Reviewerly/exHarmony huggingface dataset:
PELATIHAN SPEAKING BAHASA INGGRIS DENGAN MENGGUNAKAN PLATFORM ZOOM MEETING PADA STAFF BIRO KEUANGAN BP BATAM

English is very important for communication between countries so that BP batam is a government agency that cannot be separated from developing its English language skills. LPPM Unrika's collaboration with BP Batam Finance Bureau staff in implementing online English language training during the pandemic to improve English language skills. Overall service activities are carried out in a span of 6 months (July-August 2021). The post-test results obtained a conclusion that the basic English skills of the inmates were very good with an average score of 81.8, while the lowest score was 80 and the highest score was 85. When compared to the pre-test where the lowest score was 71.6 and the highest was 80, with an average of 77.1. So the average result of the pre-test and post-test scores is 79.4, so the achievement value of BP Batam's financial bureau staff increases significantly.
Utilizing Digital Storytelling Structure for Developing an Electronic Traditional Game Gobak Sodor

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.
Associative Plurality and the DP/NP typology

This paper investigates the phenomenon of additive plural morphology being used to denote the associative plural in a variety of languages. A novel empirical generalization is proposed: Languages with identical additive and associative plural morphology lack free standing definite articles. This follows a line of generalizations made by Boskovic (2008, 2012), who argues that languages without free standing definite articles do not project the DP layer, though the proposed generalization groups affixal article languages with languages without articles (see also Talic (2017)). I propose a new analysis of associative plurals that yields the empirical generalization for free. I argue that Num, the position of additive plural morphology, moves to Associative, which heads a projection on top of the nominal domain. This movement operation is blocked by the presence of D/DP in free standing definite article languages.
Efektivitas Strategi Know Want Learned (KWL) dalam Meningkatkan Keterampilan Berbicara Bahasa Jepang

This research was conducted to attempt at improving Japanese Speaking skill through Know Want Learned (KWL) strategy of the 2018-2019’s academic years students of Japanese Department, Faculty of Language and Literature of State University of Jakarta. The classroom experiment study was triggered by the fact that the subjects still faced problem in Japanese speaking skill. The classroom action study made use of pre-test and post-test research design with quantitative analysis. Based on the experiment result, the data administered showed that there was improvement in the students’ Japanese speaking skill. Before giving the treatment, the classes’ average of pretest was 68.2. After implementing the KWL strategy, the classes’ average of posttest was 80.3. This indicated that the students’ Japanese speaking skill has improved. Moreover, the hypothesis test revealed tcalculate is higher than ttable. Therefore, these findings clearly suggested that improving Japanese speaking skill through KWL strategy was highly effective.
Analysis of E-Readiness in Distance Learning at Korwilcam Dindik Public Elementary Schools Kedungbanteng, Banyumas Regency

The research purposes to analyze the readiness of implementing e-learning and reveal what factors are still weak / need improvement and what factors are considered successful / strong in supporting the application of e-learning in Distance Learning in public elementary schools Korwilcam Dindik Kedungbanteng Regency.Banyumas.Survey method was used.The model used is ELR Aydin & Tasci, which consists of four factors: 1) humans, 2) self-development, 3) technology, and 4) innovation.The results showed that the readiness of implementing e-learning at Distance Learning in public elementary schools of Korwilcam Dindik Kedungbanteng, Banyumas Regency was in the ready category, but needed a little improvement.Meanwhile, for each ELR factor that is still weak / unprepared, it needs a little improvement.Other factors that are considered successful / ready, require a little improvement, such as self-improvement, technology, and innovation.
Ontology of Discrete Mathematics in Education

Currently, ontologies are widely used in computer science for the formalized representati- on of knowledge about various subject areas. Special formal languages for describing ontologies have been developed and are successfully used, which allow describing ontologi- es in a form that is accessible for use by both humans and computers.Among the various options for using ontologies, a special place is occupied by the use of ontologies in educati- on, since the systematization and ordering of knowledge, being the main competitive advantage of the ontological approach, is at the same time one of the main goals of the educational process. The article proposes original methods of constructing ontologies for use in the educational process of higher education. The central idea is the construction of faceted, in other words, multifaceted ontologies, in which different aspects of the same subject area are described by conceptually similar, but syntactically different means. This approach provides a more accurate and semantically adequate description while maintaining the known brevity and clarity of designations. As a language for describing ontologies, it is proposed to use the uniﬁed modeling language UML 2, which has proven itself in formalization in many cases. The presentation is based on the example of constructing an ontology of discrete mathematics, and the ontology diagrams given in the article are introduced into the educational processes of the Academic and Polytechnic Universities of St. Petersburg.
Managing Teacher’s Digital Literacy in Responding to the Challenges of 21st Century Skills

