Reviewerly/exHarmony huggingface dataset:
LAYANAN INFORMASI BIMBINGAN KONSELING MEMUDAHKAN SISWA/I MEMILIH PERGURUAN TINGGI DAN PROGRAM STUDI SESUAI MINAT DAN KEMAMPUAN PADA SISWA/I KELAS XII IPA3 SMAN 1 PULAU PUNJUNG KABUPATEN DHARMASRAYA

Action Research This service leads more to career guidance and counseling, aimed at facilitating the development, exploration, aspiration and career decision making throughout the life span of students / counseling. The research subjects were students of class XII IPA 3 at SMAN 1 Pulau Punjung using an open questionnaire in which respondents gave freedom in giving choice answers according to knowledge. In the first cycle of counseling information services carried out 3 students the same or 15% of 20 students / i the condition is quite good level (11-15), and 14 students or 70% of 20 students / i are in poor condition (> 10), 3 students or 15% of 20 students / conditions are in a good level (16-20). In the second cycle, the results of 16 people were drawn or 80% of the 20 students were at a level capable of making decisions to choose universities and study programs in accordance with their interests and abilities with good quality. In the second cycle of the results of the observation the average value of students achieve good quality. In the second cycle the results of reflection III showed a success rate of 18 people or 90% of the 20 students / conditions were at a level capable of making decisions to choose colleges and study programs according to their interests and abilities with good quality (16-20), and 2 people or 10 % of 20 students / i, are very capable of making decisions to choose universities and study programs with good quality. Keywords : Election decision making, universities and study programs, information services
IMPROVING STUDENTS’ READING COMPREHENSION OF NARRATIVE TEXTS THROUGH JIGSAW COOPERATIVE LEARNING

This study investigated the implementation of Jigsaw Cooperative Learning (JCL) in teaching reading comprehension in one of Junior High Schools in Serang Regency, Banten Province. It seeks to see how the JCL is implemented in the classroom, whether JCL can enhance students’ comprehension and whether the impact is positive or negative in students’ opinion. It employed classroom action research (CAR) with two cycles of actions, involving 31 students. To collect data, observation, tests and questionnaire were done. The implementation shows that, like other cooperative learning models, JCL requires students work in groups twice, in jigsaw and experts groups and require teachers do more preparation. The results of tests indicate that JCL improved students’ comprehension. There was gain of the mean, the highest score and the lowest one. In addition, the data from questionnaire show that in the students’ opinion, JCL impact on their literal comprehension is better than that on their inferential and evaluative comprehension meaning that the students are more aware of the impact on their literal comprehension than that on inferential and evaluative levels. It is suggested that similar study should include more items on every levels of comprehension, involve more students with various ages, be conducted in more cycles and use interview to collect data.
Humane Anthropomorphic Agents: The Quest for the Outcome Measure ; Position Paper

Artificial intelligence has become an integral part of our daily lives. Today, we engage with intelligent agents at home, on the street, and at work. Rapid advances in technological capabilities make such intelligent agents increasingly human-like. Anthropomorphic agents are characterized by a high degree of socialness, intelligence, and efficiency. They afford many opportunities (e.g., convenience, availability, automation) yet also bring along potential negative impacts on human users, such as uninformed decision making, loss of control, or lack of transparency. Thus, anthropomorphic agents mark a new quality of human-computer interaction that should consider values and ethics in their design process and outcome. However, typical outcomes to measure the quality of an intelligent agent from a user-centric perspective are limited to accessibility, usability, or user experience. In this position paper, we argue that in the design of anthropomorphic agents, we need to go beyond established HCI measures in order to emphasize ethics and values in the digital age. Thus, we propose a new outcome measure called “humaneness” as a foundation for understanding and designing humane anthropomorphic agents.
Linking Content Education sebagai Navigasi pada On Line Learning System

