Reviewerly/exHarmony huggingface dataset:
Penentuan Kegiatan Ektrakulikuler Sesuai Bidang Olahraga Berdasarkan Minat dan Bakat Siswa Menggunakan Metode Profile Matching

In the world of education, educators should not only prioritize academic abilities but non-academic abilities must be considered so that students can recognize their potential since sitting in school. The existence of optimizing the potential of students, it will form a superior generation that can be globally competitive so as to produce better conditions for the life of a country. Many students have certain talents, but not all of them want to hone and know their talents. participating in extracurricular activities is one form of effort, which acts as an introduction and development of students' potential to support the future. By being directed according to their field of talent so that there are no more students who are wrong in determining extracurricular activities. the application of the Profile Matching Method to the Talent-Based Sport Extracurricular of Sunan giri Junior High School Students can optimize the potential development of each student with the right and optimal percentage value
A Study to Explore Environmental Education in the Curriculum Development in China

Environmental education is an emerging educational tool and method to address a wide range of educational issues.However, environmental education is not commonly used in Chinese education.Especially in curriculum development.Therefore, this study used four teacher interviews to explore the research on environmental education in curriculum development in China and to make valuable recommendations.According to our research findings, environmental education is mainly led by the Chinese government, rather than by schools and teachers.Recommendations emphasize the involvement of stakeholders in environmental education, including government, departments, schools, and teachers.
The effect of using make-a-match cooperative learning model on children's early numeracy skills

This study aims to determine the effect of using the make-a-match cooperative learning model on children's numeracy skills. This quasi-experimental research was conducted at Fadnur Aisyah Islamic Kindergarten, North Sumatra, Indonesia. Researchers took 30 students aged 5-6 years with a specific purpose as a sample. We were collecting data using observation sheets to assess children's numeracy skills. The research instruments include mentioning numbers, counting pictures, connecting with symbols, and adding simplicity. The data analysis technique used is the one-way ANOVA test. The results showed that the average numeracy ability of children using the make-a-match learning model was higher than the expository learning model. Therefore, the implications of the make-a-match cooperative learning model can support numeracy skills in early childhood
THE EFFECT OF MIND MAPPING TO STUDENTS’ ABILITY IN READING COMPREHENSION AT THE EIGHTH GRADE STUDENTS OF SMP SWASTA AL-MUKMIN

The students of the eighth grade at SMP Swasta Al-Mukmin had difficulty in understanding the text which caused them could not find the main essence of the text. Thus, this research was conducted to know the effect of mind mapping on students’ ability in reading comprehension. This research was conducted using a quantitative quasi experimental design. The sample was divided into two groups, namely experimental group and control group which consisted of 35 students for each. This research used pre-test and post-test in the form of reading comprehension test as the research instrument. The research result concluded that the students who were taught by mind mapping had a better reading comprehension. The data analysis showed the pre-test mean score of experimental group was 55.4 while the control group was 54.5 and the score was increased after applying mind mapping. The post-test mean score of experimental group was 77.7 and 69.5 for control group. The value of mean score of both groups was calculated using T-test. It was obtained the value of T-count was 3.96 while T-table was 1.66 under the degree of freedom 68 and the degree of significance 5%. Since T-count value was higher than T-table value, the hypotheses were proved. Therefore, it is stated that Ha (alternative hypothesis) was accepted and Ho (null hypothesis) was rejected. Based on this research result, it is suggested that the English teachers apply the mind mapping technique since this technique is one of many ways teachers can apply to enhance students reading comprehension of texts easily and efficiently.
OFF-BALANCE SHEET ACTIVITIES ON PERFORMANCE AND STABILITY OF COMMERCIAL BANKS: SYSTEMATIC LITERATURE REVIEW (SLR)

This paper investigates the nature of off-balance sheet activities and its role in performance and stability of commercial banks.Explain about depth of systematic literature review (SLR).We examined the trend of off-balance sheet activities with the help of contingent liabilities and total income of different ownership group of banks.It seems private banks are more effective than public sector banks in generating total income.Furthermore their treatment of off-balance sheet activities in terms of risk management seems sound as compared to public sector banks.The observations also indicate a positive relationship between contingent liabilities and the total income of different ownership groups of banks, as a research question seeking empirical evidence.This indicates an opportunity for banks to improve their overall profitability by engaging in different types of contingent liabilities.
CREATION OF AGE ESTIMATION SYSTEM

