Reviewerly/exHarmony huggingface dataset:
The Impact of Experiential Learning Program for Advanced Science on the Students’ Science Career Orientation

The purpose of this study aims to analyze the effectiveness of experiential learning programs in advanced science, which were conducted as a community engagement program organized by the STAR Bridge Center (School Teacher And Research Institute) at K University. To do this, the one group pretest–posttest research was conducted to examine the science career orientation among 194 participants who agreed to take part in the research. The research findings are as follows: First, students who participated in the experiential learning program for advanced science showed an improvement in their science career orientation. Second, depending on the school level, the science career orientation has improved for the elementary and middle school students. Among the elementary school students, both boys and girls saw an increase in the science career orientation scores, while among the middle school students, the science career orientation increased for boys more. Third, within the group of the participating students, those aspiring to non-STEM (Science, Technology, Engineering, and Mathematics) field careers, both male and female students, showed an increase in the science career orientation. Among the students with aspirations for the STEM field careers, the science career orientation scores showed specifically an improvement for the female students.
Perancangan Sistem Informasi Penerimaan Siswa Baru Berbasis Web di SMAN 1 Bengkalis

The information system in designing a web-based information system for new student admissions at SMAN 1 Bengkalis still uses a manual system.This design aims to develop the technology usedCurrently, such as designing the admissions information system at SMAN 1 Bengkalis. Admission of new students still often experiences problems such as data collection and the process of admission information which is still done manually through ledgers, so it takes a lot of time and energy to search for student data. In designing this information system, the SDLC method is used, the function of which is to develop and design high quality software. This information system uses a programming language.
The Effectiveness of Instagram "Studyin.Japanese" to Improve Japanese Vocabulary Skills of Intermediate Level Japanese Language Department UMY'S Students

This study aimed to measure the effectiveness of the "studyin.japanese" Instagram account as a learning medium for improving Japanese vocabulary skills. This research uses quantitative methods with a purely experimental research design. The sample of this study was 30 students of the PBJ UMY Study Program level 2 for the 2021/2022 academic year. Data is collected through questionnaires and tests. The test results showed that the average value of the experimental control group was smaller than the average value of the control groTherehere was no significant difference between the experimental and control groups' learning outcomes. Furthermore, the results of calculating the effectiveness of learning in the experimental group with the N-gain formula were obtained at 0.116, which means that using the Instagram media "studyin.japanese" is not practical in learning Japanese Vocabulary. While the N-Gain control class is 0.512 which means the use of PowerPoint media is effective in learning Japanese Vocabulary. So it can be concluded that using conventional media is still more effective than using Instagram media "studyin.japanese" in learning Japanese Vocabulary. However, based on the results of the questionnaire, students gave a positive response. All respondents strongly agreed that "studyin.japanese" media in learning Japanese Vocabulary can be an alternative medium for learning Japanese Vocabulary. Students feel motivated and easy to memorize Japanese Vocabulary.
Pendampingan Belajar Berhitung Dengan Menggunakan Model Pembelajaran Kooperatif Tipe Number Head Together di Desa Sungai Buluh

This community service is carried out to help schools in villages that are not facilitated in learning so that they can improve the abilities of students in villages and schools. Schools in this village are schools that are quite difficult to reach by the wider community because access is quite limited. In addition, the level of attendance of students who are not too high is also a problem in terms of learning. Based on the results of interviews with teachers who teach mathematics at SDN 3 Sungai Buluh that students who study are more emphasized on basic abilities such as reading, writing and arithmetic to support their abilities later. The purpose of this community service is to provide assistance in learning mathematics. The aim is to improve students' ability to count. The method used in this service is descriptive qualitative with assistance to a target group. Learning assistance is carried out directly to students at SDN 3 Sungai Buluh using the Number Head Together cooperative model with arithmetic materials such as addition, subtraction, and multiplication. The results of the final test of the numeracy learning assistance showed that the results of students' numeracy skills increased compared to before. Students are very enthusiastic about participating in tutoring as shown by students asking for additional questions to work on. Students' motivation to learn mathematics also increased, students stated that counting in mathematics was fun.
Teori-Teori Belajar dan Kaitannya Dengan Pengembangan Kurikulum PAI

