Reviewerly/exHarmony huggingface dataset:
MLP-BP Based Optimal Ranking of Solar Power Plant Site

Primary energy sources are running out with the increase in electrical energy consumption. Energy is the key driver to the growth in any economy. One of the biggest challenges today is to meet the continuously rising demand for energy. Renewable energy serves as a solution to the above issue. Renewable energy site selection is a Multiple Criteria Decision-Making (MCDM) problem. MCDM is a complex Decision-Making (DM) tool. This context relates to the optimal site selection for solar power plant (SPP). The SPP selection of site relies on a set of qualitative and quantitative criteria, which are uncertain. The objective of this paper is to enable policy-maker to achieve the best potential SPP installation site focusing on attributes such as solar radiation, temperature, distance from the road, distance from the protected area and sunshine hour. This paper reviews an MLP-BP algorithm to carry out site selection for SPP in Rajasthan, West Bengal and Karnataka, and results are obtained as the weight of the output and attributes its class as good, fair and poor. This algorithm helps in simplicity for the site selection for utility-scale Photovoltaic (PV) solar energy systems by considering the important criteria for the decision process.
Addressing Covid-19 in Higher Education Institutions with a Blockchain-Based Mobile Payment System

Looking at the higher learning institutions in developing countries, there is no question that the current methods for paying student fees are inefficient, inconvenient and wasteful of time. In addition, the rise in the number of students studying in higher learning institutions has led to long frustrating queues and overcrowding in most financial institutions during payment of student fees. With the advent of Covid-19, banknotes and contact-based payment methods should be avoided, according to the World Health Organization. Health experts have confirmed that the SARS-CoV2 virus could survive on surfaces such as banknotes for two to four days. This paper sought to design and implement a secure blockchain-based payment system for higher learning institutions in developing countries. The study adopted elliptic curve public-key encryption and signature scheme. Object-oriented software development methodology was used to implement the proposed payment system. The proposed system consists of an e-wallet mobile application, RESTful API and blockchain as the core component of the API. Students can use the proposed solution to address the difficulties mentioned when paying fees at a higher learning institution. The wallet can also be used to pay for goods and services offered by the institution as well as other merchants on the premise.
S-Hidra: A Blockchain and Sdn Domain-Based Architecture to Orchestrate Fog Computing Environments

Fog computing arises as a complement to cloud computing where computing and storage are provided in a decentralized way rather than the centralized approach of the cloud paradigm. In addition, blockchain provides a decentralized and immutable ledger which can provide support for running arbitrary logic thanks to smart contracts. These facts can lead to harness smart contracts on blockchain as the basis for a decentralized, autonomous and resilient orchestrator for the resources in the fog. However, the potentially vast amount of geographically distributed fog nodes may threaten the feasibility of the orchestration. On the other hand, fog nodes can exhibit highly dynamic workloads which may result in the orchestrator redistributing the services among them. Thus, there is also a need to dynamically support the network connections to those services independently of their location. Software Defined Networking (SDN) can be integrated within the orchestrator to carry out a seamless service management. To tackle both aforementioned issues, the S-HIDRA architecture is proposed. It integrates SDN support within a blockchain-based orchestrator of container-based services for fog environments, in order to provide low network latency and high service availability. Also, a domain-based architecture is outlined to address the geographic distributed nature of fog environments. Results obtained from a proof-of-concept implementation assess the required functionality for S-HIDRA.
Mathematical Basics

There are basic equationsBasic equations available to treat fluid flows through balance equations for mass, momentum and energy. To utilize these equations sufficiently, it is necessary to refresh the mathematical knowledge of students. This chapter therefore provides an overview of general knowledge about the tensor notation for scalarsScalars and vectorsTemperaturescalars and vectors, such as zero- and first-order tensors. Second-order tensors are discussed and mathematical treatments of physical phenomena in field and substantial variables are introduced. Mathematical operatorsMathematical operators for field and substantial quantitiesSubstantial quantities are introduced and the laws of StokesIntegral law of Gauss and GaussIntegral law of Gauss are explained. Complex variablesComplexvariable are introduced and their employment to treat flow physics is explained.
IDENTIFYING CUSTOMER BUYING PATTERNS USING MARKET BASKET ANALYSIS