Digital technology has become a very important part of the implementation of education. Therefore, the purpose of this research was to find out the need for a digital literacy framework for teachers in facing the challenges of 21st-century education. The participants were 30 class teachers and principals from the Karang Baru State Islamic Madrasah, Al-Ittihadul Islamiyah Islamic School Ampenan, and the Integrated Integrated Elementary School Sekarbela. Data were taken using observation, interviews, questionnaires, and documentation. This study uses a descriptive qualitative research approach. The results of the study indicate that teachers need to increase digital literacy in aspects of Information and Information literacy, communication and collaboration, digital content creation, digital security, and digital problem-solving. The implications of this research can be seen in understanding the concept of improving the quality of teacher digital literacy according to the needs of teachers and the situation of the school environment
Machine Learning Driven Feature Sensitive Progressive Sampling Model for BigData Analytics

BigData requires processing a huge data volume, which is an undeniable challenge for academia-industries.The classical sampling techniques are limited when addressing dataimbalance, large data-heterogeneity, multi-dimensionality etc.To alleviate it, in this paper a novel machine learning driven feature sensitive progressive sampling (ML-FSPS) that in conjunction with an improved feature selection and classification environment achieves more than 95.7% of accuracy, even with 10-14% of the original data size.The proposed ML-FSPS model was applied for IoT-device classification problem that possesses exceedingly high data-imbalance, multi-dimensionality and heterogeneity issues.Functionally, the FSPS-driven analytics model at first performed active period segmentation followed by multi-dimensional (descriptive) statistical feature extraction and Wilcoxon Rank Sum Test based feature selection.Subsequently, it executed K-Means clustering over a gigantically huge feature instances ( network traces) Here, K-means algorithm clustered each feature samples into five distinct clusters.With initial sample size of 10%, FSPS model selected same amount of data elements (0.5-5% iteratively) from each cluster for each feature to perform multi-class classification using homogenous ensemble learning (HEL) model.Here HEL encompassed AdaBoost, Random Forest and Extended Tree ensemble algorithms as base classifiers.The simulation results affirmed that the proposed model achieves accuracy of almost 99% even with 10-16% of sample size.
VISUALIZATION OF EXPERIMENTAL DATA IN WEB- BASED VIRTUAL REALITY

Technological advances in the field of virtual reality and personal computation in general brought usto the era of web-based virtual reality, where virtual environments can be accessed directly from webbrowsers and without the need of installation of any additional software. Such online virtualenvironments seem to be a promising tool for scientific data visualization. When accessed throughappropriate hardware, such as VR headsets, they also offer full immersion and isolation from externalinfluences. In this paper, we present a prototype solution for a histogram visualization in onlinevirtual environments. The prototype, named NDMVR, has been implemented using A-Frameframework for visualization, React.js for compositionality and JSROOT for histogram dataacquisition. Its user interface is primarily adjusted to personal computers and VR headsets.
DEVELOPMENT OF STUDENTS’ LEARNING-KNOWING COMPETENCE IN VOCATIONAL EDUCATION

This article discusses the rapid inflow and large-scale flow of information into society today, the rapid receipt of information, its analysis, processing, theoretical generalization, summarization and delivery to the student, the achievement of quality and efficiency in the educational process, the acquisition of individual knowledge and skills by the student to enhance the knowledge and experience required for in-depth study, the acquisition of integrative knowledge and actions in each independent direction, the requirements for the level of professional training of students, the appropriate use of knowledge, skills and methods , the student’s acquisition of knowledge, skills and abilities necessary for the implementation of professional activities of personal and social significance and the ability to apply them in professional activities indicates the competence of the student, and the educational competence of the student is a set of independent thinking competencies, consisting of elements of logical, methodological and social activities related to the specific objects under study, including knowledge and skills in goal setting, activity planning, content analysis, reflection, personal evaluation of activities, competence and learning. The full essence of such concepts as competence, pedagogical conditions, necessary factors and important aspects of the development of students' learning competence in the process of higher education are explained in the article.
Pedagogical internship in the cyclic process of student teachers’ training

