Reviewerly/exHarmony huggingface dataset:
Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game

In accordance with the changes that occur in 21st century, the world’s media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and use information from media messages by adapting cognitive abilities and critical thinking in analyzing and questioning media messages that are seen, read, and watched. Media literacy has a broad scope that is believed to be able to function as the stronghold for the public in ability to think critically. This study was conducted to examine the gamification mechanics element as an independent variable in the board game media literacy, focusing on the concept of media literacy based on individual competence, especially on critical understanding criteria.&#x0D; Keywords: board game; critical understanding; gamification mechanics; media literacy.&#x0D;
BATU TETERUGA DAN CERITA RAKYAT SUKU SOBEY

Megalithic dwellings in Papua related to folktale are very much traced from each region. These folktale are not only told by the community but there is historical evidence in the form of natural stone buildings. Which according to archaeology is called megalithic buildings. The stone is believed to be a deformed turtle. This research was conducted in Kampung Bagaiserwar Sarmi Kota district, Sarmi Regency, Papua Province. In this paper the author uses the method of ethnoarkeological approach. This research is also conducted in two stages, namely data collection and data processing. Data collection is done in several ways, namely: surveys, interviews and conducting library studies. The final stage is data processing, after all the collected data is then described, analyzed and interpreted. By using this method, you can also find out the megalithic remains of the suspect stone /turtle and folktale of the Sobey tribe in Sarmi Regency and can know what cultural values are contained in the megalithic dwellings and folktale of teteruga/ turtles / in the Sobey tribe in Sarmi Regency.&#x0D;
Sistem Pengamanan Perlintasan Kereta Api Terhadap Jalur Lalu Lintas Jalan Raya

Currently many motorbike drivers and 4-wheelers (cars) break through traffic lights and violate traffic signs because it can be dangerous for vehicle drivers.Lack of self-awareness for safety while on a railroad crossing that is barred, then arises idea to design a traffic security system that is expected to be able to overcome the dislocation of vehicle drivers.
SISTEM INFORMASI ARSIP DI BADAN PUSAT STATISTIK PROVINSI SUMATERA BARAT BERBASIS MOBILE

Activities in both government and private agencies require data and information, one of which is archived. Archive is an important factor that supports the smooth running of activities in the agency. The archive information system is created efficiently and effectively with a mobile application based that aims to help users manage archives. In making this information system, Android Studio assistance software is used as a software maker program and Corel Draw as an application design maker. The method used in this application is the waterfall method. The waterfall method is a sequential design process that is often used in software development, the process continues to flow downward like a waterfall through several stages namely system requirements analysis, system design, coding and finally testing. From these problems and methods produced an archive information system that aims to facilitate its users in managing records.Keywords: Information system, Archive, Android Studio, Waterfall
Classroom Management in EFL Speaking Class: Strategies and Challenges

ABSTRACTThis research was designed to investigate the strategies used and challenges faced by lecturers in managing EFL speaking classes. The researchers used both classroom observation and semi-structured interviews in collecting the data. The participants of this research were three EFL lecturers teaching English Speaking classes at the English Department of Universitas Islam Negeri Ar-Raniry, Banda Aceh, Indonesia. These lecturers were selected purposively; all of them were those assigned to teach the speaking class. Insights of the lecturers on their experiences in managing speaking classes were investigated to examine strategies and challenges they faced. The findings suggest that the lecturers utilized several strategies such as setting the classroom, determining seating arrangements, fostering discipline, applying certain speaking activities, and providing interesting topics to discuss. The data also indicated that the lecturers faced challenges in managing their teaching. Issues such as lack of equipment or teaching media to support speaking activities, students’ lacked self-confidence, and lack of vocabulary were among the challenges faced by the lecturers. ABSTRAKPenelitian ini bertujuan mendapat informasi tentang strategi dan tantangan yang dihadapi dosen di dalam mengelola kelas. Metode pengumpulan data yang digunakan adalah observasi dan wawancara semi-terstruktur. Sumber data atau partisipan dalam penelitian ini adalah 3 dosen yang mengajar kelas Speaking di Prodi Pendidikan Bahasa Inggris, UIN Ar-Raniry Banda Aceh. Para partisipan itu direkrut mengunakan teknik purposive sampling, dimana partisipan yang terlibat adalah yang sudah mengajar speaking selama beberapa semester. Hasil obssrevasi dan wawancara diperoleh informasi bahwa terdapat beberapa strategi dosen di dalam mengelola kelas, diantaranya: menyusun tempat duduk sedimikian rupa, menegakkan disiplin, mengunakan berbagai teknik pembelajaran speaking, dan memberikan topik yang menarik untuk didiskusikan. Penelitian ini juga memperoleh beberapa temuan yang berhubungan dengan tantangan dosen, diantaranya, tidak mencukupi fasilitas yang memadai yang dapat mendukung aktivitas pembelajaran speaking, kurangnya rasa percaya diri dari mahasiswa itu sendiri, dan tidak memadainya kosa kata yang dikuasai mahasiswa juga merupakan tantangan tersendiri dalam pengelolaan kelas speaking.
A Zero-shot Entity Knowledge Representation Learning Method based on Self-attention Mechanism

