Reviewerly/exHarmony huggingface dataset:
Gamification of 2D and 3D Animation Subjects to Improve Learning Outcomes

2D and 3D animation is considered by most teachers as a skills-only subject, requiring no theory. It makes students less interested in learning, causing a decrease in learning outcomes. This research aims to develop gamification in 2D and 3D animation subjects to improve student learning outcomes. This research is research into developing the Lee Owens Model to assess the feasibility and effectiveness of gamification. To test feasibility, expert validation was used, while to test effectiveness, the t-test was obtained from the average value of pre-test and post-test trials. This research involved a sample of 60 people. Data collection uses pre-test and post-test, observation, interviews, and questionnaires. The feasibility of developing gamification was declared valid, with the results of material validation being feasible (77%). Second, the results of the validation of learning media are very good (89%). Third, the learning design validation results are very feasible (88%). Fourth, the results of individual trials are feasible (78%), e) the results of small group trials are very feasible (98%), and field trials are very feasible (89%). The t-test results showed a significant (absolute) difference between the mean post-test learning outcomes for the experimental and control classes. It is concluded that gamification has feasibility and effectiveness in improving student learning outcomes.
CONTAINERIZATION AND VIRTUALIZATION

Virtualization and containerization are two revolutionary technologies that are thoroughly examined in this chapter. The ability to efficiently share processing, storage, and network resources is made feasible by virtualization, as it is detailed in this article. It talks about the function of hypervisors, the isolation of virtual machines, and the adaptability this technology provides. The lightweight virtualization method known as containerization, in contrast, is advertised as packing applications and their dependencies into transportable containers. The process of containerization is covered in detail in this chapter, along with container images, resource separation, orchestration, and the inherent portability of containers. In addition, the chapter contrasts traditional and virtual architecture's architectural features, emphasizing the transition from physical to digital construction and the consequences of tangibility, materials, iteration, and applications in each strategy. Both virtualization and containerization's effects on security are covered, with a focus on the necessity of routine patching, access control, and vulnerability testing to reduce any dangers. The chapter ends by highlighting the importance of these technologies in contemporary computing. It draws attention to their contributions to resource usage optimization, increased flexibility, cost savings, and consistent application deployment from development to production environments. The information in this chapter acts as a thorough reference for comprehending these crucial technologies and the variety of uses to which they are put in the current IT environment.
Monitoring of digital literacy levels and profiles in the regional education system: analysis of digital gaps

Introduction. Digital literacy (hereinafter – DL) is a key element of the modern educational system, and its absence may lead to limited access to educational resources and unequal development opportunities. Monitoring of DL levels of pupils and students in the system of general (hereinafter – GE) and secondary vocational education (hereinafter – SVE) allows to identify strengths and weaknesses of digital training in the regional education system and to put forward cause-and-effect investigative hypotheses about the causes of digital breaks. The purpose of the research is to investigate levels and profiles of digital literacy among students in different educational institutions and to identify digital gaps in different parameters. Materials and methods. More than three thousand students from various types of educational institutions took part in the study, including general education schools, gymnasiums, lyceums and colleges of the Tomsk region (Russian Federation). The monitoring process used a previously developed operationalized model of DL adapted for the Russian education system. Methods of mathematical statistics (Kruskal — Wallis, Mann–Whitney, One-way analysis of variance) were used to compare levels and profiles of DL at selected levels of GE and SVE. Results. There are significant differences in DL between the level of GE as a whole and SVE (z = -3,824, p &lt; 0,0001; z = -2,904, p &lt; 0,004). Among the students of GE and SVE the highest levels of metacompetencies of information literacy and content creation (primary general education (hereinafter – PGE)– 64%, basic general education (hereinafter – BGE) – 66.8%, secondary general education (hereinafter – SGE) – 71.2% and SVE – 71.4%), the lowest – level of metacompetency of interaction and communication in networks (PGE – 73%, BGE – 50.2%, SGE – 66.8% and SVE – 59.8%). Conclusion. The monitoring of digital literacy in the regional system of general and secondary vocational education has shown that there are many gaps and disparities both within individual digital literacy profiles and at different stages and levels of education. DL gaps among learners are caused by gaps in digital training at educational institutions, unequal access to infrastructure, and socio-economic and cultural inequalities. The analysis of the digital divide will lead to the development of recommendations and strategies aimed at bridging the DL gap.
Developing Number Puzzle Learning Media for Elementary School Dyslexic Students: Single Subject Research

A child displaying symptoms of dyslexic learning disorders requires assistance in accurately identifying numbers, particularly those that share resemblances. This research aimed to develop media for teaching dyslexic children to help them identify numbers correctly. This research employed a development and single-subject research method. The subject was a child with symptoms of dyslexia learning disorders from primary school in Gorontalo, Indonesia. The research instruments used were observation sheets and media validation. The findings revealed that prior to engaging with the puzzle activity, the dyslexic student demonstrated the capability to identify a range of 4 to 5 numbers accurately. However, after participating in the puzzle activity, the dyslexic student exhibited an improved performance, achieving the ability to correctly recognize and recall 8 to 10 digits in both writing and memory. The number puzzle media was developed by dividing the puzzle into two parts: the part of the screen containing the complete picture and the base placing the puzzle pieces. The puzzle pieces were made by stacking several formed duplex parts, then covered with paper glued together to create a waterproof product. The puzzle focused on the numbers contrasting in color. The numbers were divided into several parts to make it easier for dyslexic students to identify models of these numbers. After conducting media testing on a dyslexic student, the analysis demonstrated a positive impact of the media on learning outcomes. This research suggests a notable improvement in the numerical identification skills of the dyslexic student
Reading Difficulties Faced by Dyslexic Learners of English: an Exploratory Study at Govt. Special Education Center, Ahmad Pur Sial Jhang