Signs of learning people can be seen and the occurrence of transformations within a person Transformation is a change in behavior Changes in behavior touch 3 educational domains within the learner, namely cognitive abilities, affective domains, and psychomotor domains or better known as knowledge domains, attitude domains, and domain of skills So and that requires situations and conditions of teaching and learning activities that support, available facilities, and so on must be adjusted to the educational goals to be achieved This study aims to find out the learning theory that must be known by teachers and students so that learning objectives can be achieved effectively and efficient This research is "Library Research" with a research approach to text literacy and field phenomena. Methods and types of data collection by collecting journals that support the research theme. The data stages are from identifying and finding information that is relevant to the theme of learning theory, its implications in PAL learning, then analyzing the findings. Data processing is carried out by carrying out activities of review, verification and reduction, grouping and systematization , as well as interpretation or interpretation so that a phenomenon has social, academic and scientific meaning. Meanwhile, data analysis in this study was carried out during and after data collection using a critical-comparative descriptive method and content analysis method. to improve the quality of learning, as well as convey teaching materials to students so that they can be understood besides that teachers want to make the teaching process functional, this means that a teacher must master how learning theories to find out what is needed by students, also at the same time will help students in developing the world
Code-Switching in EFL Classrooms: Typology and Communicative Roles

Code-Switching in EFL Classrooms: Typology and Communicative Roles. The purpose of this study was to look into the types and functions of code-switching that are used in an EFL teacher classroom interactions. The teachers interactions with the students were observed, recorded and subsequently transcribed. Then, a multi-step analytical procedure that included data reduction, data visualization, and drawing/verifying findings was carried out. The results indicated that the teacher used three different types of as well as six functions of code-switching during interactions in the classroom. The types include tag switching (12), intra-sentential switching (37), and inter-sentential switching (62). Besides, the researcher found that the code-switching used by the teacher has the referential function (2), the directive function (31), the expressive function (20), the phatic function (18), the metalinguistic function (26) times, and poetic function (3). Thus, the use of code-switching in class interactions can help students’ comprehension and engagement in English language learning. Keywords: code-switching, EFL classroom, qualitative study. Abstrak: Pergantian Kode dalam Kelas EFL: Tipologi dan Peran Komunikatif. Tujuan penelitian ini adalah untuk menyelidiki tipe dan fungsi pergantian kode yang digunakan guru dalam mengajar Bahasa Inggris sebagai Bahasa Asing (EFL). Selama proses pembelajaran berlangsung, interaksi antara guru dan siswa diamati, direkam, dan kemudian ditranskripsi. Selanjutnya, prosedur analisis data dilakukan secara berjenjang yang mencakup reduksi data, visualisasi data, serta penarikan/verifikasi temuan penelitian. Hasil penelitian menunjukkan bahwa dalam proses interaksi dengan siswa selama pembelajaran berlangsung, guru telah menggunakan tiga jenis tipe serta enam fungsi pergantian kode yang berbeda. Jenis pergantian kode meliputi pergantian tag (12), pergantian intra-kalimat (37), dan pergantian antar-kalimat (62). Selain itu, peneliti menemukan bahwa pergantian kode yang digunakan oleh guru memiliki fungsi referensial (2), fungsi direktif (31), fungsi ekspresif (20), fungsi fatis (18), fungsi metalinguistik (26) kali, dan fungsi puisi (3). Dengan demikian, pergantian kode dalam interaksi pembelajaran di kelas bermanfaat untuk membantu pemahaman dan keterlibatan siswa dalam proses pembelajaran Bahasa Inggris seraya mempertimbangkan level kemampuan siswa. Kata kunci: pergantian code, kelas EFL, studi kualitatif. DOI: http://dx.doi.org/10.23960/jpp.v13.i3.202310
Stochastic Digital Twin for Copy Detection Patterns

Copy detection patterns (CDP) present an efficient technique for product protection against counterfeiting. However, the complexity of studying CDP production variability often results in time-consuming and costly procedures, limiting CDP scalability. Recent advancements in computer modelling, notably the concept of a “digital twin” for printing-imaging channels, allow for enhanced scalability and the optimization of authentication systems. Yet, the development of an accurate digital twin is far from trivial. This paper extends previous research which modelled a printing-imaging channel using a machine learning-based digital twin for CDP. This model, built upon an information-theoretic framework known as “Turbo”, demonstrated superior performance over traditional generative models such as CycleGAN and pix2pix. However, the emerging field of Denoising Diffusion Probabilistic Models (DDPM) presents a potential advancement in generative models due to its ability to stochastically model the inherent randomness of the printing-imaging process, and its impressive performance in image-to-image translation tasks. This study aims at comparing the capabilities of the Turbo framework and DDPM on the same CDP datasets, with the goal of establishing the real-world benefits of DDPM models for digital twin applications in CDP security. Furthermore, the paper seeks to evaluate the generative potential of the studied models in the context of mobile phone data acquisition. Despite the increased complexity of DDPM methods when compared to traditional approaches, our study highlights their advantages and explores their potential for future applications.
The Role of Educational Games in Increasing Student Motivation and Engagement