Zero-shot entity knowledge representation learning method can add new entities to the knowledge graph while avoiding training all data, which has been one of research hotspots in the field of knowledge graph. In view of the problem that the existing method only averages the knowledge representations of related entities as output and ignores the mutual influence between them, a zero-shot entity knowledge representation learning method based on self-attention mechanism, namely, ZKRL, is proposed. The method adopts a self-attention mechanism to learn dependencies between related entities and an attention mechanism to estimate contribution of different related entities, successfully capturing internal structural characteristics and effectively improving expressive ability of knowledge representation. Through link prediction and triplet classification experiments on zero-shot datasets WN1000 and WN3000, the remarkable improvement of ZKRL is validated.
BrightSide: Creative Learning Approach

Nowadays, from Mobile Augmented games to entertainment applications, from online shopping to Industry solutions, Augmented Reality has gotten one of the most utilized advancements.The paper explores the field of augmented reality, where the main focus is on education.This research mainly focuses on 3 to 5 age groups i.e. for kindergarten students.The BrightSide application is designed for kids that enable the students to have a creative learning experience to overcome any barrier between theoretical and practical knowledge.BrightSide includes features like alphabets, numbers, flowers and animals, games, and quizzes, stories in augmented reality that will make them excited.
Recursion in Abstract Argumentation is Hard --- On the Complexity of Semantics Based on Weak Admissibility

We study the computational complexity of abstract argumentation semantics based on weak admissibility, a recently introduced concept to deal with arguments of self-defeating nature. Our results reveal that semantics based on weak admissibility are of much higher complexity (under typical assumptions) compared to all argumentation semantics which have been analysed in terms of complexity so far. In fact, we show PSPACE-completeness of all non-trivial standard decision problems for weak-admissible based semantics. We then investigate potential tractable fragments and show that restricting the frameworks under consideration to certain graph-classes significantly reduces the complexity. We also show that weak-admissibility based extensions can be computed by dividing the given graph into its strongly connected components (SCCs). This technique ensures that the bottleneck when computing extensions is the size of the largest SCC instead of the size of the graph itself and therefore contributes to the search for fixed-parameter tractable implementations for reasoning with weak admissibility.
Review of Image Security approaches: Concepts, Issues, Challenges and Applications

Currently, digital images are widely used in different applications to represent distinguishable contents. Also, diagnosing diseases using medical images became vital and crucial and if the data in these images are liable for unauthorized usage, this may lead to severe problems. The security of these data has become an urgent and serious problem and needs immediate attention. Traditional encryption and decryption algorithms are not sufficient to secure digital images. Especially, image encryption and decryption algorithms are needed. Securing image data with effective encryption approaches can be more useful for applications. This article aims to comparatively study the different digital image encryption algorithms. In the current Pandemic scenario of COVID-19, the variety of research work can be communicated through the encrypted images among researchers to avoid the leakage of information. These image encryption algorithms are having applications to secure image data and store and share them in the network environments.
THE EFFECT OF WORD FIND GAME ON VOCABULARY MASTERY BY SEVENTH GRADE STUDENTS OF SMP DARUSSALAM MEDAN

This purpose due to this study was to find the provement of word find game on Vocabulary Mastery . The method that was used quantitative method. The design of this study was experimental study. This study was conducted in SMP Darussalam Medan. The number of the sample of the studywas 60 students of seventhgrade. The instrument of this study was several tests. The tests were divided into two, there were pre-test and post-test. The data that were obtained from the tests were analyzed by using SPS S statisic 25 program. The result of the study showed that the mean score of post test in control class was 7 9 .33 while the mean score of post-test in experimental was 84.00. Based on the criteria of hypothesis test that if sig. 2 tailed (p) was lower than alpha (α) 0.05, then Ho (Null Hypothesis) was rejected and Ha (Alternative Hypothesis) was accepted. In this study, the result of sig. 2 tailed was 0.00 3 and it proved that p &lt;α. It showed that there was a significant to the word find game of students’ vocabulary mastery.
Estimating the Number of Induced Subgraphs from Incomplete Data and Neighborhood Queries