We are surrounded by different transmitting and processing information devices on a daily basis. Analysis of certain selected characteristics of each person allows humanity to achieve previously unthinkable technological development. In particular, the human face. We can predict a person’s age, determine his mood or identify someone in the crowd using modern algorithms. As a “window to the soul”, the human face provides important information related to its individual traits. With the help of this information, a person can determine such characteristics as ethnic origin, gender, age, and emotions, on the basis of which he is able to take appropriate action, which plays a significant role in non-verbal communication between people. Age estimation is useful in applications where you do not need to specifically identify a person, but we want to know (approximate) their age. With the help of the age approximation system, it is possible to ensure partial digitalization of security control and monitoring systems. With the help of a monitoring camera, the age estiomation system can identify minors and prevent them from entering places where they are not allowed; not to allow minors to buy tobacco products or alcohol from vending machines; to warn the elderly person of possible danger. Age assessment software can also be used in healthcare systems. The authors personally are interested in approximating human age based on images to personalize human-machine interaction. The paper has the description and the results of the creation of an age estimation system, the basis of which is a convolutional neural network. The user can connect with the system through a simple interface which allows you to upload the image for analysis or turn on the camera to get age estimates in real-time. The practical value of this work is the developed high-quality system which is ready for use and implementation in the relevant fields.
Strategi Pemasaran Melalui Aplikasi Motorku X pada Dealer Armada Tunas Jaya Motor Magelang dengan Pendekatan SWOT

The development of digital technology is increasing in today's modern era so that it has an impact on various aspects of life, especially in business. Armada Tunas Jaya Motor Magelang uses the Motorku X application as one of its marketing strategies. However, not all consumers use the Motorku X application so it is necessary to promote the Motorku X application to support their marketing strategy. The purpose of this research is to analyze the SWOT component of the Motorku X application to promote the application and to formulate alternative marketing strategies. This type of research is a qualitative descriptive study. Data analysis method in this research is SWOT analysis. The results of the SWOT matrix indicate that the alternative strategies that can be applied to the Armada Tunas Jaya Motor Magelang are the SO and WO strategies. The SO strategy is to increase the promotion of mobile marketing through personal selling and social media, to take advantage of the motorbike sales features available in the Motorku X application, to improve the quality of service both online and offline. The WO strategy is to require consumers to install the Motorku X application after purchasing a motorbike, increase promotion through sales promotion using the Motorku X application by providing discounts for purchasing special motorbikes at Tunas Jaya Motor Fleet and free service for a certain period of time, and providing attractive prizes or programs specifically for loyal consumers.
Pengaruh Iklan Ruangguru terhadap Minat Siswa SMAN Negeri 10 Makassar untuk Menggunakan Aplikasi Ruangguru

This study aims to determine the effect of Ruangguru advertisements on student interest in SMA Negeri 10 Makassar touse the Ruangguru application. The type of research used is Quantitative Research with respondents taken from students(i) SMA Negeri 10 Makassar class XI and XII with 147 respondents obtained in the study more than the number ofsamples needed by researchers as many as 100 respondents from 685 populations. Data were obtained through questionnairesdistributed by researchers by processing data using simple linear regression analysis with the help of the SPSS ver 24program. The results showed that the teacher's room advertisement influenced the interest of the students of SMA Negeri10 Makassar by 0.542 or 54.2% as seen from the Adjusted R Square value while the remaining 45.8% was influenced byother factors. The resulting significant value (Sig.) is 0.000 while the probability value or number is 10% or 0.01, so asignificant value (Sig.) 0.000 &lt; 0.01 means H0 is rejected and H1 is accepted so that it can be said that the relationshipbetween the independent variables (X ) Ruangguru advertisement with the dependent variable (Y) of student interest isconsidered significant.
Analisis Kepuasan Sistem Informasi Desa Sidomoro di Kabupaten Kebumen Menggunakan Metode End User Computing Satisfaction

Currently, technology has become a fast and easy access to information data. Technology contributes to the arrangement of management systems and processes in both government and private institutions. Utilization of Information Technology (IT) is mandatory in today's modern era. One of the applications of IT in village life is the use of the Village Information System (SID). SID provides benefits to the community in terms of information related to the village, namely in terms of the shape of the area, population, tourist attractions and correspondence services. Preliminary observations of the study indicate that the use of SID in Sidomoro Village still has performance deficiencies, namely service constraints, the lack of functioning of several features in Sidomoro SID, system loading problems and system accuracy from Sidomoro SID. This constraint affects user service satisfaction in Sidomoro village. This study requires testing the number of respondents from the village apparatus and the Sidomoro village community. The user satisfaction test model in this study was successful in analyzing the EUCS model. The results of the question analysis show that this research has a valid and reliable value. The satisfaction value of using the SIDOMORO village SID is 64.79. The value above 65% means that the Sidomoro people are satisfied with using SID in 2020-2021. The recommendation of this research is that the Sidomoro Village SID requires improvements to the loading section and system accuracy through periodic planning to achieve a very satisfactory level.
ANALISIS DAN PERANCANGAN SISTEM INFORMASI PENERIMAAN BEASISWA DENGAN METODE SAW PADA UNIVERSITAS MUHAMMADIYAH JAMBI