The article highlights the courses which provide theoretical grounds for the pedagogical internship in the cyclic process of student teachers’ training at the faculty of linguistics of the National Technical University of Ukraine “Igor Sikorsky Kyiv Polytechnic Institute” (hereinafter officially abbreviated name – Igor Sikorsky KPI). The study design was narrative and analytical, exploiting the following methods: system analysis of methodological sources, generalization of positive experience of the cyclic process of student teachers’ training through the pedagogical internship, monographic method – to cover the findings obtained. It is stated that the effectiveness of training future teachers at the technical university to a large extent depends upon developing this process into a meaningful instructional enhancement with pedagogical internship as the concluding stage. Student teachers’ training cyclic process is designed to enhance: the quality of results-driven professional growth; professional collaboration between staff and students as well as among students themselves; arrangement of curriculum, educational and assessing processes to the standards; quality, coherence and monitoring of students’ learning process across classroom and extra-curricular activities. The three-fold aim of the pedagogical internship is outlined: firstly, to practice and improve student teachers’ skills through the classroom practice; secondly, to develop the unique pedagogic style of every student teacher; thirdly, to promote positive changes in students learning that provide the theoretical basis for pedagogical internship as well as monitoring the process of pedagogical internship, assessing the progress (self-assessment including), eliminating certain drawbacks, and providing the feedback. The pedagogical internship is considered a coherent element of the curriculum contributing to the process of students’ socializing, understanding educational phenomena as well as forming students’ competence-based skills of pedagogical activities.
CORRELATION BETWEEN PARENTAL ATTENTION AND MATHEMATICS LEARNING OUTCOMES TO FIFTH GRADE STUDENTS OF PUBLIC ELEMENTARY SCHOOLS IN PREMBUN SUB-DISTRICT IN ACADEMIC YEAR OF 2020/2021

&lt;p&gt;&lt;em&gt;The study aimed to determine the positive and significant correlation between parental attention and mathematics learning outcomes to fifth grade students of public elementary schools in Prembun Sub-district in academic year of 2020/2021 and to determine the contribution of parental attention on mathematics learning outcomes. It was bivariate correlational quantitative research. The sampling method was probability sampling technique. Data analysis used correlation test and adjusted R square with a significance level of 0.05. The correlation test was sig=0.000 (Sig &amp;lt; 0.05). It indicated that there was positive and significant correlation between parental attention and student’s mathematics learning outcomes. It meant that having much parental attention, the higher student's mathematics learning outcomes and vice versa. The parental attention contributed 16.40% to mathematics learning outcomes and the remaining 83.60% is influenced by other factors.&lt;/em&gt;&lt;/p&gt;&lt;p&gt;&lt;strong&gt;&lt;em&gt;Keywords: &lt;/em&gt;&lt;/strong&gt;&lt;em&gt;parental attention, mathematics learning outcomes&lt;/em&gt;&lt;/p&gt;
Unstructured search by random and quantum walk

The task of finding an entry in an unsorted list of $N$ elements famously takes $O(N)$ queries to an oracle for a classical computer and $O(\sqrt{N})$ queries for a quantum computer using Grover's algorithm. Reformulated as a spatial search problem, this corresponds to searching the complete graph, or all-to-all network, for a marked vertex by querying an oracle. In this tutorial, we derive how discrete- and continuous-time (classical) random walks and quantum walks solve this problem in a thorough and pedagogical manner, providing an accessible introduction to how random and quantum walks can be used to search spatial regions. Some of the results are already known, but many are new. For large $N$, the random walks converge to the same evolution, both taking $N \ln(1/\epsilon)$ time to reach a success probability of $1-\epsilon$. In contrast, the discrete-time quantum walk asymptotically takes $\pi\sqrt{N}/2\sqrt{2}$ timesteps to reach a success probability of $1/2$, while the continuous-time quantum walk takes $\pi\sqrt{N}/2$ time to reach a success probability of $1$.
Color Enhancement of Low Illumination Garden Landscape Images

The unfavorable shooting environment severely hinders the acquisition of actual landscape information in garden landscape design. Low quality, low illumination garden landscape images (GLIs) can be enhanced through advanced digital image processing. However, the current color enhancement models have poor applicability. When the environment changes, these models are easy to lose image details, and perform with a low robustness. Therefore, this paper tries to enhance the color of low illumination GLIs. Specifically, the color restoration of GLIs was realized based on modified dynamic threshold. After color correction, the low illumination GLI were restored and enhanced by a self-designed convolutional neural network (CNN). In this way, the authors achieved ideal effects of color restoration and clarity enhancement, while solving the difficulty of manual feature design in landscape design renderings. Finally, experiments were carried out to verify the feasibility and effectiveness of the proposed image color enhancement approach.
Quizizz as Distance Learning Tool: Effects and Students' Opinion