Market Basket Analysis (MBA) is an approach that finds the strength of association between pairs of products that customers buy and can determine patterns of co-occurrence. The main aim of MBA is to determine customer buying behavior and predict next purchase. It can help companies to increase cross-selling. To generate association rules, the Apriori algorithm employs frequently purchased item-sets. It is based on the idea that a frequently purchased item’s subset is also a frequently purchased item. If the support value of a frequently purchased item-set exceeds a minimum threshold, the item-set is chosen. This paper observes the advantages of implementing MBA, algorithms that applies in this technique and ways to identify customer buying patterns.
Literacy Skills of Children with Autism Spectrum Disorder

One of the barriers for children with Autism is communication disorders which have an impact on literacy skills. However, so far, this issue has not received the attention of researchers. This study aims to describe literacy in children with Autism Spectrum Disorder. There are four things about literacy skills which a literature review will explain. There are four literacy skills, namely the ability to read, write, listen and speak. As a result, methods that can improve children's reading ability with autism spectrum disorder are the alphabet method, the sound method, the syllable method, the word method, and the synthetic, analytic structural method. In writing skills, a story approach with pictures and the Sensory Integration method can be used. In listening skills, the Floor Time method can used. While the PECS method can be used to improve the speaking ability of children with autism spectrum disorders.
Efforts to Improve Digital Literacy Skills for Teachers through Information Literacy Training

Advances in information technology and the internet have resulted in very abundant digital information resources. In Indonesia, the current condition of students, who are digital native generations, is highly dependent on searching for information on the internet. However, the low level of information literacy among students impacts the prevalence of plagiarism of copyrighted works. The activities carried out were in the form of basic and practical levels of information literacy training. The training materials were adapted to the needs of teachers to answer various literacy problems at the school level. In the preparation stage, the training team carried out several activities, including coordination with the participants. The results show that training activities in the form of digital literacy training for teachers at SD Negeri Mangkubumen Lor Number 15 could make a positive contribution to increasing participants' information literacy skills in terms of identifying various forms of potential information sources, implementing information search strategies, the ability to access various electronic information sources as needed, and the ability to evaluate the information sources from the web. Therefore, similar activities need to be developed by inviting many participants from other schools so that a generation of students and teachers in the school environment are literate towards the culture of reading, writing, processing, and evaluating information in the digital era.
The Future Trends of Mobile Learning Application (MLA) In Education Area: A Systematic Literature Review (SLR)

This research aims to identify mobile learning applications (MLA) in the education area in Indonesia. Research questions that will be answered are: (1) What are the mobile learning applications that have been developed in the world of education? (2) What are the objectives to be achieved in the development of the mobile learning application? (3) What are the levels of education that are the target of research and development of mobile learning applications? The research method used is Systematic Literature Review (SLR). SLR methods are used to identify, review, evaluate, and interpret all available research with interesting phenomenon topics, with specific research questions relevant. Research steps are planning, conducting the study and reporting the study. The research data source was compiled from Garba Rujukan Digital Reference (https://garuda.ristekbrin.go.id/) and google scholar. 16 of 39 articles were reviewed. The selection process of articles is determined by compiling exclusion criteria used, i.e. (1) articles published between 2015-2021; (2) the development of mobile learning applications is limited to the world of education, especially the type of formal education. The results showed that there had been an increase in the number of researchers, from both academics and practitioners, to develop learning tools. The majority of apps developed are android based. Mobile learning applications are implemented starting from junior high school, high school and college level. This study can be considered for further researchers that the development of learning devices still needs to be continuously improved and reviewed both from the content of the application and the target users of the application.
Android-Based Game Development for Lesson Social Sciences (IPS) Fifth-Grade Elementary School

This study aims to determine the design and specifications of the product and determine the feasibility of an Android-based educational game. The background of this research comes from technological developments regarding cellphones and the learning difficulties of fifth-graders at SD Negeri Banyubiru 2 in studying Indonesian history material. This research is an ADDIE model development research. This method has five stages, namely: 1) Analysis Stage, 2) Design Stage, 3) Development Stage, 4) Implementation, 5) Evaluation Stage. The data that has been collected will be analyzed using quantitative data analysis techniques with data collection techniques in the form of giving questionnaires and post-tests to students. Android-based educational games are designed using the Construct Game 2 software. The results of the material validation show an average rating of 78, 41%, and media validation showed an average rating of 83.75%. The results of the main field trials got an average rating of 4.2 (good category) and the results of the operational field trials got an average rating of 4.7 (very good category). The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school. The average post-test results of students in the experimental class were above the school KKM, namely 85.97. It can be concluded that android-based educational games are appropriate to be used as alternate learning media and can provide student learning outcomes above the KKM set by the school.
Family Readiness Profiles in Implementing School Literacy Movement To Form Literate Generation: A Qualitative Study on Parents of Elementary School Students

