Reviewerly/exHarmony huggingface dataset:
ANALYSIS ON DIFFICULTIES OF EFL STUDENTS’ ARGUMENTATIVE PARAGRAPH WRITING

In learning foreign language, writing skill is considered as the most difficult skill to be mastered by the English Foreign Learners (EFL) students. However, this skill is very needed to be learned by the higher education students. Therefore, this study aims to find out the difficulties of English Foreign Learners (EFL) students in argumentative writing. The data source of this study was the taken from the students’ argumentative writings. They were required to make an argumentative writing with certain topic. The theories writing and argumentative writing were used in this study and the result of the previous researcher in the same area was also used as the literature review. The finding shows that the difficulties of the students are in their linguistic used and critical thinking. In terms of linguistic difficulties, there were found the lack of word formation, punctuation, structure, tenses, and developing the content. Based on the findings, the lecturers should find a proper strategy in guiding the students to be able to improve their skill in argumentative writing skill.
STUDENTS’ ERROR ANALYSIS USING PERFECT TENSE

The purpose of this research is to analysis what kinds error in perfect tense made by student in English education study program and to find out the cause of error made by students at English education study program in Muhammadiyah Luwuk University. The method of this research is qualitative-descriptive. This research used two instruments, the first instrument is test and the second instrument is interview. This research used data analysis technique by Miles and Huberman stated that data analysis technique into three parts, those are data reduction, data display and conclusion drawing. The research subject is students in English education study program that already programed the general English structure. The result of the test found four types of error. Those are addition, omission, substitution and miss ordering. And the result of the interview found four causes of error. Those are interlingua transfer, intralingua transfer, context of learning and communication. The highest error is substitution with 110 error. and the most cause of error that happened in students English education study program is intralingua transfer.
Theories of information societies in the context of network identity

In the modern social philosophy the problem of determining the ontology of the social reality that followed the industrial society is topical as never before. Topicality and variability of the problem resulted in creating an abundance of theoretical concept of society, which often oppose. The article uses the notions of «information», «modern», «network» societies as equal, since having different methodological and research base, these categories come from the analysis of one and the same social phenomenon: formation and development of the new type society that is different from the industrial and post-industrial societies. Such a society features the increasing role of information, knowledge and information technologies, increase in the number of people engaged in information technologies, communications and manufacture of information products and services, creation of global information space ensuring the effective informational interaction between individuals via the access to global information resources, informational products and services, which in its turn brings up the problem of personality adaptation to the altered social and cultural environments. The article discusses the theories of M. McLuhan, A. Toffler and M. Castells as theorists of post-industrial society, who consider the communication technology as a decisive factor of the process of forming this or that social economic system. The authors analyze problems of network communities existence, their influence on a human and his identity in the context of these theories.
ENGLISH PARAPHRASING TROUGH INITIAL STAGE TECHNIQUE TO DEVELOP WRITING SKILL

Abstract&#x0D; The purpose of this research is to know whether the initial stage can improve writing skill, to find out how their paraphrase capabilities result using the initial stage, and to know the students’ writing skill. This research employed quasi experimental design. Independent variable of this research was the initial stage technique and the dependent variable was the students’ writing skill. The population of this research was the eleventh grade students of MAN 1 Luwuk Banggai in 2020/2021 academic year. The way of taking the sample was by using purposive sampling. The samples were class XI IPA 1 as the experimental group and class XI IPA 2 as the control group. The test consisted of pre-test and post-test. Data were analyzed statistically. After analyzed the data, the result revealed that the t-counted was 14.38 with a degree of freedom 70 and a significance level of 0.05, t-table was 1.666. Therefore, the t-test result was higher than the t-table. It means that the hypothesis was accepted. In conclusion, the result showed that the initial stage technique of paraphrasing can develop writing skill of the eleventh grade students’ of MAN 1 Luwuk Banggai. &#x0D; Keywords: Develop; Writing skill; Initial Stage Technique.
Blockchain Based Secure Online Voting System

International Journal of Computer Sciences and Engineering (A UGC Approved and indexed with DOI, ICI and Approved, DPI Digital Library) is one of the leading and growing open access, peer-reviewed, monthly, and scientific research journal for scientists, engineers, research scholars, and academicians, which gains a foothold in Asia and opens to the world, aims to publish original, theoretical and practical advances in Computer Science,Information Technology, Engineering (Software, Mechanical, Civil, Electronics & Electrical), and all interdisciplinary streams of Computing Sciences. It intends to disseminate original, scientific, theoretical or applied research in the field of Computer Sciences and allied fields. It provides a platform for publishing results and research with a strong empirical component. It aims to bridge the significant gap between research and practice by promoting the publication of original, novel, industry-relevant research.
Information Security Policy Development: the Mechanism to Ensure Security Over Information Technology Systems