Scholarships are grants in the form of financial assistance given to individuals, students or students for the continuation of education. In accordance with the program guidelines issued by the Directorate General of Higher Education, it must follow the 3T principles, namely Right Target, Right Amount and Timely. Jambi Muhamamdiyah University is one of the private universities that received a quota for the scholarship, because of the large number of scholarship recipients, the university must be selective in determining who is eligible to get the scholarship. One of the methods of information technology that can support decision-making in an organization or company is the Simple Additive Weighting (SAW) method so that it can facilitate the process of managing, sorting, comparing and selecting scholarship recipients, so as to increase the efficiency and effectiveness of the work of the actors. business. The purpose of this research is to analyze and design a prototype of the Scholarship Acceptance Decision Support System with the SAW (Simple Additive Weighting) Method at the University of Muhammadiyah Jambi so as to increase the effectiveness and efficiency in receiving scholarships and to assist in providing alternative decisions in the selection of scholarship recipients. This design was made using the visual paradigm and using object-based modeling techniques to describe the analysis and design of the system, namely in the form of use case diagrams, class diagrams, and activity diagrams. This research resulted in a prototype design of the analysis system and the design of a Scholarship Acceptance Decision Support System using the SAW (Simple Additive Weighting) method at the University of Muhammadiyah Jambi. On this basis, an integrated system is needed, it is hoped that the system can be implemented directly to increase the effectiveness and efficiency of the implementation of scholarship acceptance at the University of Muhammadiyah Jambi
Pemulihan Citra Berbasis Metode Markov Random Field

Image processing and computer vision today are faced with increasing big data applications. Excessive collection of Image data sometimes can have bad quality due to errors at the time of acquisition or at the time of transmission, so for that problem the method is needed to perform image restoration. Image restoration is a process to make improvements to the image with the aim of obtaining a clean image from noise like the original image. Among the methods that can be used in image restoration, Markov Random Field (MRF) based on a probabilistic representation of image processing problems, namely maximizing the probability size calculated starting from the input data for all candidate solutions can provide a faster sub-optimal solution for image restoration. Based on the implementation this experiment conducted with the noisy test image, the MRF method was capable to improve the noisy image up to 96.75 percent close to the original image without noise
Is purchasing powerparity hypothesis valid in ghana? an empirical assessment

The paper examines the theory of Purchasing Power Parity (PPP) hypothesis to determine whether the hypothesis is valid for Ghana for the period 1960 to 2013, by employing the Augmented Dickey-Fuller (ADF) test and the Kwiatkwski, Phillips, Schmidt and Shin (KPSS) test on a single time series data to test the unit root properties of the real exchange rate (Official exchange rate).It is found that the real exchangerate hasa unit root or are non-stationary in levels. The findings suggest that the purchasing power parity hypothesis is not valid for the period under discussion.
GDPx: An Application Independent Pruning Technique to Reduce Computation Cost of Max-Product Belief Propagation Algorithm

The Max-Product belief propagation algorithm has been widely used to process constraints associated with optimization problems in a broad range of application domains such as information theory, multi-agent systems, image processing, etc. The constraint optimization of a given problem is typically accomplished by performing inference with the use of a message passing process. During the process, the Max-Product algorithm performs repetitive maximization operation, which has been considered as one of the main reasons the algorithm can be computationally expensive. In more detail, scalability becomes a challenge when Max-Product has to deal with constraint functions with high arity and/or variables with a large domain size. In either case, the ensuing exponential growth of search space can make the maximization operator of the algorithm computationally infeasible in practice. In effect, it is frequently observed that the output of an algorithm becomes obsolete or unusable as the optimization process takes too long. Speciﬁcally, the issue of an algorithm taking too long to complete its internal inference process becomes more severe and prevalent as the size of the problem increases. As a result, the practical scalability of such algorithms is constrained. However, it is challenging to maintain the solution quality while reducing the computation cost of the algorithm. This is important because success in doing so will eventually reduce the algorithm’s overall completion time without compromising on the quality of its solution. To address this issue, we develop a generic pruning technique that enables the maximization operator of the Max-Product algorithm to operate on a signiﬁcantly reduced search space of at least around 85% or more (i.e. empirical observation). Additionally, we demonstrate theoretically that the pruned search space obtained through our approach has no negative impact on the algorithm’s outcome. Finally, further empirical evidence notably suggests that our proposed approach brings down 50% to around 99% of the time required to complete a single maximization operation. DUJASE Vol. 7(1) 45-57, 2022 (January)
Application of computer Computer music software platformin music teaching in Colleges and Universities