The concept of on line learning system was introduced in early 2000. The development of on-line learning systems such as e-learning, blended learning, and the Massive Online Course were driven by the development of computer technology. In designing on line learning when viewed from its development in harmony with the stages of how the learning process occurs. In conventional learning systems success in the learning process is influenced by student motivation and teaching methods on the material. Teachers will try to convey the material well, so students can find out the order of material that must be learned and understand every material given. In addition, the amount of material burden delivered by the instructor must conform to the students' abilities so that the material can be absorbed. Based on the description above, the on-line learning system must be able to accommodate these two things and be supported by advances in computer technology that facilitate online-based learning. In the latest research on the On line learning system facilitated the ability to provide instructions / guides in the form of links or links between material one with the next material or other related material. which is given. The link in this paper is called Linking Content Education (LCE). In this paper we will discuss some related research regarding links as navigation in the learning process.
Comparison of execution times of Kaedah A for different movement trajectories using Virtual Sensei Lite

The main objective of this study is to compare the execution times produced by fending off techniques of Seni Silat Cekak Malaysia (SSCM), Kaedah A for different movement trajectories. Three kind of movement trajectories for Kaedah A were carried out which were Trajectory A (normal path), Trajectory B (curve path) and Trajectory C (starting by pulling the hand to the back and continue as Trajectory A). The experiments were conducted using motion capture system where the movement position of the left hand during the execution of Kaedah A were recorded by Kinect sensor, prior to storing and processing via Virtual Sensei (VS) Lite software. A total of four (4) experienced practitioners from SSCM with their consent were selected to perform Kaedah A techniques. The data acquired were further analyzed to determine their kinematic characteristics. Results showed that the execution of Kaedah A using Trajectory A produced the shortest time and highest velocity with average of 0.071±0.007s and 6.438±0.863ms-1 respectively, compared to Trajectory B (0.087±0.011s, 5.230±0.578 ms-1) and Trajectory C (0.149±0.015s, 2.903±0.273ms-1). Therefore, Trajectory A is considered to be more efficient than Trajectory B and Trajectory C in terms of execution times and maximum velocity produced by Kaedah A.
A Study on the Measuring Analysis of "되다"([doetta], to become)’ in Korean Written Corpus −Focused on the literary texts in the books−

The purpose of this study is to examine the usage of "되다[doetta]" in a Korean written corpus. This study differs from previous studies. While various studies have been conducted on "되다[doetta]" so far, but no studies have analyzed a corpus. This study is composed of four sections. The first section presents the purpose of the study. The second section focuses on the previous studies of "되다[doetta]" and analysis data. The third section presents the characteristics of a written corpus including "되다[doetta]". This study focuses on the three types of "되다[doetta]" expressions. In the last section, a brief summary of this study is provided. The study determined the type and frequency of the "되다[doetta]" expression. This study found that the type-specific features of the "되다[doetta]" expression are diverse in the Korean written corpus. This study found that the characteristics by types of "되다[doetta]" expression is diverse in Korean written corpus. This study is will help to better understand Korean natural language.
Implementation Space Of Educational Opportunities Of Art In Russian Pedagogy And Psychology

The paper discusses the results of content analysis of dissertation research topics of Russian scholars dedicated to various aspects of implementing educational effect of art onto a person in contemporary educational practice. It has been established that there is still high and growing interest in the psychological and pedagogical community to the problem of effect of arts on a person; the coverage of artistic influence over different categories of population is increasing. For example, analysis of targeted use of arts in the contemporary Russian educational practice by content analysis of thesis research topics allowed establishing over 20 different strategic directions in implementing educational and developing opportunities provided by arts in education. This includes not only actualization of art in various types of educational work, but also development of cognitive processes, abilities, formation of personality orientation and specific qualities. It has been also revealed that more than ten popular art forms are employed as means of education in the pedagogical theory and practice, while the most current in the educational practice of educational institutions is the group of temporal arts. The least common in the educational practice are the spatial-temporal arts. Inthe system of artistic education that had been formed in our country, the educational potential of art is constantly in demand and is actualized in work with different age groups, thus creating a wide range of opportunities for actualization of all the contemporary art forms and a significant spectrum of vector direction in their educational effects.
FAKTOR YANG MEMPENGARUHI KEPUASAN MAHASISWA TERHADAP KUALITAS LAYANAN PERPUSTAKAAN

