Reviewerly/exHarmony huggingface dataset:
Project Management of Teachers and Teachers in Educational Institutions

Based on literary sources and scientific articles on pedagogy and also guided by the results of our own pedagogical experience we substantiated the importance of the teaching program implementation through the content lines of the different subjects through the project activity realization during the education period in order to form the key competencies responsible for students’ socialization, active personal formation and ease of adaptive period of teenagers’ transition into adulthood. The research emphasizes on the dominant role of the cross-cutting project activity as a method of knowledge obtainment in the research process during the implementation of the concept of the New Ukrainian school and the importance of the project activity organization form and method correction.
Second Language Acquisition of Quantifiers by Arabic Speakers of English: Feature Reassembly Approach

This paper reports on an experimental study addressing second language acquisition of English quantifiers by Arabic speakers.Due to several differences found between Arabic and English regarding types, meanings and functions of quantifiers, Arabic learners encounter challenges in mastering them properly.Unlike English, Arabic does not make lots of distinctions among the different meanings that each quantifier might bear; using the same quantifier to bear two or several meanings at the same time.Arabic, for instance, does not differentiate between countable and non-countable nouns using the same modifier in contrast to English.According to the Feature Reassembly Hypothesis (Lardiere 2005(Lardiere , 2009;;Choi & Lardiere, 2006), second language (L2) speakers must successfully reassemble existing features of their first language (L1) into the L2 feature-based sets in order to accommodate the L2 grammar.The researcher tests the validity of this prediction for the L2 acquisition of English quantifiers, which requires Arabic learners of English to remap semantic concepts of quantity onto new and different morpholexical configurations.Data from 40 L1 Arabic learners of English at different levels of proficiency and 20 native speakers who completed a picture/sentence matching task suggest that only the meanings which require different and new semantics-morphology remapping is difficult.
Leveraging Topics and Audio Features with Multimodal Attention for Audio Visual Scene-Aware Dialog

With the recent advancements in Artificial Intelligence (AI), Intelligent Virtual Assistants (IVA) such as Alexa, Google Home, etc., have become a ubiquitous part of many homes. Currently, such IVAs are mostly audio-based, but going forward, we are witnessing a confluence of vision, speech and dialog system technologies that are enabling the IVAs to learn audio-visual groundings of utterances. This will enable agents to have conversations with users about the objects, activities and events surrounding them. In this work, we present three main architectural explorations for the Audio Visual Scene-Aware Dialog (AVSD): 1) investigating `topics' of the dialog as an important contextual feature for the conversation, 2) exploring several multimodal attention mechanisms during response generation, 3) incorporating an end-to-end audio classification ConvNet, AclNet, into our architecture. We discuss detailed analysis of the experimental results and show that our model variations outperform the baseline system presented for the AVSD task.
Meningkatkan Kemampuan Siswa Menceritakan Pengalaman Menggunakan Teknologi Transportasi Lewat Media Gambar Pada Kelas VI SDN 3 Muntoi Kabupaten Bolaang Mongondow

The purpose of this study is to Expanding the Expertise ofStudents Telling Experiences Using TransportationTechnology Through Image Media in Class VI SDN 3Muntoi of Bolaang Mongondow Regency. This research wasconducted in two cycles and each cycle consisted of fourstages namely planning, implementing, observing andreflecting. The research was carried out on the 6th gradestudents of Muntoi Elementary School 3 totaling 18 students.Data in this study were obtained through observation sheetsand learning outcomes tests. The data is analyzed bycalculating the percentage of mastery learning. This researchis said to be successful if classical learning outcomes haveachieved at least 80% of students experiencing learningmastery or get a minimum score of 70. The results of thestudy show that the use of image media can enhance theability of Grade VI students of SDN 3 Muntoi in telling theirexperiences using transportation technology.Keywords: expertise of students telling experiences, image media.
KUALITAS LAYANAN SISTEM INFORMASI PENGARSIPAN MENGGUNAKAN METOE SERVQUAL

Bank Indonesia - Records Management System (BI-RMS) is a web-based Bank Indonesia archive management service. This system began operating in early 2012 at the Bank Indonesia Head Office. Then in mid-2013, the BI-RMS system began operating at KPw Bank Indonesia, Riau Province. With various features offered in the BI-RMS, of course, it will simplify the management of records. However, there are only a few employees at KPw Bank Indonesia in Riau Province who use BI-RMS. Even though every employee can access the BI-RMS, only a few people often use the system. Even the system is more often used by apprentice employees than permanent employees. Therefore, a system analysis is needed to determine the quality of system services using the Service Quality (ServQual) method. The results of the analysis are in the form of ServQual gap analysis and service quality level per ServQual dimension. The results of this analysis are expected to solve the problems that exist in the system
Leading the Practice in Layered Enterprise Architecture

