Reviewerly/exHarmony huggingface dataset:
RESEARCH ACTIVITY, AS A WAY OF INCREASING THE UNDERSTANDING OF THE TEACHING MATERIAL IN PHYSICS

The article considers the concept of active research learning as an empirically tested practice that best contributes to the learning of modern pupils. Important educational goals of the modern world, such as conceptual understanding, problem-solving skills, deep learning and knowledge integration, are highlighted and effective ways of their implementation are considered. The article defines the main task of the teacher – to direct pupils to the change of knowledge in the learning process from the initial state, which is a set of agreed ideas in a limited context, to a deeper understanding – an integrated structure in broad contexts. Accordingly, the learning objective is to help pupils more effectively develop an integrated structure of knowledge to achieve deep conceptual understanding. The most common teaching methods that improve pupils' conceptual understanding are active, inquiry-based methods combined with diagnostic tests that measure the presence of misconceptions. The main approach of diagnostic methods is to focus on improving pupil learning by carefully identifying gaps in pupil knowledge, to strengthen connections, create a strong global integrated structure, and actively encourage pupils to explore, discuss, explain, to form new knowledge and pour it into the structure. Motivation, compliance with the structure of scientific research and pupils ability to scientifically explain the obtained results and observed, ability to draw conclusions are important in research activities. To do this, such contexts should be offered that will provoke activity to find answers to the question «how?» and «why», leave room for creativity, own judgments, assumptions, new creations or views. At the same time, own judgments should have the characteristics of a scientific explanation. Scientific reasoning is part of a widely emphasized cognitive strand of 21st century skills. Developing scientific reasoning skills can improve pupils critical thinking, open-ended problem solving, and decision-making skills. Research activity forms an idea of knowledge creation, contributes to the formation of self-educational competence of pupils.
Pengembangan Media Pembelajaran Mobile Learning Berbasis Android Pada Pembelajaran IPA di Kelas VIII SMP/MTs Tema Makananku Kesehatanku

This research was conducted because of the difficulties experienced by students in learning, especially in the use of learning resources, teaching materials, or learning tools in the classroom. The conclusion of the interview with the resource person, namely the eighth grade science teacher, was that the learning resources available at school, especially for natural science learning, are still very minimal. Student books, student worksheets, and power points are still often used by teachers to deliver learning materials. WhatsApp is one of the technological intermediaries that students must use to learn independently during pandemic conditions, so students do not understand the material presented, especially science. This affects the process, objectives, and learning outcomes of students. In addition, the delivery of learning materials has not been integrated, so it takes a long time to develop one basic competency. The purpose of this study is to determine the validity of android-based mobile learning media for science learning in grade 8 (grade eight) junior high school or MTs with the theme of "my food, my health." The Borg and Gall R&amp;D model was adapted by Sugiyono and modified by the author into five stages, including potential and problems, collecting data, designing products, validating product designs, and improving final product designs. Based on the results of data analysis, the expert validation score is included in the "very valid" category and can be used in science learning, with a percentage of findings of 84% from the results of material validation, 84.8 percent from media validation, and 86.6 percent from teacher assessment.
The Quality of Life of Adolescents Experiencing Online Game Addiction During the COVID-19 Pandemic

The availability of the internet and the increase in stress in adolescents caused by the pandemic have led adolescents to frequently seek entertainment through online games. Online gaming can negatively impact adolescents by causing a decline in their physical health, psychological issues, difficulty forming healthy social relationships, and decline their quality of life. This study identified the relationship between online game addiction and the quality of life of adolescents during the COVID-19 pandemic. This research utilized a cross-sectional approach and involved 96 adolescents as the research sample selected using the incidental sampling method. Data collection was carried out using the Game Addiction Scale for Adolescent and WHOQOL-Bref, while the Spearman Rho test was used for data analysis. The results of the data analysis showed a significance p-value of 0.000 (p &lt; 0.05) and r = -0.711, indicating that there was a unidirectional relationship between online game addiction and quality of life. Thus, it can be concluded that the higher the level of online game addiction, the lower the quality of life of adolescents. Abstrak Kualitas Hidup Remaja yang Mengalami Kecanduan Game Online Selama Pandemi COVID-19. Ketersediaan internet dan meningkatnya stres remaja akibat pandemi membuat remaja sering mencari hiburan melalui game online. Bermain game online secara berlebihan dapat menyebabkan mereka mengalami kecanduan. Hal tersebut dapat menimbulkan dampak negatif seperti penurunan kesehatan fisik, masalah psikologis, hubungan sosial dan penurunan kualitas hidup mereka. Penelitian ini bertujuan untuk mengidentifikasi hubungan antara kecanduan game online dengan kualitas hidup remaja selama pandemi COVID-19. Penelitian ini menggunakan pendekatan cross-sectional dan memilih 96 remaja sebagai sampel penelitian yang dipilih dengan metode incidental sampling. Pengumpulan data dilakukan dengan menggunakan Game Addiction Scale for Adolescent dan WHOQOL-Bref, sedangkan analisis data menggunakan uji Spearman Rho. Hasil analisis data menunjukkan signifikansi nilai p sebesar 0,000 (p &lt; 0,05) dan r = -0,711, menunjukkan bahwa terdapat hubungan searah antara kecanduan game online dengan kualitas hidup. Dengan demikian, dapat disimpulkan bahwa semakin tinggi tingkat kecanduan game online maka kualitas hidup remaja akan semakin rendah. Kata Kunci: game online, kecanduan, kualitas hidup, remaja
Balanced Supervised Contrastive Learning for Few-Shot Class-Incremental Learning