This research aims to investigate the factors that influence the level of student satisfaction with campus library services in the Informatics Management study program and the most dominant factor in influencing student satisfaction with campus library services in the informatics Management study program. This research uses a quantitative approach, with a type of exploratory research. For this research population, all students are Informatics Management study programs, while the sampling method is random sampling. The results of this research are: the factor of service quality of library employees in the Informatic Management study program is good, the facility factor in the library of the Information Management study program is good, but there is a need to label information on a more detailed bookshelf. The most dominant factor in influencing student satisfaction with the quality of library services in the Informatics Management study program is the library employee services.
Bone Marrow-Derived Mesenchymal Stem Cell (BM-MSC) Sebagai Sumber Alternatif Sel Blastema Terhadap Regenerasi Anggota Tubuh

Limb regeneration is initiated by blastema cells (BC) and related genes that are only present in mammals confined to the distal fingertips of the phalangeal terminals and neonates. If amputated to proximal phalangeal, regeneration will fail due to lack of blastema cells (BC) in adults and difficulty in isolating and using blastema cells (BC) from neonates. BM-MSC has succeeded in increasing its ability to regenerate various wound tissue and its healing properties, because of this BM-MSC is used as an alternative cell source that produces blastema cells (BC). The original blastema cells (BC) that isolated from neontus and blastema cells (BC) in BM-MSC were compared to the ability of colony formation, cell proliferation, alkaline phosphatase activity (ALP), calcium supply, and osteogenic gene expression. The ability to form colonies was significantly higher in BM-MSC compared to original BC (P <0.05). Alizarin red stain (ARS), calcium and ALP tests show higher levels of mineral deposition in BM-MSCs. The qRT-PCR analysis revealed cells from both sources were ready to differentiate into mesodermal lineages. The rate of expression of osteblastic markers shows the capasity of bone differences is higher at BM-MSC at all time points.
EFEKTIVITAS COGNITIVE READING STRATEGIES PADA PENINGKATAN PRESTASI AKADEMIK MAHASISWA

This study aims to test the effect of cognitive reading strategies to enhance undergraduate students academic achievement. This study used quasi-experimental alternative-treatment design with pretest. There are 63 undergraduate students in psychology class as a subject. The research data obtained from reading comprehension achievement tests and prior knowledge test as co-variable. The reading comprehension achievement tests and prior knowledge test score compare before and after learning process and tested using Ancoca. The results showed that the cognitive reading strategies was significantly improve undergraduate students academic achievement of the experimental group than the control group. For the cognitive reading strategies feasible for implementation.
LANGUAGE AND PERSPECTIVES OF MADURA TOURISM PROMOTION

Madura has various tourism destinations, ranging from tourism of natural wonders, culinary destinations, religious tourisms, arts, culture, and others. This study is intended to discuss the perspective of Madura tourism online promotion and the language used in each perspective to find the common pattern of the tourism online promotion. They are mostly presented in authenticity, strangerhood, and play perspectives, in positive ways although some are presented in negative message. The lexical aspects used are positive adjectives and superlatives to convey a very positive image of Madura tourism attractions or destinations.
TIME SERIES ANALYSIS FOR FORESCASTING THE NUMBER OF TUBERCULOSIS IN KENDARI CITY 2018-2023

