Reviewerly/exHarmony huggingface dataset:
Development of a Digital Data Narrative EdTech Model: 3D Modeling Software Class for University Students in Republic of Korea

This research discusses the development of a software-centered EdTech (Education Technology) class model through the implementation of a course titled &amp;quot;3D Time Machine&amp;quot; at a 4-year university in Republic of Korea over two semesters. The course focused on teaching 3D modeling software, Blender, within the history department. The primary objective of offering this course was to equip students from the digital generation with the capability to manipulate digital technology effectively. Through studying historical materials and accumulating domain knowledge, students could construct their narratives from their unique perspectives. This aimed to foster their proficiency in digital technology operation, preparing them for an education environment increasingly centered around virtual worlds. As the use of virtual worlds gains prominence in educational settings, there is a growing need to incorporate curricula that prepare students to thrive as well-prepared citizens in future societies. Assessing the digital competencies of contemporary university students and designing instructional models with particular attention to their needs is becoming increasingly important. This research draws insights from interviews, conducted in both face-to-face and written formats, with students who participated in the &amp;quot;3D Time Machine&amp;quot; course. The interviews revealed valuable insights that can be actively incorporated into the development of software-centered EdTech instructional models. They reported that they expanded their perceptions as they learned how to make their ideas tangible. The course helped students overcome their fear of digital technology. In conclusion, the course effectively employs 3D modeling technology, a software-centered EdTech, as a core element in helping students develop their narratives rapidly and diversely, thereby playing a crucial role in their ability to articulate their unique perspectives.
Word Ladder Game in Teaching Reading English to Young Learners

&lt;div class="WordSection1"&gt;&lt;p&gt;This research focuses on finding out the effect of implementing the Snakes and Ladders Game in teaching reading. This research was conducted by applying experimental quantitative research. The aim of this research is to determine whether or not there is an influence of the Snakes and Ladders Game on the learning achievement of grade 5 students. The author took 15 students as an experimental group using the Snakes and Ladders game and 15 students as a control group using conventional methods. The population of this study was 30 students consisting of class 5. The author took two classes as a random sample to see the influence of the Snakes and Ladders game in teaching reading. Data was taken by giving a reading test into two tests: pre-test and pro-test for the experimental and control groups. The average pre-test score for the experimental group was 60.2 and post-test 85, the average pre-test score for the control group was 55.7 and the post-test 73. Therefore this shows that the average score for the pre-test the experimental group was 60.2 and the post-test was 85. the experimental group was higher than the control group. The results of t count &amp;gt; t table with a significance level of p=0.05 (8.5 &amp;gt; 2.048). the alternative hypothesis (Ha) is accepted and the null hypothesis (Ho) is rejected. It is recommended that English subject teachers apply the Snakes and Ladders Game as an alternative teaching medium to help and enrich students' Reading Comprehension.&lt;/p&gt;&lt;/div&gt;
The Talk Show Strategy in Facilitating Secondary School Students’ Speaking Skills

&lt;p&gt;This research outlines the talk show strategy (TSS), an effort junior high school students made in learning English. This research aimed (i) to explain how students develop their speaking skills throughout the implementation of the talk show strategy in their English learning; (ii) to explain any obstacles encountered while the implementation of the talk show strategy in their class setting; and (iii) to analyze the students' perceptions of the talk show strategy implementation in their classroom. This research presented as an inquiry case study that looked at how the participants improve their speaking skills through talk show. By using study case method, this research gathered data via observation, interviews, and questionnaires and analyzed it using the narrative analysis technique by analyzing the triangulation data. The research included 21 students from Santo Aloysius Junior High School Bandung. The research results reveal that (i) the students improve their speaking English because they are actively involved in the talk show in the class; (ii) some challenges are encountered, such as team work and lack of confident; however, they see these as opportunities to improve their English and other skills; and (iii) the students mention improvements in their English and an increase in their creative skills after implementing TSS for their education. Finally, implementing TSS in English classroom especially in Junior High Schools is worth doing.&lt;/p&gt;
The Role of English in the Business World for Import-Export Entrepreneurs: Insight from the Indonesian Furniture Industry

&lt;p&gt;In the era of globalization, communication or relations between countries, commonly referred to as international communication, is progressing in all countries. The role of English in the relations of a country is essential, especially in the business world, for example, the Import Export business, whose activities include importing and exporting goods from one country to another. This study aims to describe the roles of English in the world of import-export business in Indonesia, especially the furniture industry in Jepara Regency. This study employed a qualitative method. Data were collected from semi-structured interviews with an owner from the furniture Industry in Jepara, Indonesia, and several literature sources, research institutes, and government agencies. The findings reveal that English has an important role as an international communication tool and as a main to reach marketing. In addition, it is useful for building communication with people from various countries. Based on the results of this study, it can be concluded that the role of English is very crucial for a successful business, especially in terms of export-import with other countries.&lt;/p&gt;
Challenges, Strategies, and Digital Media Use in Writing Research Articles: A Study of EFL Postgraduate Students