Education is the learning of knowledge, skills, and habits of a group of people passed down from one generation to the next through teaching, research, and training, therefore an education must require a forum to achieve these goals. One example of a place to develop student education is a school, in a school there is a person who acts as a teacher or educator whose job is to develop the potential of students so that they can become an intelligent person. The purpose of this research is to find out a more in-depth discussion about the role of educational games in increasing student motivation and involvement in the learning process. This research was conducted to understand the role of the game given by an educator to students, whether the game in learning motivates students or not. The method used in this study uses a quantitative method that aims to examine the role of educational games through statistical techniques by collecting research variables using google form media and then imported and processed into the SPSS application and tested using the One Way Anova method. Based on the data obtained, it shows that the role of educational games in increasing student motivation and involvement is very influential, which is a good learning strategy that can have an effect in the teaching and learning process so that the role of the game can foster enthusiasm or motivation and student involvement in learning so that students become excited about learning and are not easily bored. The conclusion in this study explains that applying educational games as a learning medium is very important in the world of education, where the use of educational games in increasing student motivation and involvement can help increase student knowledge. So it can be concluded that games in education are very useful for students in the teaching and learning process to eliminate boredom and to motivate students in learning.
Lower Bounds of Entanglement Quantifiers Based On Entanglement Witnesses

To quantify the entanglement of bipartite systems in terms of some entanglement measure is a challenging problem in general, and it is much worse when the information about the system is less. In this manuscript, based on two classes of entanglement criteria, we present a method to obtain the lower bounds of the entanglement measures, concurrence, entanglement of formation, and geometrical entanglement measure.
Cognitive Resonant Communication by Internal Speech Through Ethereal Medium at Level of Gravitational Waves

A person is simultaneously in material, ethereal and spiritual environment. It is connected to the material environment by gravity. In the ethereal environment, he is capable of levitation. In the spiritual environment, he is perfected to the likeness of the Creator. A person’s thoughts have a spiritual essence. Thinking initiates inner speech, which generates gravitational waves. The research is devoted to communication through internal speech, the direction of the development of new technologies and interdisciplinary research on cognitive communication by internal speech in the ethereal environment at the damage of gravitational waves. The transition to cognitive communication based on natural technology will save resources on digital means of communication, and will also help to solve the problems of information interaction through the noosphere.
Cattle Pinkeye Disease Classification using Machine Learning

Pinkeye (infectious bovine keratoconjunctivitis, or IBK) is a bacterial infection of the cattle eye that causes inflammation and, in severe cases, temporary or permanent blindness. It is a painful, debilitating condition that can severely affect animal productivity. Due to lower weight gain, lower milk production, and higher medical costs, the cattle industry could experience large losses. Previous studies tried to classify livestock diseases using machine learning, but there has been a lack of studies conducted on pinkeye disease classification. The proposed study aims to design a classification model to classify whether the infected cattle have pinkeye or not at an early stage by analyzing a set of attributes. The study collected data from the Wolaita Sodo Kenido Koyisha Wereda Livestock and Fishery Office. The significance of this study is to prevent the expansion of disease among the cattle with an early detection for taking precautionary measures. The researchers used the percentage splits 80/20, 70/30, 60/40, and 90/10 to build classification models. Based on the results of the experiments, the researcher chose the 70/30 split due to the better performance obtained. The study trained four different models, including Random Forest, AdaBoost, Artificial Neural Network, and Extreme Gradient Boost algorithms. These models are selected based on an exhaustive study conducted. To assess the algorithm's performance, confusion matrix, accuracy, precision, recall, and f1-score have all been utilized. By a 99.15% accuracy, the Artificial Neural Network outperforms the other algorithms by all the metrics except recall.&#x0D; Keywords: Machine learning, Infectious bovine keratoconjunctivitis, IBK, Cattle pinkeye, Pinkeye disease classification
Accelerating Image Classification based on a Model for Estimating Descriptor-to-Class Distance