Information security is still in its embryonic phase. The reason is that there are certain malevolent actors in the network that are always looking for loopholes in the system and can harm organizations with their malicious activities. The development of information security policy is very important. It lays the foundations of certain significant standards and procedures that help mitigate the potential risks associated with the organization or its network. The following article has discussed information security policy and its respective development cycle for the implementation of policy infrastructure that could help secure vital data and information in an organization. A framework is explained that demonstrates the construction of a policy, keeping in mind the implementation of an effective security policy. It has elaborated the significance of auditing measures focusing on ISO-27001, the policy specifically designed for information security.
Affecting Nursing Students' Intention to Use Medical-related Mobile Apps

This study was attempted to provide basic data to increase the efficient provision of health information data by identifying the effect on the intention to use medical-related mobile apps of nursing college students.Data collection was conducted from May 1st to May 10th, 2019 with the consent of the subjects, and 199 participants were used for the final analysis.The questionnaire was composed of demographic characteristics, perceptions, attitudes, and intentions to use medical-related apps.Because of this study, the difference in intention to use medical-related mobile apps according to general characteristics showed significant results in grade, achievement, major satisfaction, and experience with medical-related apps.The target's intention to use the mobile app was found to have a positive correlation with expectations for performance, ease of learning, proficiency in using mobile, attitudes toward medical-related apps, social influences, facilitating factors, and self-efficacy.It was found that mobile user proficiency and attitude toward medical-related apps had a negative correlation with anxiety factors.n the regression analysis results, the factors affecting the intention to use medicalrelated mobile apps were attitudes toward medical-related apps and self-efficacy in order.To increase the intention of nursing college students to use mobile medical-related apps, the above research results are promoted and training on how to use new medical-related app programs so that they can have a positive attitude toward medical-related apps for nursing college students.It is thought that various activities, such as sharing experiences with app users, are necessary.In addition, to improve the self-efficacy of using mobile medical-related apps, continuous education on information systems and information technology and support activities to reinforce app resources will be needed.
A Review on Image Segmentation Techniques and Its Recent Applications

The technique of attaching a name to each component in a picture so that elements with much the same label have certain visual qualities (pixels, colours, values, patterns, and other features of the image) is known as image segmentation. The output of image segmentation is a series of fragments or patterns taken from the image that collectively cover the full picture. After segmenting an image, classification detects classes in an image on the basic of similarities and differences between detected segments. These two tools together are doing wonders in better object detection in images. Big world has big data, and this big data need robust algorithms for understanding images without a human. This paper summarises the techniques of image segmentation and classification based on their efficiency. Finally, a comparison table shows who performed it better.
Perancangan dan Pembuatan Aplikasi Retensi dan Pemusnahan Berkas Rekam Medis Di Rsud Dr. H. Moch. Ansari Saleh Banjarmasin

One of the hospitals that have carried out retention and destruction activities is Dr. H. Moch. Ansari Saleh Banjarmasin. The retention and destruction of medical records are still done manually. This research’s purpose by design and create a retention and extermination application of medical records file. This type of research uses qualitative research with the development of the waterfall model system. Data collection includes interviews, observation, FGD, and documentation. The results of the study are functional and non-functional system requirements for making retention and destruction applications, based on the results of the FGD to the medical record filling staff and the head of the medical record unit. The results of the requirements that have been obtained are interpreted in the design of systems and software made through flowchart systems, context diagrams, data flow diagrams (DFD), and entity-relationship diagrams (ERD). The implementation process and unit test use the MySQL database and the PHP programming language and the interface design uses the Codeigniter Framework. The application system integration test uses the functional test of the Black Box Test method with a 100% system trial success rate. . The results of this functional test indicate that the retention and destruction applications can be integrated and function properly with innovations in the form of an annual import database feature, a feature for retention and destruction reports, and storage of scanned files in pdf format. The existence of this application can help the implementation of retention and destruction of medical record files at Dr. H. Moch. Ansari Saleh Banjarmasin has become more effective and efficient in terms of time, use value, and data security.
Discovering Messages in COVID-19 Advertisements: A Semiotic Analysis