This research focuses on discerning the reading barriers faced by dyslexic English learners at Ahmad Pur Sial, Special Education Center in Jhang, employing a qualitative methodology. The study selects students in the first and second grades of the Govt. Special Education Centre in A.P. Sial, Jhang. Data collection methods include on-site observation and semi-structured interviews conducted with two female teachers and the principal. The outcomes of the research unveil diverse reading challenges facing dyslexic learners, encompassing phonological dyslexia, visual dyslexia, dysphonic dyslexia, rapid naming deficit, and double deficit. The study underscores significant implications for the effective pedagogy of special children within educational institutions.
Research on Intelligent Teaching Mode Based on Classroom Behavior Monitoring of Body Motion

Objective: Classroom behavior detection is of great significance in the field of education, as it can assess students’ participation and focus. Methods: This paper introduces a novel classroom behavior detection method based on PP-YOLOv2. Leveraging computer vision and deep learning, the proposed approach involves the collection and annotation of student sample datasets, accompanied by thorough data preprocessing. The utilization of the Mish Activation function enhances the model’s learning ability and improves the accuracy of behavior detection. Results: This study is of great significance for real-time monitoring, enabling the evaluation of student behavior to improve teaching effectiveness and promote personalized learning. The experimental results show that this method exhibits good performance in classroom environments, providing educators with an efficient and accurate tool for behavior detection. Conclusion: Further research endeavors can expand the application scope and optimize algorithms to enhance performance. In summary, the proposed method shows promise in revolutionizing classroom behavior detection, offering a more efficient and accurate means of assessing and improving students’ educational experiences.
MULTIMEDIA DESIGN TRAINING FOR HIGH SCHOOL TEACHERS IN TANGERANG SELATAN

The teaching and learning process is a process that involves teachers and students. Interaction must be two-way in transferring knowledge so that teaching materials can be understood and appropriately understood. Teachers must be prepared before giving subject matter and are expected to have exciting teaching materials that can be studied and accessed at any time. Learning multimedia training is needed for high school teachers in South Tangerang. The material provided is about making learning videos with Canva. The material on editing and posting files generated through Canva to Youtube will also be provided. The training activities have been going well. The training participants felt that this activity was helpful and exciting and supported their educator careers. Participants wanted the action to be held longer so that the material could be deepened better. Apart from that, the follow-up service program was also treated with other training materials. The next PkM team is expected to be more prepared to collaborate with teachers to make the class atmosphere and material more interesting for students.
Sistem Informasi Manajemen Inventaris Berbasis Web di SDIT Alam Biruni

SDIT Alam Biruni is a private elementary school located in Jl. Sisingamangaraja Parit 7, Air Ruai, Pemali, Bangka. In managing item inventory, they are still using spreadsheet software. Also, the process of keeping the records of borrowed items is still done manually by writing them in a record book of borrowed items. The goals of this final project are a) designing and developing a website-based inventory management information system, and b) simplify the registering process of item borrowings at SDIT Alam Biruni. The development process is done by following the Waterfall development model and the design process is done by using use case diagram, activity diagram, and entity relationship diagram. The website-based inventory management information system at SDIT Alam Biruni is developed using CodeIgniter 3 framework, Sublime Text editor, PHP programming language, and MySql Database management system. The testing methods that are used to test the system are: 1) Black Box testing method and 2) user satisfaction survey. The result of this study is a website-based inventory management information system that can simplify the registering process of item borrowings at SDIT Alam Biruni, with 82,6% result of user satisfaction survey.
Sistem Informasi Manajemen UKM dan ORMAWA di Polman Negeri Babel

Student affairs at Polman Negeri Babel are divided into Student Activity Units (UKM) and Student Organizations (ORMAWA). Administrative processes such as submitting work programs, accountability reports, and submitting activity proposals are not well structured. There is no data collection for UKM and ORMAWA members, the membership registration process is still conventional and there is a lack of information delivery media. Based on these problems, research was carried out which aimed to build a Management Information System for UKM and ORMAWA at Polman Negeri Babel. The methods used in data collection are observation and interviews. As for the research method used prototype method. The method used to test the system is the User Acceptance Test (UAT) method with black box testing and beta testing techniques. The system built is in accordance with the plan based on the results of black box testing. While the beta testing results obtained a percentage of 88.48%. It can be concluded from this study that the development of the Management Information System for UKM and ORMAWA at Polman Negeri Babel suits user needs and facilitates the administrative process, membership registration, conveying or obtaining information, records logs of activities and membership of UKM and ORMAWA
Sistem Pengelolaan Kegiatan Magang Mahasiswa Polman Negeri Babel