Few-shot class-incremental learning (FSCIL) presents the primary challenge of balancing underfitting to a new session's task and forgetting the tasks from previous sessions. To address this challenge, we develop a simple yet powerful learning scheme that integrates effective methods for each core component of the FSCIL network, including the feature extractor, base session classifiers, and incremental session classifiers. In feature extractor training, our goal is to obtain balanced generic representations that benefit both current viewable and unseen or past classes. To achieve this, we propose a balanced supervised contrastive loss that effectively balances these two objectives. In terms of classifiers, we analyze and emphasize the importance of unifying initialization methods for both the base and incremental session classifiers. Our method demonstrates outstanding ability for new task learning and preventing forgetting on CUB200, CIFAR100, and miniImagenet datasets, with significant improvements over previous state-of-the-art methods across diverse metrics. We conduct experiments to analyze the significance and rationale behind our approach and visualize the effectiveness of our representations on new tasks. Furthermore, we conduct diverse ablation studies to analyze the effects of each module.
METHODOLOGICAL FEATURES OF USING IT TOOLS FOR SOFTWARE VISUALIZATION IN TECHNOLOGY LESSONS

The article is devoted to the identification of methodological features of the use of information and technical means of the new generation for the formation of key and subject competencies of students based on the visualization of the educational material of the school subject "Technology". Currently, visualization is interpreted as an active process of transformation of certain information (in our case – educational) into a visual image, which causes the need for its construction. At the same time, the concept of visualization involves the process of creating a visual image at a time when the generally recognized term "visibility" is already associated with a ready (formed) image of the research object. Accordingly, the concept of visualization of educational information (program material) goes beyond the boundaries defined by the usual term "visibility". Such an effective didactic tool as visualization should be used by the teacher only under the condition of pedagogical expediency outlined by the goals and objectives of a specific lesson, taking into account the existing material and technical base of the educational institution and educational and methodological support. The work investigated that visualization is quite often considered by teachers as a factor that ensures the memorization of educational material due to the activation of cognitive activity of pupils and performs an illustrative function. However, the information saturation of the modern world requires careful planning to determine the amount of visual and verbal information, as well as proper methodical training of the teacher with mandatory restructuring of the program material. Visualization of educational content is not a simple illustrative material, but a complete system of transmitting visual information, which should respond to the specific actions of the subject of the educational process and provide an opportunity to manage the information provided to the student through the projection screen or by other means. The content of the terms "visualization" and "visibility" has been clarified. Attention is focused on the fact that visualization ensures the intensification of the educational process, which is achieved due to the consolidation of the program material, which helps to significantly reduce the time for verbal reasoning and conclusions of high school students.
SELEKSI BEASISWA BIDIK MISI UNISKA MAB BANJARMASIN HIBAH LLDIKTI XI KALIMANTAN MENGGUNAKAN METODE SVM DAN TOPSIS

Every year LLDIKTI XI Kalimantan provides scholarships to universities under its auspices. Which Uniska has received scholarships since 2015-2018 as many as 152 bidik misi students for new students. Which is usually selected using manual steps with the help of human power. From the selection process there are problems, namely human factors. Therefore we need a computational process that supports the selection process. Then the SVM (Support Vector Machine) method is used for the classification process and the TOPSIS (Technique For Order Preference By Similarity To Ideal Solution) method is used to give a priority ranking of scholarship. The average speed of the entire process in the selection system and recommendations for the acceptance of the UNISKA Bidik Misi scholarship with the implementation of the SVM and TOPSIS methods using testing from a comparison ratio of 19.12 seconds, the fastest time is 14.40 and the longest time is 23.58. The accuracy of the selection and recommendation of acceptance of the UNISKA Bidik Misi scholarship using the training data comparison ratio and 90%: 10% data testing has an average accuracy of 85.53% and testing based on the best parameters of the SVM sequential training process is λ (Lambda) = 0.1 , constant γ (gamma) = 0.05, ε = 0.0001, Maximum Iteration = 1000, ratio of 90%: 10% and value of d = 2, C (Complexity) = 1. So that the best accuracy is 100% and the average accuracy the best is 93.63%. Keywords: Selection, UNISKA MAB, SVM, TOPSIS, MCDM.
CNN Feature Map Augmentation for Single-Source Domain Generalization