COVID-19 advertisement is a kind of advertisement which used to convey the information about COVID-19 as well as instructions regarding to health protocols to avoid us from the danger of COVID-19. This study concerned on finding out the messages carried by both verbal and nonverbal signs in COVID-19 advertisements. The data were taken from Pinterest. The data were collected by observation method. The collected data were analyzed by qualitative method using theory of semiotics from Saussure (1983), the theory of meaning from Barthes (1977), and theory of color term from Wierzbicka (1996). The message is presented in formal and informal way. Our findings show that verbal and nonverbal cues in advertisements generally convey the messages that during the pandemic people have to obey protocols such as staying at home, wearing masks correctly, keep social distancing, and washing hands.
Developing Story Book with Pictures to Increase Javanese Skill Ngoko Alus in Early Childhood

The lack of knowledge on the use of Javanese language that is not in accordance with unggah-ungguh, has an impact on the future of the language itself. Therefore, it is important to teach unggah-ungguh, from childhood by doing habituation. This research develops story book in Javanese Ngoko Alus or everyday language. The purpose of this research is to describe the feasibility of picture story books to improve the Javanese language skills of Ngoko Alus in children aged 5 – 6 years. This study uses a research and development method with the ADDIE research model. This study uses observation and questionnaires conducted online via Google form as data collection techniques. The data analysis technique used in this research is quantitative and qualitative data analysis. The results of the feasibility assessment from media experts got a percentage of 88% and material experts got a percentage of 86%, the percentage value was in the very feasible category. The results of the research data obtained from trials to kindergarten teachers in Mojokerto regency, 20 people get a percentage of 85.2%, the percentage value is in the very feasible category. It can be concluded that the Ngoko Alus Javanese picture story book media is feasible to use in learning Javanese.=
Implementasi Algoritma Fuzzy Tsukamoto Untuk Diagnosis Penyakit Anemia (Studi Data: Rekam Medis Pasien Ibu RSIA Bunda Arif Purwokerto)

Anemia is caused by a low hemoglobin condition in the human body. Low hemoglobin conditions can cause various symptoms, including fatigue, weakness, dizziness and others. The impact on anemia can reduce concentration, physical endurance and get sick easily. So it is necessary to detect early to diagnose anemia based on the symptoms experienced with maximum accuracy. Users only need to enter the value of symptoms experienced, namely the value of hb, bleeding and weakness, the system will calculate the symptom values using the Tsukamoto fuzzy algorithm. In calculations using the Tsukamoto fuzzy algorithm using the Python programming language, there are 4 stages, namely fuzzification, rule formation, inference engine and defuzzification. At the fuzzification stage, the input symptom value becomes a fuzzy value (0-1), then at the rule formation stage there are 18 rules of 3 symptoms and 3 diagnosis results. After obtaining a rule, it is followed by an inference engine that looks for the α-predicate value in each rule using the min function. After getting the α-predicate value, defuzzification is carried out to get the crisp value or the output value. With the multiple confusion matrix method, the accuracy of the resulting data from the Tsukamoto fuzzy algorithm and prediction data is 85%. This can be used by the community to easily detect anemia early through the website.
1. Immaterialism: Graham Harman and the Weirdness of Objects

This part discusses the works of Graham Harman, the most important representative of “object-oriented ontology” (OOO), which seeks to unravel the true existence of objects, emphasizing their unpredictability, weirdness, darkness, and inconceivability. OOO refuses to distinguish between human and nonhuman objects. This proposal might in some way be considered as a particular conceptual strength that makes it possible to transgress “subjective” or “human-centered” categories. However, OOO does not offer any theoretical orientation on how differences between objects are enacted or established and how they become meaningful. Nor does it account for how human objects and their power disproportionally affect humans and nonhumans. As I show, attending to isolated objects and their inner obscurity in OOO finally translates into an extreme form of subjectivism and a serious lack of conceptual clarity. The preference for the absolute ends up in a sort of positivism that is unable to situate its own work and praises itself for having left behind the critical tradition.
Development of Emulsi (electronic module practicum articulate storyline 3) to Support Self-Regulated Learning of Students

