Reviewerly/exHarmony huggingface dataset:
Android-Based Social Science Educational Game Media in Elementary Schools: The Effect of Media on Student Learning Outcomes

This study aims to examine the differences in student learning outcomes between classes that use educational games and those that do not use games in social studies lessons. The subjects in this study were 103 fifth grade elementary school students in Magelang Regency. The data in this study is quantitative data. The instrument used to collect quantitative data is a learning outcome test consisting of 45 questions in the form of a multiple choice test. The results of the study, based on the results of statistical tests with the help of the SPSS 22 program, obtained a significance level of 0.000 less than 0.05 (0.000 &lt; 0.05) or tcount &gt; ttable for the acquisition of learning outcomes, namely 6.025 &gt; 1.678. This shows that the value of Ho is rejected and Ha is accepted or that there is a significant difference between the learning outcomes of the experimental class and the control class. As well as, The post-test average score of experimental class students' learning outcomes was higher with a score of 83.96 compared to the control class with a score of 76.48. Thus, learning with the help of Android-based educational game media is more effective than classes that do not use Android-based educational game media.
Redesigning a Foreign Language Learning Task Using Mobile Devices: A Comparative Analysis between the Digital and Paper-Based Outcomes

The introduction of mobile devices such as smartphones provides new opportunities to enhance the teaching–learning process of a foreign language. However, its use can affect not only the students’ type and form of writing but also their ability to achieve the academic competencies targeted. Thus, aspects such as the development of linguistic and communicative competencies could be affected. In this paper, a comparative analysis of two different versions (a paper and a digital version) of the same learning task is carried out in order to analyze the impact of each on the development of students’ linguistic and communicative competencies. The study is conducted with undergraduate students enrolled in a course called German II. Modern Language I (level A1.2, Common European Framework of Reference for Languages). The results obtained illustrate, on the one hand, the advantages of the paper version for developing students’ linguistic competence and, on the other hand, that the digital version, despite facilitating students’ interaction amongst each other, does not seem to be more suitable for developing students’ communicative competence. Future studies will, therefore, focus on identifying those features that might increase the potential of the digital version for fostering the targeted competencies.
The Effectiveness of Contextual Teaching and Learning Approach in Enhancing Indonesian EFL Secondary Learners’ Narrative Writing Skill

This study investigates the effectiveness of the Contextual Teaching and Learning (CTL) approach in enhancing Indonesian EFL secondary learners’ narrative writing skills and the perception of Indonesian EFL secondary schools toward applying the CTL approach. This study employed a quasi-experimental design with fifty-two eleventh-grade students as participants. The participants were divided into two groups; An experimental group received the CTL approach, and a control group received the conventional way. This study utilized a pre-posttest and perceptional questionnaire. Nonparametric tests (i.e., Mann-Whitney U test and Wilcoxon test) were run to analyze the data in this study. The Man-Whitney U test indicated a significant difference between the mean score for the experimental group with the CTL approach and the control group without the CTL approach (9.86 &gt; 10.12). Meanwhile, the Wilcoxon test illustrated that the leading score of the pre-test (10.14) and the post-test (16.05) in the experimental group differ significantly. Implementation of the CTL approach through its components positively contributes to teaching narrative writing skills. Meanwhile, the perceptional questionnaires showed that the students' experiment group perceived the implementation of the CTL Approach positively. This study results render teachers’ insight into a practical approach to teaching writing to be able to teach narrative writing.
A Sample Size Extractor for RCT Reports

Sample size is an important indicator of the power of randomized controlled trials (RCTs). In this paper, we designed a total sample size extractor using a combination of syntactic and machine learning methods, and evaluated it on 300 Covid-19 abstracts (Covid-Set) and 100 generic RCT abstracts (General-Set). To improve the performance, we applied transfer learning from a large public corpus of annotated abstracts. We achieved an average F1 score of 0.73 on the Covid-Set testing set, and 0.60 on the General-Set using exact matches. The F1 scores for loose matches on both datasets were over 0.74. Compared with the state-of-the-art tool, our extractor reports total sample sizes directly and improved F1 scores by at least 4% without transfer learning. We demonstrated that transfer learning improved the sample size extraction accuracy and minimized human labor on annotations.
Digital Transformation Journey for Incumbent Banks: The Case Study of Greece