&lt;div class="WordSection1"&gt;&lt;p&gt;Many universities in Indonesia require their students to conduct research article writing and publish it in reputable journal. Although, writing a research article in English is challenging, however, students must have an effective strategy to solve those challenges. In addition, the appearance of digital media might be very useful for students to conduct writing scientific research. This study aims to identify the challenges faced by four EFL postgraduate students while writing the research article and to explore the strategies and digital media used by them. An in-depth interview through narrative inquiry approach was employed to collect the data from the participants’ experiences. The findings of this study show that the participants find some challenges in writing a research article, there is the lack of language proficiency, the difficulty in finding the relevant respondents and references, and time management. However, it can be solved by strategies, such as, cognitive strategy, metacognitive strategy, social strategy, and affective strategy, and digital media used by them. This study might be used to provide additional information relating to the strategy and digital media to support research.&lt;/p&gt;&lt;/div&gt;
The Effectiveness of Using YouTube on Fireman Sam Channel To Improve Vocabulary Mastery in Teaching Listening

&lt;p&gt;This research is about the use of YouTube on the Fireman Sam channel to improve vocabulary skills in teaching listening. The objectives of this research are: 1) To identify the Firemans’ Sam channel improve vocabulary mastery in teaching listening; 2) To identify Firemans’ Sam Channel is effective in vocabulary mastery. This research method was a quasi-experimental in which the data collection used two tests, pretest and posttest, both of which were listening tests. Then the data were analyzed using t-test to find out whether there is a significant difference after being given treatment. The finding of this research before getting the treatment the sample got the mean of each test in pre-test is 43,33. After being seen from the t-test that there is a significant value of 0.000 because it is less than 0.05, the researchers assume that the use of YouTube on Fireman Sam's channel improves vocabulary skills that will be effective in teaching students' listening and can be used as an alternative media in teaching listening.&lt;/p&gt;&lt;p&gt; &lt;/p&gt;
Integrating Scrabble Online as a Tool To Support for Vocabulary Learning

&lt;div class="WordSection1"&gt;&lt;p&gt;&lt;span lang="EN-US"&gt;Scrabble online is an application that can be used to teach vocabulary. In this particular study, researchers used online scrabble on students from a high school in Simalungun. There were six participants in this study. The purpose of this study is to find out how students feel about the effectiveness of using online scrabble to improve their vocabulary. The question that needs to be answered in this study is, "How do students perceive the use of online scrabble in learning vocabulary?" The study presented here was a qualitative descriptive study. Data collected through interviews were then transcribed verbatim and analyzed using content analysis. As a result of this study, it can be concluded that scrabble online is an application that can help students improve their vocabulary when learning English.&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;
An Analysis of the Abstracts of EFL Undergraduate Students: Coherence and Cohesion

&lt;div class="WordSection1"&gt;&lt;p&gt;&lt;span lang="EN-US"&gt;Coherence and cohesion play crucial roles in writing an abstract of an undergraduate thesis. By ensuring the coherence and cohesion of the abstract, EFL undergraduate students can enhance its readability, can facilitate the understanding of the research content, and can enable readers to grasp the main points efficiently. However, EFL undergraduate students often need help achieving coherence and cohesion due to their limitations in understanding and practicing academic writing. The research aims to analyze how the sentences in the abstract are related to one another through logical connections and to identify the cohesive devices like conjunction, reference, substitution, or ellipsis to make the abstract coherent. Three abstracts were chosen randomly from 2020 to 2022. Then, the researchers analyzed the data qualitatively in words or sentences using document analysis. The results show that two out of three abstracts are coherent. It is highly suggested for EFL undergraduates whose abstracts must be more readable to improve cohesive devices and use different conjunction and adverbial sentences. Therefore, the suggestion is that EFL undergraduate students use other transitions to link each sentence to make coherent text.&lt;/span&gt;&lt;/p&gt;&lt;/div&gt;
The Effects of Self-Directed Learning Strategy on Studints’ Reading Comprehension Skills

