Reviewerly/exHarmony huggingface dataset:
Development of Square and Triangle Surface Area Pocket Books as Learning Media for Junior High Schools

This study was conducted at SMP Negeri 8 Lhokseumawe about the development of rectangular and triangular pocket books against the background of the lack of availability of textbooks in schools, coupled with inadequate learning media that supports students to study independently, thus causing low learning motivation of students. and learning outcomes have not increased. The aims of this study: (1) To determine the validity of the development of rectangular and triangular surface area pocket books as learning media for junior high schools, (2) to determine the feasibility of developing square and triangular surface area pocket books as learning media for junior high schools, (3) to find out responses teachers and students on the development of rectangular and triangular surface area pocket books as learning media for junior high schools. The design of this research is research and development called Research and Development (R D) using the Borg and Gall model modified into 7 stages according to Sugiyono. Data collection techniques using validation sheets and questionnaires. The results obtained from the validation of media experts obtained a percentage of 91.48% and material experts obtained a percentage of 83.52% with a very valid category. The results of the feasibility of pocket books obtained a percentage of 84.69% with a very decent category, and teacher responses to pocket books obtained a percentage of 89.52% in a very good category, and students' responses to pocket books obtained a percentage of 80% in a good category. So it can be concluded that pocket books can be well received at SMP Negeri 8 Lhokseumawe. Recommendations from the research are expected to schools, institutions related to educational practitioners to conduct trials on a broad group so that the level of effectiveness can be known to support learning.
Improving Reading Comprehension Skills to Solve Text Problems of Elementary School Students

This study sought to determine the reading comprehension and text problem-solving abilities of sixth-grade elementary students. This research utilized qualitative methodology. Principal, sixth-grade teacher, and two sixth-grade students were the four subjects of this study. In this study, interviews, observation, and documentation were used as data collection methods. In this study, data analysis is performed using an interactive model data analysis technique comprising the steps of data reduction, data presentation, inference, and validation. Moreover, source triangulation was used to ensure the validity of the data in this study. The findings of this study indicate that: (1) sixth-grade students are proficient in reading and comprehension; the average student is nearly able to comprehend the text after reading it; and (2) sixth-grade students are proficient in writing. In order to comprehend the reading, students must first read the text, comprehend its content, and be able to interpret its meaning, with the exception of its implied meaning. On average, however, they were able to draw conclusions from the reading. There were few students whose test scores on text questions were below the Minimum Completeness Criteria score, given the sixth-grade students' average reading comprehension ability.
Minimax Estimator on Binomial Distribution

This paper discusses the minimax estimator of parameter for binomial distribution.The likelihood function is constructed based on the probability function of the Binomial distribution.The posterior distribution is obtained from the joint of the likelihood function and prior distribution.Furthermore, the Bayes estimator is obtained based on the posterior mean and provide the constancy of the risk of Bayes the minimax estimator can be concluded.
Peluang Pemanfaatan Aplikasi dan Media Pembelajaran Berbasis Teknologi sebagai Inovasi Pembelajaran di Era Digital

Information and communication technology has the opportunity to be applied in the learning process, one of which is through the creation of digital learning media as a tool to support learning activities. This study aims to conceptually describe the opportunities for various applications to be applied in the learning process and become the basic material in the development of media and learning materials based on information and communication technology (ICT). This research method is a literature study which will contain various analyzes sourced from scientific journals, books and other supporting documents as data sources. The focus of the literature search which is the subject of research consists of several key words, such as learning media, ICT, learning applications and 21st century competencies. The results of the study succeeded in describing various ICT-based learning media formats accompanied by the benefits that users would receive from these media. ICT-based learning, both from the cognitive, affective and psychomotor aspects. In addition, this research also conveys the benefits and advantages of each application that can create a digital learning media to make it easier for educators to identify related opportunities for use that are tailored to the needs of each educational institution.
Innovation, Entrepreneurship and their effect on Economic growth

This research paper aims to investigate innovation and entrepreneurship as two concepts that have spread in the recent period and to show the relationship between them. This study is based on the descriptive approach to achieve the objectives of the study, as through a review of previous studies and articles in this regard, I tried to provide a simplified definition of the terms “innovation and entrepreneurship”, and then clarify the relationship between them and their types according to recent studies, so that the matter does not get mixed up. As is common, the impact of each of them on the economy has been determined. The review of selected previous studies showed that the concept of innovation and entrepreneurship did not take a sufficient percentage of studies and research, so related topics were added to stimulate work on them in the future. The results of the research indicated that entrepreneurship and innovation have an important impact on the economic performance of countries. This study recommends that innovation and entrepreneurship should be given greater attention by policy makers in countries, especially in Arab countries.
Impact of Digital Leadership on Kuwaiti Hospitals’ Employees’ Performance: أثر القيادة الرقمية على أداء العاملين في المستشفيات الكويتية