Banking institutions&amp;rsquo; digital transformation framework has a phased journey, whose pace may position the institution for success of failure. The paper is providing a structure of progress for assessment on that journey, building on a study of the Greek banking institutions. The main tools employed were empirical case study examination of a representative bank, relevant scholar and professional literature review and market observations. The Greek banking system, having to weather multiple external pressure factors, is pushing through into the digital journey. The paper examines and assesses progress achieved by identifying areas of success and others where steam has been lost. Further research will deepen the knowledge around digital transformation banking transition, also providing opportunity for cross-examination with grey literature and practitioners. On practical implications, the findings could be used by banks&amp;rsquo; leadership to identify the position they are in the digital transformation journey and the way forward. To our knowledge, it is the first study that builds such an overview for the Greek financial incumbents, with potential management concerns identified.
Assessment of Strains Produced by Thermal Expansion in Printed Circuit Boards

The paper proposed an alternative optical metrology to classical methods (strain gauge measurements and numerical simulation) for strain determination on printed circuit board (PCBs) due to thermal loads. The digital image correlation (DIC) technique was employed to record the strain distribution in some particular areas of the PCB. A thermal load was applied using a heating chamber, and the measurements were performed at four different temperature steps (25 °C, 50 °C, 85 °C and 120 °C). An increase in the principal strains with temperature was observed. For validation, the principal strains on the PCB obtained with DIC were compared with the values from gauge strain measurements and numerical simulation. The conclusions highlighted that DIC represents a technique with potential for strain measurement caused by thermal deformation, with the advantages of full field measurement, less preparation of the surface and good accuracy.
Analisa Usability Menggunakan Metode Heuristic Evaluation dan End User Computing Satisfaction pada Website Infobengkel

Infobengkel website is a website that provides information about available workshops in a certain area. With this, users can find information about the workshop they want easily and quickly. in this study to analyze the usability of the infobengkel website assisted by the Heuristic Evaluation method and End User Computing Satisfaction. both methods are used to analyze the usability of the website and measure the level of user satisfaction of the website. from the results of the study it was stated that the website of workshop information was satisfied by the users. where the End User Computing Satisfaction method gets a value of 7.326 or 73.26% while for the Heuristic Evaluation method it gets a value of 7.204 or 72.04%. After doing the analysis, we get several recommendations for improvement that need to be considered in the website, such as the Format variable in the End User Computing Satisfaction method and the Aesthetic and Minimalist Design variable and Help and Documentation in the Heuristic Evaluation method.
Research On Future Lawyers’ Demand To Build An Individual Learning Trajectory

The relevance of the research is caused by the development of one of the trends of the modern system of higher professional education -focus on the implementation of individual approaches through the construction of students' learning trajectories.The digitalization of higher education provides training using an individual learning trajectory, which becomes one of the most important markers of students' conscious choice and interest in their future occupational activities.An individual learning path is required to meet students' occupational and personality demands and ambitions more completely.It allows the future professionals to acquire not only professional knowledge, skills and abilities but also such qualities as mobility, flexibility, communication, and independence, the ability to take the initiative, make choices and be responsible for them.This condition requires conventional approaches in professional training to transit to the conditions of individualization of learning.The main focus of the study is to investigate the requirements of future lawyers in building an individual learning trajectory.The survey method is used in the study.The questionnaire conveys the questions to point out the importance and opportunities to build an individual learning trajectory within the implemented curriculum.The study identifies the demand of future lawyers in choosing an individual learning trajectory, as well as their preferences for additional resources to master the competence for future occupational activity.
“Slurp” Revisited: Using ‘system re-presencing’ to look back on, encounter, and design with the history of spatial interactivity and locative media

Hand-based gestural interaction in augmented reality (AR) is an increasingly popular mechanism for spatial interactions. However, it presents many challenges. For example, most hand gesture interactions work well for interactions with virtual content and interfaces, but seldom work with physical devices and users’ environment. To explore this, and rather than inventing new paradigms for AR interactions, this paper revisits Zigelbaum, Kumpf, Vazquez, and Ishii’s 2008 project ‘Slurp’ [72] - a physical eyedropper to interact with digital content from IoT devices. We revive this historical work in a new modality of AR through a five step process: re-presecencing, design experimentation, scenario making, expansion through generative engagements with designers, and reflection. For the designers we engaged, looking back and designing with a restored prototype helped increased understanding of interactive strategies, intentions and rationales of original work. By revisiting Slurp, we also found many new potentials of its metaphorical interactions that could be applied in the context of emerging spatial computing platforms (e.g., smart home devices). In doing so, we discuss the value of mining past works in new domains and demonstrate a new way of thinking about designing interactions in emerging platforms.
Face detection and global positioning system on a walking aid for blind people