While Enterprise Architecture (EA) causes organisations to think,work and model in domains, there are inadequacies in such a waterfall approach.By restating domains as layers, i.e. LEAD (Layered Enterprise Architecture Design/Development) based on the LEAD Enterprise Ontology, EA performs betterin enterprise layers and levels of abstraction. Through LEAD, the domain relationshipsare also better captured, hence leading the advancement of agile EA.
NRDC Data Visualization Web Suite

The Nevada Research Data Center (NRDC) is a research data management center that collects sensor-based data from various locations throughout the state of Nevada. The measurements collected are specifically environmental data, which are used in cross-disciplinary research across different facilities. Since data is being collected at a high rate, it is necessary to be able to visualize the data quickly and efficiently. This paper discusses in detail a web application that can be used by researchers to make visualizations that can help in data comparisons. While there exist other web applications that allows researchers to visualize the data, this project expands on that idea by allowing researchers the ability to not only visualize the data but also make comparisons and predictions.
PREPARING TEACHERS FOR THE USE OF INTERACTIVE E-LEARNING EXERCISES

I. Vorotnykova1, O. Zakhar2 1Borys Grinchenko Kyiv University (UKRAINE) 2Mykolaiv In-Service Teachers Training Institute (UKRAINE)
2D MULTIPLAYER GAME DEVELOPMENT USING UNITY

Video games are common these days. The games have been developed for various purposes including entertainment, informational purposes, marketing, and advertising purposes. Game developers are continually developing multi-platform games that can be played on computers, mobile devices like iPads and smartphones and other video game devices. Today, mobile games consume a huge market share within the games industry. Considering that nearly two billion mobile devices are running a Unity-made game, it is probable that quite a large majority of these new companies will be using Unity to develop mobile games. Mobile games are becoming more and more popular and well-received by different types of users around the world. A lot of frameworks that allow developers to create the games in a faster and easier way. The Unity 3D engine is employed by an outsized majority of developers to make games. It owns a forty-five percent market share and is considered one of the biggest development tools today This project involves the approach of creating a 2D mobile game using Unity. Using 2D development tools present in Unity, a multiplayer game is to be created. The presence of colliders, triggers, and use of sprites makes Unity the best choice in game design. The main idea of the game is to make the players work as a team and explore the map with different players playing in different smartphones. This involves creating game levels using tilemaps and sprite sheets and how to implement physics like jumping, running, shooting, etc., The game is built in both Android and IOS platforms This game can be played in different mobile phones with different ranges of hardware and operating systems.
Development of students’ self-regulation in studying chemistry at school

The article deals with the development of students’ self-regulation in learning activities. The authors conducted a deep analysis of foreign and Russian experience on the problem under consideration, clarified the conceptual apparatus, worked out a method for the development of students’ regulatory skills in studying chemistry at school. Didactic conditions for the effective development of student’s regulatory skills are discussed The student’s involvement in the organization of their own learning, including the selection of optimal methods of self-regulation, monitoring and maintaining internal motivation and correction of actions based on feedback, positively affects the students’ mastering of subject chemical material.
Penerapan Model Pembelajaran Kooperatif Tipe Snowball Throwing Untuk Meningkatkan Keaktifan dan Hasil Belajar Benda serta Sifatnya Pada Siswa Kelas V SDN Sasaran Tondano

The purpose of this study was to improve the activeness andlearning outcomes of Objects and their material through theapplication of the Snowball Throwing Cooperative learningmodel to fifth grade students of SDN Sasaran Tondano. Theresearch method used in this research is Classroom ActionResearch which consists of two cycles and each cycleconsists of four stages namely planning, implementing,observing and reflecting. Data analysis of this study wasconducted by calculating the percentage of completeness oflearning outcomes achieved by students. Student learningoutcomes in this study were 55.5% in the first cycle and inthe second cycle increased to 83.33%. The findings of thisstudy are the application of the Snowball ThrowingCooperative learning model can improve the activeness andstudent learning outcomes in the Objects and Its material inclass V students of SDN Sasaran Tondano.Keywords: Snowball Throwing Cooperative learning model, learningoutcomes.
การเปรียบเทียบผลสัมฤทธิ์ทางการเรียนและทักษะการสื่อสารและการนำเสนอ ของนักศึกษาระดับปริญญาตรีโดยใช้วิธีการสอนแบบสืบเสาะหาความรู้ 5E กับวิธีการสอนโดยใช้ปรากฏการณ์เป็นฐาน