The study aimed to identify the Impact of Digital Leadership on Kuwaiti hospitals’ employees’ performance by using a descriptive and analytical methodology. According to statistics provided to us by the Kuwaiti Ministry of Health, the study population consists of administrators in Kuwaiti hospitals, numbering 12006. A simple random sample commensurate with the study's objectives was drawn, numbering 372 administrators to distribute the study questionnaire to them, and 277 valid questionnaires were retrieved for analysis. It was also found that there is a statistically significant impact at the significance level (α≤0.05) of digital leadership with its dimensions (innovation, persuasion, and knowledge) on Kuwaiti hospitals' employees' performance. The researchers recommended that it is essential to strengthen the factors that lead to enhancing the concept of digital leadership under its essential elements in the work environment. as well as paying attention to the priorities of the impact of the digital leadership elements on the performance of employees in order to obtain a practical impact.
DSM-V Modelling as an Expert System Pilot in Classification of Insomnia Tendency Based on Time Range

Insomnia is a form of sleep disorder. This study develops an expert system model that can help determine the tendency of insomnia based on the Diagnostic and Statistical Manual for Mental Disorders (DSM-V) guidelines. The forward chaining design method was used in this study because it is bottom-up by collecting facts from patients and concluded based on the DSM-V guidelines. The forward chaining method was chosen to test the hypothesis of the classification of insomnia tendencies. The factual information then acts as a knowledge base fed into computer programs that can generate system rules. In addition, tacit knowledge is used, as evidenced by O'Leary validation, to strengthen the validation of psychologist practitioners. There are three validation criteria: the accuracy of the knowledge base, completeness of the knowledge base, and condition-decision matches. The parameters used are based on complaints, dysfunction, time range, and other factors. The results of modeling and analysis of the rule system using the forward chaining method classify insomnia tendencies into three types based on time range: episodic, persistent, and recurring. The validation results carried out by practicing psychologists based on the analysis showed that the three rule systems were following the DSM-V guidelines and practical experience.
3B Görselleştirme Ortamı Olarak Web Tarayıcıları

The challenge of modeling and rendering required for high-quality 3D visuals leads to the use of new environments. Working with web browsers and allowing real-time interaction, 3D graphic libraries have become platforms where design and software can be executed together. The aim of the study is to explore the usage ways of the web environment, and their potentials in 3D visualization. After examination of declarative and imperative classification in 3D graphics, the focus is on the WebGL standard, which is imperative and has recently come to prominence in web application and content production. In this context, discussed approaches towards the usage of interactive 3D web graphics in the representation process of designs are: 1. We examined web graphics libraries that allow real-time interaction and 3D modeling through scripting. 2.We focused on tools that are developed as plug-ins to 3D modeling programs on desktops and provide web integration. 3. We discussed the library-based editors which both offer models in a web browser and allow coding simultaneously. The general framework prepared in the study presents the use of these approaches in modeling, visualization, and presentation in the context of web graphics libraries and discusses their advantages and disadvantages. This discussion is a preliminary study of more comprehensive research that can be prepared for the development of next-generation desktop and web-based modeling approaches in the context of using web browsers as visualization media.
STUDENTS’ ERRORS IN SPEAKING DESCRIPTIVE TEXT

To speak English fluently is a challenging ability for language learners in learning English. But, speech errors tend to cause students speaking difficulties. The point of this study was to describe the kinds of errors made by tenth-grade students at SMAN 1 Tanjung Lubuk when reciting descriptive text. This was a qualitative investigation. The study focused on SMA Negeri 1 Tanjung Lubuk's tenth-grade students in Academic 2019/2020. Recording or videotaping students' speaking performances, as well as English instructor scores, served as the research instrument in this study. The following steps were taken to analyze the data: a) data collection, b) error identification, c) categorization into error categories, d) statement of the relative frequency of error types, and e) identification of the target language's areas of difficulty, and f) therapy. The study's findings revealed that grammatical and speech errors were the most common types of speaking errors.
Digital Ilearning Chain Scheme in Education Blockchain Based