Tuberculosis is a contagious disease that is still a problem in the world today, not only in developing countries but also in developed countries. That is what happened in Kendari City in 2012 - 2017. Efforts made to prevent the increasing number of tuberculosis in the future is to make predictions. This study aims to study time series analysis in predicting the incidence of tuberculosis based on sex and working area of ​​health centers in Kendari City in 2018-2022. This type of research is quantitative descriptive using the series analysis. Sources of research data obtained from the Kendari City Health Agency in Southeast Sulawesi Province consisted of data on pulmonary TB cases in which sex and working area of ​​Puskesmas in 2012 - 2017 in Kendari City would be processed and analyzed by time series using the trend method into 3 linear trend models, quadratic trends and exponential trends. The results showed the best model for prediction of pulmonary TB cases in Kendari City was the quadratic model. Based on the number of cases predicted to increase in the period 2018 to 2022, with an average decline with an average decrease of 79 cases in men and 286 cases in women. Pulmonary TB cases based on puskesmas area are predicted to increase in 2018 until 2022 with the highest average increase in Kemaraya puskesmas area. While the average decline in cases is highest in the Mata Puskesmas area. It is expected to be able to be information for policy makers, so that prevention and early promotion efforts can be made for the community.
A Deconstructive Analysis on the Concept of “Education” and “Value of Education” in Hong-Woo Lee s “Theory of School Subjects Education”

학교에서 어떠한 교과를 다룰 것인가는 “교육학”의 커리큘럼 분야에서 오랜 관심사였다. 이홍우는 커리큘럼 분야에서 “교과교육”에 대한 논의를 중심으로 “교육목표”, “교육내용”, “교육방법”, “교육평가”와 관련하여 “교육의 내재적 가치”를 주장하였다. 본 연구는 우리나라 “교육학계”의 “교육의 가치”에 대한 담론들 중, 이홍우의 “교과교육론”을 전형적인 예로 간주하고, 메타가치론적으로 가치진술을 선별하여 “교육”과 “교육의 가치”에 개념에 대한 분석을 실시하였다. “교과교육론”에 진술된 “교육”의 개념은, 다양한 학문의 관점에서 다양하게 정의될 수 있는 “교육”, 학교에서 교과를 교사가 가르치고 학생이 배우는 “교육”, 학문으로서 “교육”, 심성함양을 가져오는 “교육”으로 분석되었으며, “교육의 가치” 개념은, 학교제도의 가치, 교과의 가치, 학문의 가치, 도덕의 가치, 심성함양 수단의 가치로 분석되었다. 이상의 분석 결과 “교과교육론”에 사용된 “교육”과 “교육의 가치” 개념의 문제로 인하여 교육의 발전을 위한 교육평가와 교육의 내재적 가치라는 논의에 혼란을 가중시키고 있었다. 본 연구는 참칭된 용어들을 맥락에 맞게 개칭하여 문제의 실체를 드러내고 논의에 참여하는 당사자들의 원활한 의사소통에 기여하고자 하였다. 앞으로 본 연구에서 수행한 해체를 바탕으로 교육의 가치에 대한 담론을 재건하기 위해서는 교육적 가치론에 대한 연구와 가치교육에 대한 연구가 필요할 것으로 판단되었다.What subjects are covered in schools has long been a concern in the curriculum field of “educational research”. Hong-Woo Lee insisted on the “intrinsic value of education” concerning “education objectives”, “education contents”, “education methods”, and “education evaluation” centered on the discussion of “school subject education” in the curriculum field. This study is based on the assumption that Hong-Woo Lee s “theory of school subjects education” is a typical example of the discourses on the “value of education” conducted in Korea “academic world of educational research”. And the value statements presented in the discussion were selected modified metaethics to analyze the concepts of “education” and “value of education”. As a result of examining the concept of “education” stated in the “theory of school subjects education”, it was found that “education” defined in various terms from a variety of disciplines, “education” defined as taught by teachers and learned by students in school, “education” defined as Wissenschaft, and “education” for cultivating the mind. As a result of examining the concept of the “value of education” stated in the “theory of school subjects education”, it was found that the value of the school system, school subject value, academic value, moral value, and value as a means of cultivating the mind. As a result of the above analysis, the concept of “education” and “value of education” used in the “theory of school subjects education” have confused the discussion of education evaluation and the intrinsic value of education for the development of education. The purpose of this study was to deconstruct the termed “value of education” to reveal the substance of the problem and to contribute to the better communication of the participants in the discussion. To reconstruct the discourse on the value of education based on the deconstruction conducted in this study, it was judged that research on educational value theory and research on value education would be necessary.
Sistem Informasi Geografis Kondisi Jalan di Kabupaten Sumedang Berbasis Android