The purposes of this research were to compare: 1) learning achievement of students after using 5E against the 70% criterion, 2) learning achievement of students after using phenomenon-based learning against the 70% criterion, 3) learning achievement of students after using 5E and phenomenon-based learning, 4) communication skills of students before and after using 5E, 5) communication skills of students before and after using phenomenon-based learning, and 6) communication skills of students after using 5E and phenomenon-based learning. The 28 students majoring in General Science Program and 25 students majoring in Physics Program were selected to be sample. The research tools were 4 lesson plans, achievement test and questionnaire. Data were analyzed using , S.D. and t-test.The finding revealed that 1) learning achievement of students after using 5E was not higher than the 70 % with statistical significance at the 0.05, 2) learning achievement of students after using phenomenon-based learning was not higher than the 70 % with statistical significance at the 0.05, 3) learning achievement of students after using 5E was not higher than after using phenomenon-based learning with statistical significance at the 0.05, 4) communication skills of students after using 5E was higher than before with statistical significance at the 0.05 level,  5) communication skills of students after using phenomenon-based learning was higher than before with statistical significance at the 0.05 level, and 6) communication skills of students after using 5E was higher than after using phenomenon-based learning with statistical significance at the 0.05.
Development of Assist amount optimization system using reinforcement learning in gait rehabilitation robot

In recent years, gait rehabilitation robots have been developed to reduce the burden on paralyzed patients and therapists. By moving the paralyzed limb of the patient by the actuator, the burden of the therapist in gait rehabilitation can be drastically reduced. We developed a gait rehabilitation robot “AkitaTrainer” aiming for more effective and efficient robot assisted gait training. “AkitaTrainer” is a gait rehabilitation robot for the right hemiplegia. “AkitaTrainer” has servomotors attached to the hip and knee joints of the exoskeleton, and driving it enables gait rehabilitation of the paralyzed person. As its core systems, we developed a variable assist system and an automatic assist adjustment system. The variable assist system based on “compliance control” can change the stiffness parameter of “AkitaTrainer” to provide assist torque according to the paralyzed person. The automatic assist adjustment system uses reinforcement learning to change the stiffness parameter to the optimal value for the paralyzed person while using “AkitaTrainer”. In order to verify the system combining both, an experiment was conducted on five healthy participants. We conducted two walking patterns, i.e. normal walking and power-weakened walking that simulating a right hemiplegic person. The participants walked for 500 seconds on the treadmill at a speed of 0.8 km / h. As a result, the optimal assist amount could be provided according to the two walking patterns. From these results, by using the variable assist system, it is possible to perform gait rehabilitation with the optimal assist torque for the paralyzed person. By further improvement, efficient rehabilitation utilizing the robot will be possible.
Halftone Image Steganography with Distortion Measurement Based on Structural Similarity

For halftone image data hiding, it is difficult to achieve good visual quality and statistical security when high embedding capacity is demanded. In this paper, a secure steganographic scheme for halftone image is proposed, which aims to minimize the embedding distortion on structural similarity. Structural distortions are the ones that affect the most the perception of degradation of a halftone image. To evaluate the structural distortions caused by flipping pixels, halftone image structural similarity (HSSIM) is introduced based on a human visual filter, which is trained by Least-Mean-Square (LMS) approach. Utilizing the HSSIM, a distortion measurement is proposed to evaluate the embedding distortions on both vision and statistics. To minimize the embedding distortions, syndrome-trellis code (STC) is employed in the embedding process. The experimental results have demonstrated that the proposed steganographic scheme can achieve high statistical security with good visual quality without degrading the embedding capacity.
A Framework of Blockchain Technology

With the introduction of Bitcoin by Nakamoto (2008), came a key underlying technology that holds great disruptive promise to many crucial industries: Blockchain.The nature of a decentralized, distributed ledger will truly change the way we currently trade and interact through its clear transparency and high integrity (Casey & Vigna, 2018;Sullivan, 2015).Based
KONTRIBUSI DUKUNGAN SOSIAL TERHADAP MOTIVASI BERPRESTASI SISWA DI SMP NEGERI BATANG KAPAS