In the era of the digital revolution, the use of technology has made technology a major demand, coupled with the development of insight and techniques, technology in this era has been widely used in all scientific fields. In the field of monetary economics, there are payment instruments that can be used to transact both in the form of goods and services. However, nowadays it is difficult to obtain information as technology develops, the term digital transaction appears. Because many activities are carried out manually, such as searching for customer information, entering inventory items, and payment transactions, the required data display time becomes very long for users and in the process of recording reports including paper, notes, receipts, pens, filing cabinets, etc. . equipment when an error occurs during the input process, generally used simultaneously. Therefore, in this paper, the aim of this DLCS (Digital iLearning Chain Scheme) researcher to utilize Bitcoin technology can help overcome the current problem of how to use Bitcoin cryptocurrency technology in the education payment system in Indonesia. This can give birth to a Bitcoin-based scholarship system. This study uses the Blockchain method to build the system, and uses Google Forms to collect information through digital observations and questionnaires. Based on the characteristics of the system, the Slovin formula is used to analyze various aspects of system satisfaction, and the results of 0.840&gt;0.6 are used for processing, which means if alpha&gt;0.6 then the system can be classified as "reliable". The reliability test proved that the evaluation was based on the provided questionnaire.
ABOUT THE RELEVANCE OF TASKS TO LABORATORY WORKS FOR STUDENTS OF COMPUTER SCIENCES AND INFORMATION TECHNOLOGIES

The educational process is intellectual, creative activity in the sphere of education and science, which is carried out in the educational institution (scientific institution). The process takes place through the system of scientific-methodical and pedagogical measures and is directed on transfer, mastering, application and use of knowledge, skills and other competencies in the persons who study, and also on formation of harmonious developed personality [1].
Behavioral Problems in Grade One Students with Reading Difficulties in Thailand: A Cross-Sectional Study

Objective: Children with reading difficulties face a number of challenges when entering school. Numerous studies have revealed greater behavioral and emotional problems in children with reading disorders. There is limited data on the challenges faced by young struggling readers in Thailand. This study aimed to investigate behavioral and emotional problems in grade one students, comparing between children with and those without reading problems.Materials and Methods: A cross-sectional study was conducted of 901 grade one children in Thailand. The parental version of the Strengths and Difficulties Questionnaire (SDQ) was completed by parents along with a questionnaire of demographic data. Homeroom teachers completed the SDQ, teacher version. Reading assessments were performed to determine which students had reading difficulty.Results: Based on reading test scores, 131 students were considered to have reading difficulty. Students with reading difficulty were found to have significantly more behavioral and emotional problems in almost all aspects of the SDQ than children who were typical readers since they had just attended the formal education system. Overall, teachers reported five times as many problems in struggling readers, while parents reported twice as many.Conclusion: Thai grade one students with reading difficulty appear to have significantly more emotional and behavioral problems than typical readers.
Semantic Relevance

Abstract A clause C is syntactically relevant in some clause set N , if it occurs in every refutation of N . A clause C is syntactically semi-relevant, if it occurs in some refutation of N . While syntactic relevance coincides with satisfiability (if C is syntactically relevant then $$N\setminus \{C\}$$ <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML"> <mml:mrow> <mml:mi>N</mml:mi> <mml:mo>\</mml:mo> <mml:mo>{</mml:mo> <mml:mi>C</mml:mi> <mml:mo>}</mml:mo> </mml:mrow> </mml:math> is satisfiable), the semantic counterpart for syntactic semi-relevance was not known so far. Using the new notion of a conflict literal we show that for independent clause sets N a clause C is syntactically semi-relevant in the clause set N if and only if it adds to the number of conflict literals in N . A clause set is independent, if no clause out of the clause set is the consequence of different clauses from the clause set. Furthermore, we relate the notion of relevance to that of a minimally unsatisfiable subset (MUS) of some independent clause set N . In propositional logic, a clause C is relevant if it occurs in all MUSes of some clause set N and semi-relevant if it occurs in some MUS. For first-order logic the characterization needs to be refined with respect to ground instances of N and C .
Construction of Perceptual Classroom Based on Internet of Things Technology

At present, in the traditional classroom teaching process, there are still problems such as differences in students’ original knowledge, low student participation, and single teaching methods. For students, the mobile phone carrying rate is high, but the learning utilization rate is low and has self-control, poor ability, and low classroom participation. To solve the above problems, the research on the construction of perception classrooms based on the Internet of Things technology is particularly important. Perceived classroom refers to the use of existing technology to closely connect students and teachers, fully mobilize students’ enthusiasm, and make the classroom atmosphere. This article aims to study the construction of perceptual classrooms based on the Internet of Things technology to increase students’ interest. Through the investigation of the current situation of the digital campus, relying on the Internet of Things technology, the feasibility of the perception classroom is analyzed, and the perception classroom is constructed through the design of image processing and fuzzy control rules, which provides a perfect hardware environment for the digital campus. The experimental results show that based on the Internet of Things technology, through the perception of classroom interaction and practical activities, learning is no longer a process of mechanical memory of book knowledge, but a process of students constantly discovering and exploring problems and then solving problems in the process of practice. Among 84 classroom teaching behaviors, classroom interaction accounted for 69.05% of the total classroom teaching activities. In the “computer + projection” classroom environment, the proportion of teacher-student interaction in classroom teaching activities is 40.47%. Teachers can focus on the design of teacher-student interaction according to the characteristics of students and learners, avoid long-term theoretical explanations, and intersperse interactive links such as question and answer and request answers.
Horizontally Partitioned Data Publication with Differential Privacy