The article describes a method of image classification based on the estimation of the distance to the etalon class. The implementation of estimates gives a significant gain in classification speed compared to linear search while maintaining a decent level of accuracy. The methodology is based on the use of the triangle inequality for images given by a set of binary vectors as descriptors of the image key points. The evaluation is applied to the "object descriptor – etalon" classification method, which is based on the descriptor voting procedure. An analysis of evaluation options is carried out using the parameters of the etalon sets in the form of a medoid and the closest or farthest points from it. The gain in classification time compared to the traditional method proportionally depends on the number of descriptors in the etalon description. Software simulation of classifiers with the implementation of evaluation shows a gain in speed of 350-450 times for the description of 500 descriptors while maintaining one hundred percent classification accuracy on the training set of similar NFT images. A control sample experiment shows that the classifier with estimation can respond better to image details compared to the traditional method.
Pemanfaatan Komik Sebagai Media Pembelajaran Bahasa Indonesia dalam Meningkatkan Motivasi dan Hasil Belajar Siswa Sekolah Dasar

One of the subjects that is a challenge in providing education in the 21st century is the learning process in Indonesian language subjects. The Indonesian language learning method in class tends to be monotonous using the lecture method, making students easily bored and not understanding the material. On the other hand, the implementation of learning uses illustrated, easy-to-carry and read comic media which can contain text, images and scenes. This can be an alternative medium for learning Indonesian because it stimulates students to be creative, imaginative and innovative, and encourages them to be independent. This research aims to analyze the benefits of using comics as a medium for learning Indonesian to increase student motivation and learning outcomes. This research uses a literature review method with descriptive analysis techniques. Researchers collected data from previous relevant studies within the last ten years. The results of the research that has been carried out illustrate that the use of comic media in learning Indonesian can significantly increase student motivation and learning outcomes
Tokenization: Overview and Financial Stability Implications

In this paper we outline tokenization, which is a new and rapidly growing financial innovation in crypto asset markets, and we discuss potential benefits and financial stability implications. Tokenization refers to the process of constructing digital representations (crypto tokens) for non-crypto assets (reference assets). As we discuss below, tokenizations create interconnections between the digital asset ecosystem and the traditional financial system. At sufficient scale, tokenized assets could transmit volatility from crypto asset markets to the markets for the crypto token’s reference assets.
PERAN LAYANAN INFORMASI GUNA MENINGKATAKAN MOTIVASI BELAJAR SISWA DI SMPN 282 JAKARTA

It is easy to find that there are some who experience difficulties in the learning process of their students in class, all of which are influenced by the low learning motivation that students have. Motivation itself has a very important role in the process of student learning activities. But sometimes student motivation can decrease due to several factors, both internal and external. There are several guidance and counseling services, one of which is information services. Where this information service itself can be provided to students in order to provide information about the problems experienced by students. The research conducted has the objectives of: 1) Knowing the role of information services to increase students' learning motivation at SMPN 282 Jakarta with student learning motivation, 2) Obstacles in the implementation of information service activities at SMPN 282 Jakarta, 3) The reality of students' learning motivation at SMPN 282 Jakarta. Data collection techniques in this study, using observation and interviews. This research was also conducted with a descriptive descriptive type of research, with the support of some literature study materials. therefore, the research data that researchers get will be strong. The results of this study show that: 1) Guidance and Counseling teachers plan information services by adjusting students' needs, 2) There is involvement of the teacher/homeroom teacher and the school in the implementation of information services, 3) The form of the reality of learning motivation carried out by students in school. What can be found is that information services can increase students' learning motivation at SMPN 282 Jakarta
Case study as a method of teaching and diagnosing future teachers

The objective of this paper is to present the results of piloting the educational and diagnostic capabilities of the case study method in the process of training future primary school teachers. The study was carried out using a set of methods: method of content analysis of pedagogical literature, survey of respondents using Google forms, qualitative and quantitative analysis of educational cases compiled by the respondents, mathematical and statistical processing of experimental results. The sample of the study consists of 225 bachelor students of the training direction Pedagogical Education, future primary school teachers, Southern Federal University, Russia. Students were asked to describe the educational problems they witnessed being a teacher or a pupil. They were also required to offer their own solutions to the problems. The educational cases described by the students were classified according to the multivariate typology of the conflict according to the type and the content of the conflict. The data obtained indicates an increased occurrence of nurturing situations in the professional activity of a teacher. According to the solutions of the educational cases proposed by the students, vectors of priority solutions were identified. Qualitative analysis of the answers revealed students’ lack of ability to solve educational problems. The authors recommend an algorithm for solving an educational problem by students. The algorithm consists of eight consecutive steps based on the algorithm of scientific and cognitive activity. Such training, according to the authors, develops pedagogical improvisation and intuition, alternative pedagogical thinking, values, pedagogical skills of analysis, planning, reflection, etc.