&lt;div class="WordSection1"&gt;&lt;p&gt;This research aims to describe the implementation of self-directed learning (SDL) for the tenth-grade students of SMK PGRI 2 Tanah Grogot, to analyze the effectiveness of the self-directed learning (SDL) strategy on reading comprehension skills for the tenth-grade students of SMK PGRI 2 Tanah Grogot and to analyze the student's motivation after the application of the self-directed learning (SDL) strategy of reading comprehension skills for the tenth-grade students of SMK PGRI 2 Tanah Grogot. This research used experimental investigation methods. The target population and sample of this research were all tenth-grade students of SMK PGRI 2 Tanah Grogot for the academic year 2022/2023. The total sample was 14 students. The findings of the research show that the efficiency of using self-directed learning strategy can be known from pre- and post-test comparison findings. It can be seen from the acquisition of the means of the pre-test was 43.1429 and the post-test was 85.4286 which was carried out on the same 14 samples. The questionnaire's findings answers showed that student motivation increases after carrying out the learning process. It can be seen from the frequency distribution of questionnaire statements using the Likert Scale. Based on the findings, it is possible to deduce that the use of self-directed learning strategies improves students' reading comprehension skills and motivation.&lt;/p&gt;&lt;/div&gt;
The Corelation Vocabulary Mastery Toward The Result of Reading English

&lt;p&gt;&lt;span lang="EN-US"&gt;The purpose of this research is to find out the correlation vocabulary mastery and the result of reading English at eight grade. The research was conducted at junior high school (SMP) Kasih Depok in Depok. The test method used quantitative research, which type of correlation research. The data collection technique used multiple choice objective test totally of items were 80 questions. The questions were consisting 40 items of vocabulary test and 40 items of reading English test. After doing the validity of the test items, then analyzing, and calculating of the test through the use of the Pearson product moment correlation test. It has been obtained T value counting bigger than T table (0,54 &amp;gt; 0,2484) and significant value as 0,000 which is meant less than 0,05(0,000 &amp;lt; 0,05). Therefore, this research has proved the second hypothesis that stated there was positive correlation between vocabulary mastery and the result of reading English at eight grade junior high school (SMP) Kasih Depok.&lt;/span&gt;&lt;/p&gt;
Magic Portal Interaction to Support Precise Embodied Mid-air and Haptic Selection-at-a-distance

Focus-and-context techniques allow visualisation users to keep a full dataset in view while making detailed selections. Such techniques have been studied extensively on desktop to allow precise selection within large data sets, but they have not been explored in immersive 3D modalities. In this paper we develop a novel immersive focus-and-context technique based on a "magic portal" metaphor for precise data-point selection within larger-than-room-scale 3D scatter plots. We compare linear and non-linear gain "Go-Go arm" implementations reaching to place the portal, finding that non-linear gain may help people who have difficulty judging depth at a distance. We find strong evidence that portals reduce overshoots in selection and overall hand trajectory length. The portals also enable us to use a robot arm to provide haptic feedback within the limited volume of the portal region. We demonstrate applications for portal-based selection through two use-case scenarios.
Defining Regions of Interest

Many machine vision applications, such as compression, pictorial database querying, and image understanding, often needto analyze in detail only a representative subset of the image, which may be arranged into sequences of loci called regions-of-interest,ROIs. We have investigated and developed a methodology that serves to automatically identify such a subset of aROIs (algorithmically detected ROIs) using different Image Processing Algorithms, IPAs, andppropriate clustering procedures. In human perception, an internal representation directs top-down, context-dependent sequences of eye movements to fixate on similar sequences of hROIs (human identified ROIs). In this paper, we introduce our methodology and we compare aROIs with hROIs as a criterion for evaluating and selecting bottom-up, context-free algorithms. An application is finally discussed.
Human-like Task Adaptation in Artificial Agents with `What' and `Where' Representations

Humans are able to skillfully navigate their environments even when aspects of the environment unexpectedly change over time. Using a realistic virtual environment, we study the ability of both human participants and artificial agents to adapt to changes in a navigation task over time. We find that humans demonstrate a hybrid decision-making strategy, whereby they are able to better adapt to changes in superficial statistics of the environment or to goal location than they are to environment structure. To model this behavior, we compared a set of artificial agents utilizing state-space information from a dual-stream world model containing distinct learned `what' and `where' representations. We find that agents utilizing a `what' representation are able to most quickly learn the task, while agents utilizing a `where' representation as the basis of their learned policy are most consistent with the human behavior when task changes take place. This highlights the role that representation learning plays in downstream behavior, even when the underlying behavioral algorithm remains fixed.
The Perception of Deaf People Towards the Use of Hearing Aids