The purposes of this study are: (1) To determine the effect of using Quizizz as a distance learning tool, and (2) To determine students' opinions of Quizizz as a distance learning tool. The participants of this study consisted of an English teacher and thirty-one eleventh-grade students. The data used in this study are in the form of interview results, description of students’ final grades, and the result of questionnaire. The method used is a mixed-method – qualitative and quantitative, with three instruments: Likert Scale questionnaire, interview, and students’ final score. The main findings of this study are: (1) Positive effects in increasing students’ learning motivation, competitiveness, and academic achievement in grammar and reading when using Quizizz as a distance learning tool, and (2) Students’ positive opinions towards Quizizz’s interesting appearance, challenging features, and their enjoy feelings while using Quizizz as distance learning tool.
Membangun Pythagoras Sebagai Visualisasi Random Forest Untuk Pemodelan Pohon Keputusan

Students observed Pythagoras for using a plane Geometry and 3D Geometry. However, Pythagoras can also be built for decision trees. Our research regarding Instagram Usage Habit with construct Pythagoras for a single decision tree. The study's results obtained are ambiguous attribute values. Therefore, it is continued with research to build Pythagoras for Random Forest. The purpose of the study is to facilitate the tracking of ambiguous data contained in the attributes. The results obtained that the relationship between characteristics of the target class, thus resulting in misclassification. This error caused invalid data; for example, there are three times the separation of data on the same attribute for age's target for a group of 20. However, although there are misclassifications caused by invalid data, based on the Pythagorean construction for Random Forest, the data is more easily traced to errors, which cannot be done by a single decision tree.
Pengaruh Penggunaan Media Pembelajaran Geoboard Terhadap Hasil Belajar Siswa Pada Keliling Dan Luas Bangun Datar Kelas III SD

Selecting and using appropriate learning media certainly has an effect on the quality of learning and students’ learning outcomes. This research started from the reality at SD Negri 101919 Kuala Namu that teachers had not used the right learning media as a tool in explaining plane figure material, low students’ learning outcomes in mathematics subjects, difficulty understanding math lessons, lack of using learning media in explaining math subject matter. The objective of the research was to find out whether there was an effect of using geoboard learning media on students’ learning outcomes on the the plane figure circumference and area of grade III elementary school. This type of research was quantitative research with Quasi Experiment Research Type with Nonequivalent Control Group Design. The population in this study is all grade III students of SD Negeri101919 Kuala Namu with a total of 36 students. The sampling technique used in this research was the simple random sampling technique, while the sample in this research was class III A which amounted to 18 students as an experimental class and class III B which amounted to 18 students as a control class. The instrument used in the research was a multiple-choice form test. The data analysis technique used was a t-test that as preceded by a prerequisite test of analysis using a normality test and a homogeneity test. The prettest average score for the experimental class was 64,77 and the perettest of the control class learning outcomes was 50,05. Then the two classes were given different treatments, so the average posttest grade of experimental class learning outcomes was 85 and the control class was 75,05. Hypothesis testing was done with the t test. From the results of calculations obtained tcount &gt; ttable (2,9 &gt; 2,02). It can be seen that tcount &gt; ttable, so Ho was rejected and Ha was accepted. So the results of this research conclusion that the results of students’ learning mathematics who used geoboard learning media were higher than the results of students’ learning mathematics who used conventional learning media.
INFLUENCE OF INFORMATION, MOTIVATION, AND BEHAVIOR OF “TRISNA” TO DRUG COMPLIANCE. NUTRITIONAL STATUS, AND FAMILY SUPPORT IN PATIENTS WITH TUBERCULOSI

Indonesia is one of the five countries with the highest number of patients with tuberculosis (TB) worldwide, owing to patients being undetected and untreated. This study aims to analyze the effect of the Information, Motivation, and Behavior (IMB) Skill with “Trisna” approach on the management of drug compliance, nutritional status, and family support for patients with TB. This research is a quasi-experiment with pretest-posttest and control group design. Information about tuberculosis, medication adherence, nutritional status, family support and motivation are provided through training. At the end of training, each patient is given an alarm clock that can be used as a reminder to take medication. One form of family support is done by teaching the song “satu-satu” to remind patients to take medicine so as to minimize forgetting to take medicine. “TRISNA” is an attitude that accompanies TB cadres in providing health services to TB patioents. The socialization of the attitude of “TRISNA” was given by researchers to TB cadres before carrying out IMB training for TB patients. Compliance after intervention in the intervention group (mean, 10.80; SD, 0.98) was higher than in the control group (mean, 10.46; SD, 1.12) and effect size (ES) value of 4.16. Body mass index (BMI) in the intervention group (mean, 23.40; SD, 1.08) was higher than in the control group (mean, 21.43; SD, 0.75) and ES value of 1.95. Family support in the intervention group (mean, 106.28; SD, 22.00) was higher than in the control group (mean, 94.00; SD, 8.40) and ES value of 0.69. In managing patients with TB, the provision of IMB Intervention Skill with “Trisna” approach could improve medication compliance, nutritional status, and family support.