In search of robust and generalizable machine learning models, Domain Generalization (DG) has gained significant traction during the past few years. The goal in DG is to produce models which continue to perform well when presented with data distributions different from the ones available during training. While deep convolutional neural networks (CNN) have been able to achieve outstanding performance on downstream computer vision tasks, they still often fail to generalize on previously unseen data Domains. Therefore, in this work we focus on producing a model which is able to remain robust under data distribution shift and propose an alternative regularization technique for convolutional neural network architectures in the single-source DG image classification setting. To mitigate the problem caused by domain shift between source and target data, we propose augmenting intermediate feature maps of CNNs. Specifically, we pass them through a novel Augmentation Layer} to prevent models from overfitting on the training set and improve their cross-domain generalization. To the best of our knowledge, this is the first paper proposing such a setup for the DG image classification setting. Experiments on the DG benchmark datasets of PACS, VLCS, Office-Home and TerraIncognita validate the effectiveness of our method, in which our model surpasses state-of-the-art algorithms in most cases.
Human Facial Expressions Identification using Convolutional Neural Network with VGG16 Architecture

The human facial expression identification system is essential in developing human interaction and technology. The development of Artificial Intelligence for monitoring human emotions can be helpful in the workplace. Commonly, there are six basic human expressions, namely anger, disgust, fear, happiness, sadness, and surprise, that the system can identify. This study aims to create a facial expression identification system based on basic human expressions using the Convolutional Neural Network (CNN) with a 16-layer VGG architecture. Two thousand one hundred thirty-seven facial expression images were selected from the FER2013, JAFFE, and MUG datasets. By implementing image augmentation and setting up the network parameters to Epoch of 100, the learning rate of 0,0001, and applying in the 5Fold Cross Validation, this system shows performance with an average accuracy of 84%. Results show that the model is suitable for identifying the basic facial expressions of humans.
Connectivity of Targets for Disaster Risk Reduction and Achievement of Sustainable Development Goals - Case Study: Major Flood in DKI Jakarta 2020

[Connectivity of Targets for Disaster Risk Reduction and Achievement of Sustainable Development Goals - Case Study: Major Flood in DKI Jakarta 2020]. DKI Jakarta is naturally a flood-prone area, so handling it is not easy to do. Success in handling floods will have a positive impact on development activities, as reflected in low economic losses. The purpose of this study is to review the causes and triggers of major flooding in the DKI Jakarta area in 2020 and seek connectivity between targets in the Sendai Framework for Disaster Risk Reduction (SFDRR) and the Sustainable Development Goals (SDGs). Researchers collect library materials from various sources that are used to analyze research problems, followed by drawing conclusions. The results showed that the causes of flooding in DKI Jakarta were geological, geomorphological, and river morphometric factors, while the La Nina phenomenon triggered major floods in 2020. The 2020 floods resulted in an economic loss of IDR 960 billion from DKI Jakarta's gross domestic product (701.98 trillion), so the proportion is 0.137 percent. In other words, success in reducing the risk of flood disasters can reduce economic losses and has indirectly encouraged the achievement of several other targets in the SDGs.&#x0D; Keywords: Floods, La Nina, SFDRR, SDGs, DKI Jakarta
THE ESSENCE OF PEDAGOGICAL CREATIVITY OF THE FUTURE PHYSICS TEACHER IN MODERN CONDITIONS