Learning during a pandemic requires good cooperation between teachers and parents because at this time the role of parents becomes greater in assisting the learning process at home. This study aims to determine the readiness of Muslim families, especially parents in implementing the school literacy movement policy as an effort to form a literate generation with Islamic characteristics, and to analyze readiness in a complex manner both of facilities and family culture. This research was conducted on 70 parents or guardians of elementary school students. This study used the qualitative research method. Data were collected through observation and interviews. Data analysis used the Miles and Huberman models. The results of the study were discussed from two aspects of the student literacy environment, namely the physical and non-physical environments. From these two environments, it can be concluded that there are four principles of the literate family: 1) The abundance of reading material. 2) Various texts based on the children's needs. 3) Literacy interaction. 4) Integrated and sustainable activity. From these principles, on average, the literacy interaction in the family is high enough only, and this is only related to the purpose of formal education, not been built in an integrated and sustainable way.
Analysis of The Relationship Between Students' Reading Habits and Students' Ability to Answer Reading Literacy Questions

Entering Society 5.0, the ability to process information well are needed. Reading literacy is one of the skills that must be possessed to be able to process information well, unfortunately Indonesian students' reading literacy always gets a score below the average. This research was conducted to analyze the causes and types of reading literacy questions that are difficult for students, using mixed methods research, with the Sequential Explanatory Design model. The research subjects were 100 high schools’ students in class X. The study found that students who got high scores during the trial on average had reading habits from an early age, had a lot of books, spent an average of 5 days a week reading with a duration of more than 1 hour, the types of books read by students who get high scores are more diverse and meaningful than other students. From this research, it can be concluded that students’ ability to work on PISA questions is influenced by their reading habits at an early age, the number of books they have, the average time spent reading in a week, the length of time it takes to complete a book, and the type of reading read.
Analysis of Digital Literacy Skills of Grade VI Elementary School Students in Online Science Learning

In the industrial revolution 4.0 era, digital literacy plays an essential role in effective interaction and communication during the learning process, especially in natural science subjects. Thus, this study aims to analyze the digital literacy skills of sixth-grade elementary school students in online natural science learning in chapter 2: material on the reproduction of living things. This qualitative descriptive research employed the purposive sampling technique. The consideration was to look at the digital literacy achievement in online natural science learning. It was evidenced by the indicators of digital literacy achievement in online natural science learning. The instruments utilized were questionnaires and observation sheets. Both instruments were used to measure the digital literacy level. The results obtained uncovered that the students’ digital literacy level was divided into high with 69%, moderate with 18%, and low with 13%. The average percentage of digital literacy skills for sixth graders at SD N Jomin Barat IV was 84%. It indicates that students' digital literacy referred to indicators with a very high category. Furthermore, the indicators and question items from this questionnaire and observation sheet can be used as a basis for further research. This study concludes that students' digital literacy skills were included in the high category through scores obtained from questionnaires and observation sheets.
Augmented Reality Media Development in Early Childhood Learning System During the Covid 19 Pandemic Era

The phenomenon of the COVID-19 pandemic has changed the experience of children in the independent and responsible learning process. The policy of online learning carried out from home has been implemented in Early Childhood Education. The implementation of technological innovation needs to be applied to transform knowledge. The development of learning technology using Augmented Reality (A.R.) is the realization of needs actually by the media in early childhood learning materials. This research method uses a qualitative strand to explore in-depth information related to children's perceptions of initial data. Meanwhile, the quantitative strand data collection was used to measure the results of the widely implemented A.R. learning product trials dominant by strengthening quantitative data. The product development approach with exploratory sequential mix methods is a guideline for researching plural data collection. In developing A.R. learning media, it was found that 78.28% of learning media needs were related to learning motivation to use these technological devices. The development of A.R. media for early childhood leads to the theme of the surrounding environment that was previously designed through a storyboard. Implementation and evaluation of A.R. learning media for early childhood shows that using media is 83.7% from cognitive outcomes that support online learning. Cognitive abilities foster children's imagination in realizing ideas into expressions in exploring behavior in the environment during the learning period at home. Research findings from the application of children's learning technology can connect meaningful contextual sources and respond with enthusiasm. The meaning of learning media for early childhood is an effort to bring children's psychology closer during "Learning to Home" learning which creates situations and conditions with technology and digitalization in education in the era of disruption that can change the existing system order.
The Effectiveness of Higher Order Thinking Skills (HOTS) Based E-Book to Improve Student Learning Outcomes

