aplikasi Cek Nutrisi pada Makanan Berbasis Android

Nutrition is an absolute factor needed by the body in the process of growth and development. However, the general public today is still difficult to maintain nutritional intake in the food consumed every day. Therefore, by utilizing the development of technology on mobile phones that are becoming increasingly smarter with the Android operating system, an application was made to help the public monitor nutritional intake and features that support rearranging their diet. The application was made with the Kotlin programming language using the Android Studio IDE. The model used in application development was the Scrum model. With the stages of determining the product backlog, determining sprint planning, daily scrum, sprint review, and sprint retrospective. The result of this practical work was the Nutrifit application which could make it easier for the general public to monitor the daily nutritional intake needed to keep the body healthy during the pandemic.
Exploring Category-Shared and Category-Specific Features for Fine-Grained Image Classification

The attention mechanism is one of the most vital branches to solve fine-grained image classification (FGIC) tasks, while most existing attention-based methods only focus on inter-class variance and barely model the intra-class similarity. They perform the classification tasks by enhancing inter-class variance, which narrows down the intra-class similarity indirectly. In this paper, we intend to utilize the intra-class similarity as assistance to improve the classification performance of the obtained attention feature maps. To obtain and utilize the intra-class information, a novel attention mechanism, named category-shared and category-specific feature extraction module (CSS-FEM) is proposed in this paper. CSS-FEM firstly extracts the category-shared features based on the intra-class semantic relationship, then focuses on the discriminative parts. CSS-FEM is assembled by two parts: 1) The category-shared feature extraction module extracts category-shared features that contain high intra-class semantic similarity, to reduce the large intra-class variances. 2) The category-specific feature extraction module performs spatial-attention mechanism in category-shared features to find the discriminative information as category-specific features to decrease the high inter-class similarity. Compared with the state-of-the-art methods, the experimental results on three commonly used FGIC datasets show that the effectiveness and competitiveness of the proposed CSS-FEM. Ablation experiments and visualizations are also provided for further demonstrations.
Development of an AI-based bot to Tibia MMORPG

Artificial Intelligence has always been used in designing of automated agents for playing games such as Chess, Go, Defense of the Ancients 2, Snake Game, billiard and many others. In this work, we present the development and performance evaluation of an automated bot that mimics a real life player for the RPG Game Tibia. The automated bot is built using a combination of AI techniques such as graph search algorithm A* and computer vision tools like template matching. Using four algorithms to get global position of player in game, handle its health and mana, target monsters and walk through the game, we managed to develop a fully automated Tibia bot based in raw input image. We evaluated the performance of the agent in three different scenarios, collecting and analyzing metrics such as XP Gain, Supplies Usage and Balance. The simulation results shows that the developed bot is capable of producing competitive results according to in-game metrics when compared to human players.
The Level of Student Satisfaction with the Online Learning Process During a Pandemic Using the K-means Algorithm

The number of cases of Covid-19 in this pandemic era is increasing and getting out of control every day. This triggers the Indonesian government to set policies on schools with online learning methods. Of course, online learning cannot ensure that it runs smoothly in all circles because several factors hinder the learning process. The difficulty of the internet network, limited quotas, unfamiliarity with the use of learning media, and an unsupportive environment for conducting online learning are the obstacles to ineffective online learning. The purpose of this study was to determine the level of satisfaction with online learning during the pandemic. This study uses quantitative research methods with a descriptive approach. Quantitative research methods will be processed into data mining using the K-Means Clustering Algorithm. The clustering process is carried out to get the results of clustering the level of student satisfaction. The dataset was obtained from the results of the questionnaire by submitting statements of satisfaction and dissatisfaction. The cluster type is based on high, medium, and low class. The test results obtained a value with the final iteration, namely the level of satisfied statements is categorized as high with a value of 11.79 compared to the dissatisfied statement, which is categorized as moderate with a value of 7.46. In contrast, for the low category level, there is no value of 0.00 cluster results state that the category is satisfied with online learning with a value of 9.33.