Computer Computer music software platformis widely used in college teaching, especially in music teaching. Computer Computer music software platformexpands the connectivity between music teaching and hardware equipment, and realizes various functions such as data exchange and intelligent monitoring. At the same time, Computer music software platformalso uses digital information to effectively solve the distortion caused by the processing and transmission of music teaching data. At the same time, Computer music software platformis organized with information as hypermedia structure, which can easily realize human-computer interaction and customize according to the needs of users. This paper mainly analyzes the practical role of Computer music software platformin music teaching, further studies the problems existing in computer Computer music software platformin teaching, and puts forward some suggestions to promote the sustainable development of Computer music software platformin music teaching in Colleges and universities <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">[1]</sup> .
The Type of Patriotic Behavior of Teachers as an Indicator of their Readiness for Patriotic Education Activities

Today the topic of the formation of patriotism among the younger generation is one of the most acute. It is considered as a priority task of the State. The quality of the formation of patriotic feelings and moods of teenagers in an educational organization depends on the values and motives of teachers. Directly affecting the interests and tasks of the cadet military corps, pedagogical activities for patriotic education of cadets may be subject to evaluation. The manifestation of patriotism in the activity of a teacher is only its external observable side, the understanding of the inner content of which is possible only with deep study. Modern studies of the problem of patriotism have identified and characterized ideological, problematic and conformal types of patriotic behavior. The diagnostic study conducted by the cadet military corps made it possible to determine the types of patriotic behavior in the teaching staff. The relationship of the results obtained with the socio-biographical characteristics of the respondents has also been analyzed. Each type of patriotic behavior has characteristic features, strengths and weaknesses. Their accounting made it possible to methodically competently and most effectively organize support for the activities of teachers on patriotic education of cadets.
Development of computer games using artificial game intelligence technologies

The article is devoted to the topical issue of finding new effective methods and improving existing common ways of developing computer games using artificial intelligence technologies. The main focus is on finding and improving the efficiency of tools for building computer games through the introduction of modern technologies. The article presents the following statement of the problem: the use of modern research in the field of artificial intelligence — one of the surest ways to solve complex problems in the gaming industry. It is known that the requirements of modern gamers for computer games are quite small, so developers need to focus on such innovations that can ensure the introduction of new gaming artificial intelligence technologies. To do this, it is necessary to analyze ways to build the game, to develop algorithms for assessing the current level of skills of the player to offer him during the game situations that give more interest to the gameplay. Solving the problem allows you to reduce computational complexity and improve the quality of decisions made in real time. To solve this problem, the article describes: methods of using gaming artificial intelligence technologies, considers the logic of this game by different methods, reveals whether gaming artificial intelligence is a subsector of a large field of artificial intelligence, describes machine learning methods and explains why machine learning is not always appropriate. used in game development, describes the main directions of development of artificial intelligence in the further development of computer games, as well as the principle of building games using the algorithm for assessing the skills of the player and the game engine Unity.
Acoustical Analysis of the Chinese Transverse Flute (dizi) using the Transfer Matrix Method

The dizi is a flute-like traditional Chinese wind instrument with a cylindrical bore and a series of holes opening along its length. In addition to the common embouchure hole and six finger holes, there is a membrane hole located between the embouchure hole and the uppermost finger hole, and four extra toneholes placed near the bottom of the bore, which are always open to the air. In this paper, the transfer matrix method (TMM), as well as the transfer matrix method with external interactions (TMMI), are used to study the acoustic characteristics of the dizi. The TMM and TMMI models are validated by comparing the simulated input impedance of the dizi with measurements, both with and without a membrane. The TMM is used to generate the distribution map of normalized acoustic pressure and velocity along the main bore as a function of frequency for different fingerings. Different acoustic characteristics are discussed through the analysis of the pressure and flow maps. It is found that the four extra end holes compose a second tonehole lattice, which is independent of the one formed by the finger holes.