The aim of this research is to develop Emulsi (electronic module practicum articulate storyline 3) to support self-regulated learning (SRL) of students which is valid and effective. This research is research and development and the subjects of this study are students of class VIII F of SMP Negeri 1 Ungaran. Data collection techniques in this study used validation sheets, tests, and students self-assessment sheets in SRL. This research begins at the Emulsi design then validated by validators with details on the average results of material (85%), linguistics (95%), media (80%), pretest and posttest construct questions (75%) , syllabus (97% ), lesson plans (95%), students self-assessment sheets in SRL (87%), the rubric for the assessment of the practice report (76%). The results of student learning pretest scores (36.11%) posttest scores (100%) and final scores obtained from the average value of the practicum report and posttest scores (77.77%). The result of N-gain is 0.73 indicating high criteria. The results of the self-assessment score in SRL is 75% or 27 of 36 students. Based on the results of the study, it can be concluded that the Emulsi can be said to be valid and effective to support the SRL of students.
Play probes: Understanding young people through playful expressions

Understanding young people can be a difficult matter when one is past that age. Stories of misunderstandings stemming from generational divides are ubiquitous. A virus, such as Covid-19, threatens to create a deeper generational divide and possibly lead to the problem reaching a magnitude not seen before. This paper investigates how probes with play triggers can yield a deeper understanding of today’s youth. By analyzing the outcome of 54 youth-created play probes, clustered themes were identified, and the selected ones have been presented in detail. The prelimi-nary conclusions indicate that the play probes allow access to insights about young people using expressive formats such as construction and fantasy play. This study contributes to design research by illustrating how probes can help learn about the inner workings of the young generations. Further, it suggests that adding play to probes can foster enhanced social interactions in families with teenage members.
New immersive workflows for design and production (session 1 of 2)

Today, there is a lot of hype about new technologies such as immersive virtual reality (VR). After more than five decades, the unfulfilled prophecy that VR would be available to everybody seems to be nearby. These development raises the need to find out how is that design and its education will be influenced by technological change and how they can also benefit from it. The aim of this workshop is to collaborate, share and discuss how traditional and new means for ideation, sketching, simulation, and production can form a better design workflow. The participants will be invited to contribute analogue or digital concepts (e.g., pen and paper, tablet). A selection of sketches will be transferred to a virtual reality program and developed into a 3D simulation for later 3D printing. The team of presenters will work in flexible and distributed locations in Australia, the Netherlands, New Zealand, Spain, and the United States of America. Participants will be invited to share their own circumstances, views, and aspirations in relation to the implementation and potential of new technology in their own design education. Keywords: design education, distributed collaboration, interaction design, user experience, virtual reality
The Essential Aspects of Teaching Children to Read in English

This paper aims to introduce the essential aspects that teachers should know in teaching children to read in English. The age level of the children referred to in this paper are children aged 5 to 7 years. The aspects include the characteristics of children, the importance of teaching children to read in English, decoding and phonemic awareness. The aspects were selected from the results of the analysis of previous related literature that are still considered important for discussion so as to provide new treasures for teachers in particular. With this paper, it is hoped that it can enrich information about teaching young chidren to read in English and increase the teacher's insight about teaching young children to read in English so that teaching reading can take place effectively.
From eyes to ears how to deal with the acoustic element ‘voice’ as a visual designer

As part of the ‘software evolution’ (Mens, 2008), acoustic rather than visual interfaces are increasingly developing into the decisive contact point in the interaction between the product or service and the user. Voices, ‘VUI’s, play an important role the design of communication, yet communication designers are not yet firmly established in this field and, for example, the process of voice selection is often described as a particular hurdle especially when the selection needs to align with strategic parameters of a brand. This raises several questions: What role can communication designers play in the future in the complex field of designing with voice? What are the specific challenges (and opportunities) for designers in this field? And how can design education respond? This case study focuses on a project course with communication design students that addressed the topic ‘designing with voice’. It explores the element of voice in a design educational setting in terms of five aspects: module concept, sequence of activities, findings and evaluation, and positioning communication designers in the context of VUI.
Correction to: Frozen-to-Paraffin: Categorization of Histological Frozen Sections by the Aid of Paraffin Sections and Generative Adversarial Networks

In an older version of this paper, there was an error in the affiliation of the author Sebastien Couillard-Despres. This has been corrected.
Solving Dots-And-Boxes

Dots-And-Boxes is a well-known and widely-played combinatorial game. While the rules of play are very simple, the state space for even very small games is extremely large, and finding the outcome under optimal play is correspondingly hard. In this paper we introduce a Dots-And-Boxes solver which is significantly faster than the current state-of-the-art: over an order-of-magnitude faster on several large problems. Our approach uses Alpha-Beta search and applies a number of techniques---both problem-specific and general---that reduce the search space to a manageable size. Using these techniques, we have determined for the first time that Dots-And-Boxes on a board of 4 x 5 boxes is a tie given optimal play; this is the largest game solved to date.