We consider a natural setting where network parameters are estimated from noisy and incomplete information about the network. More specifically, we investigate how we can efficiently estimate the number of small subgraphs (e.g., edges, triangles, etc.) based on full access to one or two noisy and incomplete samples of a large underlying network and on few queries revealing the neighborhood of carefully selected vertices. After specifying a random generator which removes edges from the underlying graph, we present estimators with strong provable performance guarantees, which exploit information from the noisy network samples and query a constant number of the most important vertices for the estimation. Our experimental evaluation shows that, in practice, a single noisy network sample and a couple of hundreds neighborhood queries suffice for accurately estimating the number of triangles in networks with millions of vertices and edges.
Analisis Usability Nagari Mobile Banking Menggunakan Metode Usability Testing dengan Use Questionnaire

Penelitian ini bertujuan untuk mengevaluasi tingkat usability dari aplikasi Nagari Mobile Banking . Evaluasi dilakukan berdasarkan persepsi pengguna dengan menggunakan metode Usability Testing dengan USE Questionnaire . Kuisioner USE mempunyai 4 faktor yaitu Usefulness, Ease of Use, Ease of Learning dan Satisfaction . Emapat faktor ini dijadikan sebagai variabel bebas (independen) untuk mengevaluasi tingkat Usability aplikasi Nagari Mobile Banking . Penelitian ini menggunakan kuisioner sebagai data primer serta jurnal ilmiah, buku referensi sebagai data sekundernya. Penelitian ini menggunakan uji Validitas, Uji Reliabilitas, Uji Normalitas dan analisis Regresi Linier Berganda sebagai metode analisis data. Hasil penelitian menunjukkan bahwa 4 variabel USE signifikan dengan Usability aplikasi Nagari Mobile Banking . Usefulness mempengaruhi 6,15% dari Usability Nagari Mobile Banking , Ease of Use mempengaruhi 24,3% dari Usability Nagari Mobile Banking , Ease of Learning mempengaruhi 5,52% dari Usability Nagari Mobile Banking , Satisfaction mempengaruhi 15,36% dari Usability Nagari Mobile Banking. Kata kunci : Usability , Usability Testing, USE Questionnaire, Mobile Banking This study aims to evaluation the level of Usability Nagari Mobile Banking application. Evaluations are based on user perceptions using the Usability Testing method with the USE Questionnaire. The USE questionnaire has 4 factors Usefulness, Ease of Use, Ease of Learning and Satisfaction. These 4 factors serve as an independent variable to evaluate the Usability level of Nagari Mobile Banking application. This study uses questionnaires as primary data and scientific journals, reference books as secondary data. This research uses validity test, reliability test, normality test and multiple linear regression analysis as data analysis methods. The results showed that 4 USE variables affected signifikan Usability of the Nagari Mobile Banking application. Usefulness affects 6.15% of Usability Nagari Mobile Banking, Ease of Use affects 24.3% of Usability Nagari Mobile Banking, Ease of Learning affects 5.52% of Usability Nagari Mobile Banking, Satisfaction affects 15.36% of Usability Nagari Mobile Banking. Keyword s : Usability , Usability Testing, USE Questionnaire, Mobile Banking
A Error Analysis Performed on English 230 Students’ Elpt Compositions: A Basis for A Proposed Intensive Grammar Enrichment

The language of the humankind is linked to the creation of meaning and expressions of human behaviors and emotions. Language is said to manipulate and persuade people’s perception of ‘reality’ (Holmes, 2013). The reality—social and linguistic landscapes— that people construct is affected by the linguistic choices members of the community make. &#x0D; This research investigated the possibility of a Meranaw uniform orthography in terms of the word spelling and symbols by examining the varieties of the language in terms of its lexicons. Understanding varieties can unlock answers questions regarding variety’s causes and its contribution to the development of the language in terms of orthography—which can actually help Meranaw writers extend studies on other components of the language. These factors contributed to the direction of this paper as it attempted to investigate the sprouting of the varieties and its lexical changes. The findings of the study revealed that even though there were Meranaw lexical variants, it does not hinder the communication to be effective. The paper also showed that Meranaw lexical variants are mutually intelligible among the surveyed Meranaw communities. Mutual intelligibility suggests that language is convention--- meaning that even if there are varieties, the Meranaw language itself serve as a unifying link in keeping a society intact. The Meranaw language brings together one culture and its usage is a means to express community’s style in an effort to create a social reality. This reality allows them to express their thoughts and ideas through their language
Analisis Peramalan Peluang Bisnis Tanah Menggunakan Metode Double Exponential Smoothing