Blindness is a general term used for the condition of someone who experiences a disturbance or obstacle in their sense of sight. In general, blind people walk with special canes to help them walk and increase their safety. However, there are problems that arise when blind people walk home or go from a path that they are used to or to a place where they have never traveled. There is the possibility that blind people get lost and find it difficult to determine their way home because they don't know where they are going. For this reason, it is necessary to create a system that can monitor their whereabouts in real time and provide directions, provide information on the steps to their destination and they can also notify their families and related foundations if they are in trouble. For this reason, it is necessary to make an integrated tool with the haar cascade method to detect faces to find out whether there are humans or other obstacles that can shows 94% accuracy, in addition a global positioning system (GPS) can help blind people to show the direction of the destination.
Japoncada Yineleme Kategorisi ve Sınıflandırma Problemleri

Reduplication refers to the structures formed by repeating the word or at least one of the components that comprise the word, which are commonly used in languages to intensify the meaning or make plurality. This category, which exists in many languages, is broadly divided into two categories as total reduplication and partial reduplication. According to Rubino's (2005) research, which is in the database of WALS (The World Atlas of Language Structures), Japanese counts only among the languages with a category of total reduplication. The aim of this research is to figure out why there are inconsistencies between the mentioned database, which many academics use as a source, and the acceptance of reduplication type in Japanese by researchers as Kwon (2017), Sato (2013), Fujimura (2001), and Shibasaki (2005). Since the reduplication category is a large area, some limitations have been made, and accordingly, the reduplications formed with reflection words (mimetics) and the ones formed with close, synonyms and antonyms (dvandas) have been excluded from the scope of the study. In the analysis, the reduplication components and syntactic types, which are considered in the category of “total reduplication” and “partial reduplication” in Japanese both have been analysed by using bracketing methods. The results of the analysis are as follows: a) The occurrence of sequential voicing (rendaku) in the reduplication components leads to the disagreement among the researchers in determining the type of the reduplication. b) If there is sequential voicing in reduplication components and if the structure undergoes syntactic category shift, the new structure should be considered as the partial reduplication. c) If there is sequential voicing in reduplication components and, if it undergoes a semantic category change such as metaphoricalization, the new structure should be considered as partial reduplication.
Evaluate Sediment Contamination with some Heavy Metals. A Case Study of the Al-Gharraf River in Wasit, Iraq

This study aimed to determine the amount of heavy metal pollution in the Al Garraf River sediment in Wasit, Iraq. Seven samples were gathered from the Al-Gharraf River in July 2021. GPS was used to determine the geographic location of these samples. The pollution level in the Al Gharraf River sediments caused by manganese, chromium, cadmium, cobalt, zinc, nickel, copper, and lead pollution indices such as enrichment factor, geo-accumulation, contamination factor, and pollution load were used to analyze the situation. Although geo-accumulation has mostly been used to evaluate contamination in freshwater sediment, one of the most frequently utilized factors is an enrichment to quantify to determine degrees of anthropogenic contamination and ratios of enrichment. On the other hand, the pollution load index is calculated as the number of times the concentration of heavy metals in sediments exceeds the concentration and level and is used for estimating the total amount of toxicity of heavy metals in samples. At the same time, our study discovered that cadmium is heavily polluted (contamination value is 5.70) in Al Gharraf River sediments, while nickel (1.51) and lead (1.75) are moderately polluted, but that the metals manganese, cobalt, chromium, zinc, and copper are not.
Acceptance of e-Learning Applications at Indonesian Universities Using the Extended Technology Acceptance Model

The emergence of the COVID-19 pandemic in Indonesia has an impact on the implementation of distance learning (e-learning) in Indonesian universities. However, the adoption of LMS technology as an e-learning medium in Indonesia has many obstacles, ranging from internet access, content, to users. This study was made to determine the perception of acceptance of the use of e-learning applications using the Extended Technology Acceptance Model (TAM). This research can be used as a strategy for implementing e-learning in higher education so that it can be accepted by students and then students really intend to use it. The respondents of this study were UHW Perbanas students with a sampling technique of 100 students spread over almost all study programs. The research data is primary data with the technique of collecting it using a questionnaire. Data analysis techniques with SmartPLS application tools. The results of research processing showed that all instruments were declared valid and reliable. The results of the hypothesis test indicate that the perceived usefulness of e-learning applications is significantly influenced positively by the characteristics of the lecturers and the quality of the content. Students' perception of ease of using e-learning applications is significantly influenced positively by content design and accessibility of e-learning.
APPLICATION AND PLATFORM DESIGN OF SPATIOTEMPORAL DATA OPENING AND SHARING