This article discusses the perception of the deaf in using hearing aids. Based on observations, not all deaf people use hearing aids, even though they have experience using hearing aids. A descriptive quantitative approach was used to collect data, involving all members of the Deaf Organization in Padang. As a result, more than a few deaf people have a good perception of the use of hearing aids, they agree that hearing aids are very helpful for communicating and carrying out daily activities and believe hearing aids can help the development of deaf children if used early.
Fire Suppression Simulation Application Development Stereo Graphics Based (Virtual Reality)

Modern man today is very dependent on his life with computers. Because with the help of computer technology can ease their task. A computer can create a situation similar to the original. This technology is commonly called simulation. Serious simulations depict a system that is difficult to perform in the real world and is at high risk. These serious simulations are usually much more developed in the making. This development technology is called Virtual Reality (VR). Virtual Reality (VR) is a development of stereo display techniques. Where users can see an object with dimensional depth that will give a 3D effect on the human brain. Based on the background above, the author tries to implement stereo displays in firefighting simulation (FFS) applications. The simulation engine used is Open Scene Graph with Microsoft Visual Studio 2008 compiler, which uses the C++ programming language. The GUI display design uses Qt 4.7.3. Users will try the stereo display effect in the FFS application and interact between the fire particle system and the water particle system to compare factors that cause fire particle system outages. Of all the implementations and trials carried out, the author succeeded in implementing stereoscopic fire suppression simulation applications. Because all objects in this application already have a red shadow for the left side of the thing and a blue shadow for the right side. The interaction between the user and the fire suppression simulation application was also successfully displayed in this Fire Fighting Simulation (FFS) application. The fire particle system will be extinguished if the user performs fire suppression interactions.
KELENGKAPAN DAN KETEPATAN WAKTU PENGISIAN RESUME MEDIS ≤1X24 JAM OLEH DOKTER DI RSIA SMB TAHUN 2020

The discharge summary is a resume of all patient care and treatment periods that must be filled in entirely by the doctor in charge within 1x24 hours after the patient is pronounced discharged. This study examines the completeness and timeliness of filling in discharge summaries by using the system approach. This research is a qualitative study to obtain input and transformation through in-depth interviews and review of hospital documents, then reinforced with quantitative research to get an overview of the output through observation and study of discharge summary forms. Sixty-one discharge summary forms were used as research samples by calculating total sampling. The results showed that the percentage of discharge summaries included in the category fulfilled was only 16.4%. At the same time, in terms of timeliness, it was found that only 45.9% of filling discharge summaries were included in the appropriate time accuracy category. The average time needed for a doctor to get a discharge summary is 32.3 hours. The patient identity and the nursing data items group had the lowest filling distribution, while the highest was in the medical data and data authentication group. There are still differences in knowledge in filling out discharge summary, lack of motivation of the doctors, form formats evaluation that has not been carried out routinely; there is no reward system, punishment system and special training for discharge summary, differences in perceptions regarding the flow of the discharge summary filling process, and the discovery of conflicts related to communication.
GPU Cluster Dynamics: Insights from Alibaba's 2023 Trace Release

Abstract In this paper, we present a comprehensive analysis of GPU cluster traces from Alibaba, released in 2023, with a focus on unraveling the intricacies of node and pod configurations and their associated metrics. By dissecting the configurations of 1,523 nodes, predominantly GPU-based, we identify a wide array of configurations and GPU models, highlighting a balanced interplay between CPU cores and RAM across all nodes while also noting a decoupling between CPU/RAM and GPU-specific metrics in GPU nodes, indicating a nuanced approach to workload placement. Our investigation extends to an analysis of 8,152 pods, revealing diverse configurations and a significant prevalence of latency-sensitive pods, indicative of a cluster geared towards timely resource provisioning. The presence of Failed and Pending pods, however, underscores the complexity and challenges inherent in scheduling efficiency and resource allocation. By delving into both node and pod configurations and metrics, this study sheds light on the operational characteristics and workload patterns within the cluster. The insights gleaned from this analysis are invaluable for researchers, system designers, and operators, providing a nuanced understanding of the cluster's workings. This, in turn, lays the groundwork for future research and optimization efforts, ultimately contributing to the advancement of GPU cluster management and operation.
Results of NAEP Math Item Automated Scoring Data Challenge &amp;amp; Comparison between Reading &amp;amp; Math Challenges

This brief report describes the results of both the Math and Reading Automated Scoring challenges to explore the potential of Automated Scoring for use with short and extended constructed response items. This short report primarily focuses on the Math Challenge but also compares these results to the previous Reading Challenge and provides some implications for the field.