PT. JNF is a company engaged in Engineering, Construction, and Project Management, located in South Jakarta. This company wants to develop its business by building housing in the city of Malang, to be precise in the Kedungkandang and Lowokwaru districts. The company needs some data and information about population density and land prices in the area to help the process of their project work. Providing information on data and forecasting results about population density and land prices in the area will help companies facilitate business development. Therefore, companies need an information system that can predict population density data and land prices in Kedungkandang sub-district and Lowokwaru sub-district, which functions to help companies see land business opportunities in Malang for housing development. The method used to make this system is the Double Exponential Smoothing method, because this method has a trend pattern that matches the data pattern of the object to be predicted. The data used are data from 2005 - 2018. The result of population density forecasting for Lowokwaru sub-district is 8713.98 and has a MAPE value of 1.39%, for Kedungkandang sub-district is 4949.07 and has a MAPE value of 2.55%, for the land price of Lowokwaru sub-district is 2777725.18 and has a MAPE value of 3.45 % and Kedungkandang sub-district is 1766560.27 and has a MAPE value of 8.36%. Based on the calculation of the MAPE value the results of the forecast above, it can be concluded that if the greater the constant value, the lower the MAPE value, the best constant value is between 0.6 - 0.9. The land business opportunity in Lowokwaru and Kedungkandang sub-districts is high based on the forecasting results of population density and land prices which tend to increase every year and the land business opportunity value based on ROI (Return of Investment) for the company is 0.38% of the initial capital.&#x0D; Keywords: information systems, forecasting, land business opportunities, land prices, population density, double exponential smoothing.
The Correlation Between Performances Among Lexical-Related Tasks and The Performance in The Sentence Construction Task

This study employed a quantitative correlational design to explore the correlation between the students' performances among lexical-related tasks and how these tasks affect the performance in a sentence construction task. Using IBM SPSS Statistics Version 22’s Pearson Partial Correlation Test, this study calculated participants' performance in primary lexical attributes by recognizing the following aspects of lexical knowledge: pronunciation patterns, morphological structures, syntactic properties, semantic characteristics such as abstract and interconnectedness, and a complete sentence construction in a strict naturalistic classroom setting. The test results showed that the participants made 297.05 seconds on average for 42 correct responses in Lexical Decision Task, 5.88 seconds per picture projected on the screen in Picture-Naming Task, 8.33 seconds for each word in Semantic Judgment Task, and 30.17 seconds on average to complete a sentence. These results concluded that the participants' performance in identifying strings of letters does not correlate significantly with their performance in understanding how a particular word functions grammatically within a sentence. In terms of the level of automaticity, the participants’ performance exceeded the average performance. The findings suggested that their performance in understanding primary lexical attributes in single lexicons does not facilitate their understanding of semantic characteristics. Henceforth, the students’ lexical knowledge does not yet construct an integrated linguistic representation in the target language acquisition. The study confirmed previous evidence that stated that a better performance in lexical-related tasks significantly impacted sentence processing and construction skill.
USING VIRTUAL REALITY IN SUPPORT STEAM APPROACH FOR GENERAL SCHOOL

The article considers the main possibilities of virtual reality tools to support the STEAM approach in general education institutions. The focus is on the benefits of virtual reality for the implementation of STEAM education. The statistics of the law firm Perkins Coie LLP and XR Association «Determining the role of industry in the future of immersive technologies» on the research of the implementation of augmented and virtual realities in 2019. The attitude of teachers of general education institutions of Ukraine to the use of virtual reality in the implementation of the STEAM approach is analyzed. Particular attention is paid to VR applications for the STEAM approach in general school. Some virtual reality applications for general education institutions are offered, such as Google Expeditions, 3D Organon Anatomy, Lecture VR, StarTracker VR-Mobile Sky Map, Nano2d, VR Roller Coaster, Volumetric oscilloscope, Calcflow and others. We concluded that the use of virtual reality opens up many new opportunities in learning and STEAM education that are too complex, time consuming or expensive with traditional approaches. Virtual reality is able not only to provide information about the phenomenon itself, but also to demonstrate it with any degree of detail. A virtual educational environment is a creative environment in which learning is possible with the motivation of students, their emotional uplift and a positive, optimistic mood. A necessary condition for the use of a virtual educational environment is the implementation of a personality-oriented approach and the development and improvement of teaching methods, in particular in the fields of STEAM. Prospects for further research are the design of the STEAM model of oriented educational environment using virtual reality tools.
FORMATION OF INFORMATION CULTURE OF MILITARY UNIVERSITY CADETS WHEN TEACHING PHYSICS

The article considers the conditions for the formation of information culture of cadets of a military educational institution in the process of teaching physics, which contribute to improving the efficiency of the educational process. The author outlined various approaches to the concept of "information culture": philosophical, informational and cultural. From the point of view of these approaches the definition of the information culture of the individual is given. The author identifies and describes the main components of the information culture of the individual. Based on this, the pedagogical conditions for the formation of information culture of cadets are formulated: the motivation of cadets to master information culture in the process of active cognitive activity in the study of physics, associated with the projection of educational tasks for the future profession; the use of problem-based learning that promotes the development of consciousness through the resolution of cognitive problems containing contradictions; the creation of a comfortable information and educational environment.