Abstract. Spatiotemporal data is data that has both temporal attributes and spatial distribution. The core of the opening and sharing of spatiotemporal data is to exchange, share and collaborate with various data, including spatiotemporal data, based on a unified spatiotemporal benchmark. The research methods of domestic and foreign scholars on the opening and sharing of spatiotemporal data mainly focus on spatiotemporal data model, database research, big data mining analysis and visual expression. This paper introduces the connotation and current situation of open sharing of spatiotemporal data. The typical applications of spatiotemporal data open sharing are listed and summarized. This paper proposes to build an open sharing platform for spatiotemporal data, and gives the basic requirements of four parts: spatiotemporal benchmark, spatiotemporal modeling big data, cloud computing-based spatiotemporal big data system and supporting environment. Taking the National Platform for Common Geospatial Information Services (TIANDITU) as an example, the main indicators of the spatiotemporal data open sharing platform are given. Finally, the article concludes and points out the opportunities and challenges faced by the open sharing of spatiotemporal data. In order to play a greater role in social public application services and administrative decision-making.
Translating Hand Gestures Using 3D Convolutional Neural Network

Hand gestures are one of the mediums that many people use to communicate with each other.The use of gesture recognition applications has become increasingly popular in recent years especially in computer vision areas.Typically, gestures can easily be recognized from a single image frame (i.e.alphabet from sign language), however the ability to recognize complex gestures with subtle differences between movement requires more works and larger datasets.In this work, we introduce a simple gesture recognition system that translates 5 different hand gestures, namely "doing other things", "swiping down", "swiping left", "zooming out with two fingers" and "drumming fingers".We used datasets obtained from Jester dataset.The inputs were processed in 'RGB' format during the pre-processing phase and a spatiotemporal filter were used as a feature extraction method, which were also the main building block in this system.Next, we trained the features using 3D Convolution Neural Network (3D-CNN).Further, we used real-time video to test the developed recognition system with 5 different actors.Findings show that the developed model can translate hand gestures with accuracy of 85.70% and 0.4% losses.
Business Process Analysis and Implementation of Odoo Open Source ERP System in Inventory, Purchasing and Sales Activities

The development of information technology is the main thing for trading companies in developing their business. Resources within the company must be managed and utilized optimally, one of which is inventory, buying and selling of goods. ERP (enterprise resource planning) system is an integrated information system concept that can be utilized by companies and SMEs (micro, small and medium enterprises) to improve company performance. Captain Gadget is one of the medium-sized businesses engaged in retail sales of mobile phones, mobile accessories and spare parts for mobile phones, which is located in Malang City. Captain Gadget has three employees who run its core business. In the procurement of goods, it is carried out by the procurement admin, in the management of stock goods it is carried out by the warehouse admin and in sales it is carried out by the sales department. The company in processing its data using Microsoft Excel application, while the recording and bookkeeping of cash is done manually. This causes less effective and efficient performance. For this reason, it is necessary to configure and implement an ERP (enterprise resource planning) system to support business process activities on the Captain gadget. One of them is using Odoo ERP software based on Open Source which can be adapted to the system needs in business processes at Captain Gadget.
Design of Sports Rehabilitation Training System Based on EEMD Algorithm

Motor function rehabilitation training is to restore the motor function of hand injury to the maximum extent and meet the needs of patients’ daily behavior. At present, motor function evaluation and rehabilitation training work have disadvantages such as relying on the subjective experience of physicians, unable to quantitatively assess the loss of motor function, and single rehabilitation training method. Most of these methods only focus on the independent motion range of a single organ, lack of consideration of the constraint relationship between adjacent fingers, and do not build a visual model for it. To end this issue, for the purpose of sports rehabilitation, combined with the status and application of rehabilitation machines, this paper proposed a cycling rehabilitation training system based on physiological signal extraction of ensemble empirical mode decomposition (EEMD) algorithm. Results compared with the previous rehabilitation training, the muscle tension level of patients’ upper limbs decreased, and the strength of some muscles also increased. With the progress of rehabilitation training, the contralateral dominance coefficient showed an upward trend, which further confirmed the role of the proposed method in sports rehabilitation, and also provided a new idea for the evaluation of rehabilitation training effect of patients in the future.