Geographical Information System is an information system that has the ability to handle spatial data, including road conditions. Road data management has only been done conventionally. The platform used in building this geographic information system is based on Android. Android is chosen because Android is an open source that is easy to develop and the development of Android smartphones is already on the market today. The methodology used for this study is based on a prototype model. because this methodology uses modeling that is expected to facilitate the author in understanding the needs of users or users. The results of this study will present a geographic information system of road conditions in Sumedang Regency based on Android which was built using basic4android software combined with Jdk and SDK. The conclusion obtained is that this geographic information system can help the community service and water resources in managing road data and help the community to know the road conditions
USING THE GAME MODEL OF GAMEPLAY IN THE SOCIO-CULTURAL ACTIVITY OF LIBRARIES

The purpose of the article is to study the functions, the main forms, the characteristic features of gamification technology, which motivates to participate in the game, transforms boring learning or routine activities into attractive, interesting and cognitive; prospects of the use of game mechanics of gaming in the socio-cultural activities of libraries.In his work the author used methods of analysis, description, generalization, systematization and other methods of scientific research.The article names the range of Ukrainian and foreign researchers applying game technologies, analyzes the basic aspects of methodology, strategy, and motivation for the process of gaming.As a result of the analysis of sources, gameplay in the library is proposed to be considered as the use of gaming practices, techniques, computer and desktop games with an educational purpose, goals and objectives.Based on the practical experience of the scientific library KNUCA described the use of game gaming models during the conduct of Information games on informational literacy, which provided for the conduct of intellectual quizzes, game and practical tasks in the subject of library departments.The development of the script and the tasks of the Information games took into account the main aspects of gameplay: dynamics, mechanics, aesthetics, social interaction.As a result of studying library experience and specifics of the interactive platform Kahoot for the creation of quizzes, proposed the prospects of application gamification in the socio-cultural activities of libraries.According to the researcher, the main advantages of using gaming in the activities of libraries are: creativity and non-standard activities, establishing new forms of communication with users; forming a circle of “friends of the library”.
MediaEval 2019: Concealed FGSM Perturbations for Privacy Preservation

This work tackles the Pixel Privacy task put forth by MediaEval 2019. Our goal is to decrease the accuracy of a classification algorithm while preserving the original image quality. We use the fast gradient sign method, which normally has a corrupting influence on image appeal, and devise two methods to minimize the damage. The first approach uses a map that is a combination of salient and flat areas. Perturbations are more noticeable in these locations, and so are directed away from them. The second approach adds the gradient of an aesthetic algorithm to the gradient of the attacking algorithm to guide the perturbations towards a direction that preserves appeal. We make our code available at: https://git.io/JesXr
Digital research in Germany

This article is devoted to systemizing the stages of online research development in Germany, based on analyzing the reports of the main German-language conference on online research (General online Research Conference). The article focuses on the thematic and methodical evolution of online research since 1995 till the present day, emphasizing the most popular methods and areas of science where using this type of research is widespread. The author describes the history of online research and identifies four stages of online research development in Germany: online research as a method (Stage 1); atomization of subject areas (Stage 2); technological development and methodological improvement (Stage 3); distribution of Big Data (Stage 4). The stages are arranged by year, with systemization based on the thematic and methodical orientation during a particular period. The author analyzes the features of each of the stages in terms of technological innovation. The transformation of traditional offline methods in web space is also considered in the article. Particular attention is paid to the fact that both Russian and German languages have no single conceptual apparatus, and use a very broad list of terms in their specialized literature. This was the motivation behind compiling a terminological thesaurus within this work.