The article is devoted to the consideration of the problem of developing the creative activity of the future physics teacher based on theoretical and practical material. It describes the specifics, features and opportunities for development of creative activity during training at the institution of higher education. This process is related to the understanding of the pedagogical creativity of the future physics teacher as a pedagogical phenomena and the peculiarities of the organization of its development in the process of education at the institution of higher education. Since human creative activity is manifested in the creation of something new based on the transformation of existing ideas and concepts, creative search is an activity that involves the following five stages: formulating a question that requires a creative answer; mobilization of the necessary knowledge for formulating a preliminary hypothesis, determining the ways and methods of solving tasks; carrying out special observations and experiments and summarizing them in the form of conclusions and hypotheses; formulation of thoughts (images) as logical, figurative, objective structures; verification of the social significance of the product of creativity. The author formed the levels of creativity as a pedagogical category: 1. creativity in pedagogy as an integral quality of an individual, which involves the realization of his abilities and aptitudes in activities, with the help of which he exerts a positive influence on other people and the surrounding reality; 2. creativity in pedagogy acts as an actual activity in this period of time, as a measure of individual activity and a way of its self-realization; 3. creativity is perceived as a qualitative neoplasm in non-standard situations. This division was created taking into account the levels of individual pedagogical creativity and taking into account the specifics of the training of physics teachers. Formulated definition of the concept of pedagogical creativity in the context of physics teacher training. This neoplasm manifests itself in the form of original problem solving, hypothesis formulation, model building, etc. Extracurricular activities of creative direction are proposed, which arouse noticeable interest among physics students and provide guidance for creative pedagogical work. The psychological characteristics of the activity of a creative physics teacher are singled out. The presence of these signs allows us to assert the successful development of the creative activity of the future physics teacher.
Diverse and Expressive Speech Prosody Prediction with Denoising Diffusion Probabilistic Model

Expressive human speech generally abounds with rich and flexible speech prosody variations. The speech prosody predictors in existing expressive speech synthesis methods mostly produce deterministic predictions, which are learned by directly minimizing the norm of prosody prediction error. Its unimodal nature leads to a mismatch with ground truth distribution and harms the model's ability in making diverse predictions. Thus, we propose a novel prosody predictor based on the denoising diffusion probabilistic model to take advantage of its high-quality generative modeling and training stability. Experiment results confirm that the proposed prosody predictor outperforms the deterministic baseline on both the expressiveness and diversity of prediction results with even fewer network parameters.
Conjunct Resolution in the Face of Verbal Omissions

Verbal omissions are complex syntactic phenomena in VP coordination structures. They occur when verbs and (some of) their arguments are omitted from subsequent clauses after being explicitly stated in an initial clause. Recovering these omitted elements is necessary for accurate interpretation of the sentence, and while humans easily and intuitively fill in the missing information, state-of-the-art models continue to struggle with this task. Previous work is limited to small-scale datasets, synthetic data creation methods, and to resolution methods in the dependency-graph level. In this work we propose a conjunct resolution task that operates directly on the text and makes use of a split-and-rephrase paradigm in order to recover the missing elements in the coordination structure. To this end, we first formulate a pragmatic framework of verbal omissions which describes the different types of omissions, and develop an automatic scalable collection method. Based on this method, we curate a large dataset, containing over 10K examples of naturally-occurring verbal omissions with crowd-sourced annotations of the resolved conjuncts. We train various neural baselines for this task, and show that while our best method obtains decent performance, it leaves ample space for improvement. We propose our dataset, metrics and models as a starting point for future research on this topic.
Evaluating generation of chaotic time series by convolutional generative adversarial networks

To understand the ability and limitations of convolutional neural networks to generate time series that mimic complex temporal signals, we trained a generative adversarial network consisting of deep convolutional networks to generate chaotic time series and used nonlinear time series analysis to evaluate the generated time series. A numerical measure of determinism and the Lyapunov exponent, a measure of trajectory instability, showed that the generated time series well reproduce the chaotic properties of the original time series. However, error distribution analyses showed that large errors appeared at a low but non-negligible rate. Such errors would not be expected if the distribution were assumed to be exponential.
SPREADSHEETS AS A MEANS OF MONITORING PUPIL ACTIVITY AND WORKING WITH GIFTED PUPIL

The article describes an experiment on the use of electronic spreadsheets to monitor the activity of pupils and work with gifted pupils in the Municipal institution “Mariupol secondary school of I-III levels №33 Mariupol city council of Donetsk oblast”, Ukraine, and in the Ranka Pamatskola, Latvija. The results of the participation of pupil of the Mariupol school in International, All-Ukrainian, city competitions and olympiads are given, the results of the participation of Ukrainian and Latvian pupil of the Latvian school in the All-Ukrainian online competitions of the Na Urok and Vseosvita projects are given. The expediency of submitting reports of schoolchildren’s participation in olimpiads and competitions in electronic spreadsheets is proven, examples of filling out electronic spreadsheets using colors are given.
Securing User Authentication with Server-Side Voice Verification

User authentication is critical to the security of any information system.The traditional text-based passwords and even biometric systems based on face and fingerprint validation suffer from various drawbacks.Voice-based authentication systems have emerged as an effective alternative method.Within the user authentication systems, the server-side voice authentication systems added advantages.The purpose of this paper is to present an innovative approach to the use of voice verification for user authentication.This paper describes a new framework for the implementation of server-side voice authentication, ensuring that only the users who are authenticated and validated can access the system.In addition to providing enhanced security and a more pleasant user experience, this technology has potential applications in a wide range of fields.