This research was done because of phenomenon of the students’ low motivation to get the achievement at school. Social support have a correlation for creating the students’ potential giftedness to get an achievement in learning. The role of the teachers, especially the teachers of guidance and counseling are needed in improving the students’ achievement at school in order to improve their learning achievement. This research has purpose to find the social support and achievement motivation of SMPN Kecamatan Batang Kapas Pesisir Selatan. This research used correlational approach which has purpose to know how is the contribution among the research variables. The population of the research is the students of SMPN Kecamatan Batang Kapas Pesisir Selatan. The amount of the population was 601 students. The sample of this research was 240 students. It had been taken by using simple random sampling technique. The instruments used in the form of scale. The data was analyzed by using descriptive technique and the hypothesis testing was done by using korelasional. The result shows that: (1) social support is in the enough category, (2) students’ achievement motivation is in the enough category, (4) the contribution of social support through the students’ achievement motivation is about 20.2%. The above findings imply that social support have contributed to students achievement motivation. Needs to be done similar studies were suggested to conduct at different contexts to compare the findings.
Penerapan Model Pembelajaran Demonstrasi Untuk Meningkatkan Hasil Belajar Materi Sistem Perapasan Manusia Siswa Kelas V SD Inpres Kakaskasen 2

This study aims to improve student learning outcomes onhuman respiratory system material. This study uses a classaction research design proposed by Kemmis and MCTaggart. The subject of the research was grade V studentsSD Inpres Kakaskasen II which totaled 39 students. theresults showed that in the first cycle the percentage ofstudent learning outcomes only reached 28% and in thesecond cycle the percentage of learning outcomes reached89.74%. Based on the results of these studies it can beconcluded that the application of the demonstration learningmodel can improve the learning outcomes of humanrespiratory system material in class V students SD InpresKakasksen IIKeywords: demonstration learning model, learning outcomes, humanrespiratory system.
A Study on the Analysis of Textbooks for Learner-centered Classical Poetry Education - Focusing on the High School Literature Textbooks of the 2015 Revised Curriculum -

This study analyzed the units of classical poetry in the high school literature textbooks of the 2015 revised curriculum. In particular, by analyzing the learning activities and construction of units of classical poetry in the overall context of the curriculum, we examined whether the education of classical poetry is aimed at the reader
Estimating the Concentration of Students from Time Series Images

In this study, we build a system that is able to estimate the concentration degree of students while they are working with computers. The purpose of learning is to gain knowledge of a subject and to reach sufficient performance level about the subject. Concentration is the key in the successful learning process. But the concept of concentration includes some ambiguity and lacks the clear definition form an engineering point of view, and it is difficult to measure its degree by observation from outside. We in this paper begins with a discussion of the concept of concentration, and then a discussion of how to measure it by using standard devices and sensors. The proposed system investigates the facial images of students recorded by the PC webcams attached to the computers to infer their concentration degree. In this study, we define the concentration degree over a short time interval. The value takes continues value from 0 to 1, and is determined based on the efficiency of simple work performed over the interval. We convert the continuous values into three discrete values: low, middle and high. In the first approach in this study, we apply deep learning algorithm with only the facial images. In the next, we obtain the data of face moves as a set of time series, and run the learning algorithm using both of the data. We explain an outline of the methods and the system with several experimental results.
Penerapan Metode Multisensori untuk Kemampuan Membaca Permulaan pada Siswa Kelas I di SD X Bangkalan

Pre-reading ability is the process of learning to read in the early grades, to recognize writing as a symbol or language symbol to voice the writing. The Ministry of National Education stated that grade I SD is expected to be able to read simple texts fluently with correct pronunciation and intonation. Some students are not fluent in reading because they have difficulty remembering letters so they are choked up. One of the factors that affect students' ability to read words is the teaching method. Based on previous studies, the multisensory method is quite effective in increasing pre-reading skills. The multisensory method in teaching literacy is a learning process that utilizes visual sensory (sight), auditory (hearing), kinesthetic-tactile (movement, touch) to improve memory. This study used a quasi-experimental method. The research instrument used an IRA (Informal Reading Assessment). The results of the application of the multisensory method showed that there was an increase in score and a higher category change in the aspect of pronouncing the sound of letters and words (phonics) and the aspect of reading fluency.
Long-range Navigation for Autonomous Robot based on Topo-Mapping and Q-Learning

Long-range navigation in unknown environments is one of the major challenges for autonomous robot. Traditional methods are usually relying on metric mapping and path planning, which own a very high calculation cost for planning, re-planning, map building and map updating. Q-learning can learn a reactive navigation behavior for mobile robot, but easy fall into local minimum with long-range goal. In order to accomplish the long-range navigation task, a two-layers navigation framework is based a novel topological mapping (topo-mapping) method and Q-learning. The proposed topo-mapping method can incrementally build a topological map (topo-map) in unknown environment. Topo-map maintains two types of nodes: station node and feature node. Station nodes store low resolution information of environment and its related feature nodes store the export information. Local target can be selected from those feature nodes by proposed topology planner. This local target guides Q-learning based robot reach long-range goal. We evaluate the proposed method in simulation environment. Experimental results show that the proposed method based autonomous robot can reach the long-range goal successfully in unknown environment.