Student-centered learning using learning media requires the role of the teacher as a facilitator, this can be realized by using E-Book media based on higher order thinking skills. The purpose of this study was to determine the importance of E-Books based on higher order thinking skills as learning media that can be utilized in improving high school students' learning outcomes. This research is an experimental study using one group pre-test and post-test pre-experimental design with a sample of economic learning outcomes. The sampling technique used was purposive sampling while the data collection technique used tests, namely pre-test, and post-test. The results of the analysis show that learning using E-Book media based on higher order thinking skills is effectively used in improving student learning outcomes.
The Use of Audio-Visual Tools in Learning English: An analysis of online teaching and learning

Nowadays, technology has helped people to do anything fast in every aspect including in education. It helps in the teaching and learning process. Students must be more encouraged to accelerate their improvement in English. This article discusses how auditory and visual tools like film and you-tube can improve students to study English. Learning English is not limited to the materials provided in the classroom. We have many more options. YouTube is one of them. Watching movies is also a great way for students to improve their English, especially listening and speaking skills. This study aims to show how film or video on YouTube help students in improving their English and prove if learning English can be through watching video through youtube. Using online survey research to 50 regular and online students in Jakarta can be concluded that students are familiar with audio and visual tools. By using these tools, they can learn English more, not limited to materials taught in the classroom and the eLearning platform, but also various interesting topics that help them improve their ability in using English. Teachers/instructors are suggested to be more creative to use film and video on youtube with challenging questions/assignments.
Students’ View of Using Mobile Based Interactive Multimedia with Contextual Teaching and Learning Approach in Chemistry Learning

The COVID-19 pandemic has had an impact on the education sector, especially in the learning process, which was originally face-to-face, now must be carried out online. Thus, teachers need to develop appropriate learning strategies that are supported by appropriate learning media as well. The aim of this study is to determine the perceptions of senior high school students about the use of mobile based interactive multimedia with contextual teaching and learning approach in chemistry learning. This study used a descriptive research design with a survey method to the students of tenth grade science students of Pradita Dirgantara high school that were randomly selected as research sample. The questionnaire was distributed to the sample as a data collection technique, and then the results were analyzed quantitatively with a percentage. The results of this study showed that teachers have used learning media in Chemistry learning activities that are in accordance with the topics being taught with often frequency. The types of learning media that are often used in learning are web-based media, sometimes with conventional media, and sometimes with mobile-based media. In addition, students' perceptions regarding the use of mobile-based learning media include the use of learning media have a positive influence and impact on students, because students can more easily understand lessons, students feel not bored and are not afraid to learn, are more motivated to learn, and become more diligent in studying Chemistry.
Understanding the Characteristics of Early Childhood Teachers Candidates through Online Interactive Quizzing

This study aims to understand the characteristics of early childhood teacher candidates for developing online interactive quizzes to promote active learning. With a qualitative approach using the observation method, the study focuses on Indonesian early childhood teacher candidates’ engagement in the use of Kahoot! and Quizizz as an interactive quiz media. Within this construction, group analysis was divided into two groups: Kahoot! and Quizizz. The sample in this study was 80 early childhood teacher candidates in Indonesia. The findings showed that 68.75% of participants made their own online quizzes with different-type of questions, while 31.25% of participants designed quizzes with the same-type questions. In addition, the results indicated that multiple-choice questions, true or false questions, and many answers questions are the top 3 questions format in an online quiz based on preferences of early childhood teacher candidates in Indonesia. The implication of these result is to provide more understanding for early childhood education aiming to increase the learning experiences.