In this paper, we study the privacy-preserving data publishing problem in a distributed environment. The data contain sensitive information; hence, directly pooling and publishing the local data will lead to privacy leaks. To solve this problem, we propose a multiparty horizontally partitioned data publishing method under differential privacy (HPDP-DP). First, in order to make the noise level of the published data in the distributed scenario the same as in the centralized scenario, we use the infinite divisibility of the Laplace distribution to design a distributed noise addition scheme to perturb the locally shared data and use Paillier encryption to transmit the locally shared data to the semitrusted curator. Then, the semitrusted curator obtains the estimator of the covariance matrix of the aggregated data with Laplace noise and then obtains the principal components of the aggregated data and returns them to each data owner. Finally, the data owner utilizes the generative model of probabilistic principal component analysis to generate a synthetic data set for publication. We conducted experiments on different real data sets; the experimental results demonstrate that the synthetic data set released by the HPDP-DP method can maintain high utility.
Newsroom Management of Badminton News Media in Indonesia

The Indonesian National Badminton team is one of the most successful national teams in international competition. Such success has brought a significant contribution to Indonesian national pride. However, in terms of popularity, this sport is less popular when compared to football. Consequently, there are only a few Indonesian sports media that specializes in reporting and discussing badminton. This study aims to determine the newsroom management of badminton media in Indonesia, in particular Majalah Bulutangkis and bulutangkis.com. Newsroom management is an important element in mass media. This study uses the qualitative method, with interviews as data collecting techniques. The informants are editors-in-chief from bulutangkis.com and Majalah Bulutangkis. In general, the results of the study show that both media regularly cover badminton tournaments participated by Indonesian badminton players. News related to events outside the field is also presented, including the side story related to badminton to keep the readers from being bored. From an organizational perspective, both media are experiencing a lack quantity of journalists, so they use freelance contributors or recruit volunteers. In practice, both media use websites as a platform to provide information and the Readers Forum to build interaction with their readers as well as invite readers to submit articles. This condition causes both media to be less active in maintaining their social media accounts. The evaluation stage is carried out by looking at the accuracy of the information and the use of language.
A Study on the Agent in Fighting Games Based on Deep Reinforcement Learning

In this study, an end-to-end noninvasive frame system available for varieties of complete information games was first implemented. After altering some codes, the system can be rapidly and effectively applied in a series of complete information games (e.g., NI-OH, The King of Fighters, and Maple Story), other than the fighting games. The fighting game Street Fighter V was selected as the experimental subject to explore the behavioral strategies of the agent in fighting games and verify both the intelligence and validity of deep reinforcement learning in the games. During the experiment, a double deep-Q network (DDQN) was adopted to train the agent in the form of fighting against in-game AI. In this process, 2590 rounds of agent training were conducted, generating a winning rate of nearly 95%. Then, the trained model underwent a series of tests, achieving winning rates of 100% (10 rounds), 90% (30 rounds), and 96% (50 rounds).
Pengembangan Media Pembelajaran Interaktif Berbasis Articulate Storyline 3 Pada Materi Jenis Usaha Ekonomi dan Pengaruh Kegiatan Ekonomi di Kelas V Sekolah Dasar

This study aims to determine the steps for developing interactive learning media, the feasible of interactive learning media, and determine student responses. This research method is Research and Development (R&amp;D) and uses the ADDIE. The instruments of this research are interviews, questionnaires, and documentation. With the research subject of teachers and students of class VD SDN Jatimulya 11. The data analysis techniques of this study were expert validation questionnaire data analysis and student response questionnaire data analysis. The results of the study showed that the feasibility of the media got a score of 79.5% (Valid) for media expert validation, 80% (Very valid) for materials expert validation, and 81% (Very valid) for linguistic validation. Then the students gave a positive response to the media by getting a score of 92.1% (Excellent). Based on these results, the product is feasible to be used as a medium to support learning in elementary schools