Students at Polman Negeri Babel carry out internships in semester 6 for Diploma III and semester 8 for Diploma IV. In internship activities, there are several processes including the process of submitting, implementing, monitoring, apprentice siding, and grading which still apply conventional processes. Many problems often occur as a result of conventional internship management, including data loss, document duplication, and difficulty in obtaining information about student internships. Based on the problems that have been described, it is necessary to conduct research with the aim of designing and developing a system of student internship activity management that can solve these problems. Data collection methods in this study apply interview and observation methods. For the design method, the authors apply the prototype method with the aim of facilitating research work that adapts to user needs. The testing method is carried out using black box and beta testing methods. The results of black box testing on the student internship activity management system that has been developed show that 100% of the system functionality is running as expected. Meanwhile, based on the results of testing with beta testing, the results showed 88%.
A Secure Multi-Agent-Based Decision Model Using a Consensus Mechanism for Intelligent Manufacturing Tasks

Multi-agent systems (MASs) have gained a lot of interest recently, due to their ability to solve problems that are difficult or even impossible for an individual agent. However, an important procedure that needs attention in designing multi-agent systems, and consequently applications that utilize MASs, is achieving a fair agreement between the involved agents. Researchers try to prevent agreement manipulation by utilizing decentralized control and strategic voting. Moreover, emphasis is given to local decision making and perception of events occurring locally. This manuscript presents a novel secure decision-support algorithm in a multi-agent system that aims to ensure the system’s robustness and credibility. The proposed consensus-based model can be applied to production planning and control, supply chain management, and product design and development. The algorithm considers an open system; i.e., the number of agents present can be variable in each procedure. While a group of agents can make different decisions during a task, the algorithm chooses one of these decisions in a way that is logical, safe, efficient, fast, and is not influenced by factors that might affect production.
Memória e bibliografia da filatelia brasileira uma análise do Catálogo de Selos Rolf Harald Meyer - RHM

The article deals with the memorial aspect of the Brazilian philatelic bibliography. The research aimed at analyzingthe Catalog of Postage Stamps in Braziledited by Rolf Harald Meyer. The research procedure was bibliographic and documentary. The catalogs were accessed in a private library of a bibliophilatelist in Recife. Scientific literature was accessed through BRAPCI, BDTD Capes and SciELO. The survey resulted in a sample of 31 editions of the Catalog produced between 1975 and 2019. This sample was grouped into 3 different time periods: 1975 to 1986,1987 to 1999 and 2000 to 2019 and the data tabulated in Excel. Historical and editorial aspects, data on layout, printing, physical constitution and information architecture were identified. It was concluded that the Catalog has its brand consolidated in Brazil and abroad. It represents the symbolic work of collaborative knowledge between philatelic collectors and traders. It is proposedfor future studies that the Catalog goes beyond graphic studies and information organization and fits into the field of cultural transfer of transatlantic knowledge and the history of the book. It ratifies the postage stamp and its information regime as an object of research in several and different areas.
Image Forgery Detection Based on Fusion of light weight Deep Learning Models

Image manipulation has increased in popularity as a result of the software that is readily available for altering photos. Since the altered photographs cannot be distinguished with the human eye, they are spreading on numerous platforms, causing confusion and spreading rumours.Researchers have been working on several methods for the more accurate detection of altered photographs as a result.Better accuracy is provided by neural networks' ability to extract intricate hidden properties from images. In contrast to conventional methods of counterfeit detection, a deep learning model automatically creates the necessary features; as a result, it has emerged as the newest field of study in image forgery.In this research, we suggest an approach for detecting image forgery that is fusion-based. SqueezeNet, MobileNetV2, and ShuffleNet—three compact deep learning models—are the foundation of the decision fusion.Two phases comprise the implementation of the fusion decision system. The evaluation of the forgeries of the photos begins with the pretrained weights of the lightweight deep learning models. The outcomes of the counterfeiting of the photos are compared with the pre-trained models using the ne-tuned weights, second.In comparison to state-of-the-art techniques, the experimental results show that the fusion-based decision strategy delivers higher accuracy.The paper initially discusses various types of image forgery techniques and later on compares different approaches involving neural networks to identify forged images
A Comparative Study on Security and privacy challenges in Smart cities

Blockchain is one of the most recent organization based advancements, which will fundamentally affect most businesses including the travel industry. Despite the fact that blockchain innovation is at the outset phase of improvement, apparatuses like digital currencies, keen agreements, and Decentralized Applications have started to impact the travel industry exchanges. This paper makes an endeavor to feature the critical attributes of blockchain innovation related to the Smart city/the travel industry structure while making suggestions of how the innovation would develop and impact the business. Significant issues identified with the innovation just as difficulties are likewise talked about, including a few misinterpretations
Resolving Artificial Intelligence Hallucination in Personalized Adaptive Learning System

This research was inspired by the trending Ai Chatbot technology, a popular theme that contributed massively to technology breakthroughs in the 21st century. Beginning in 2023, AI Chatbot has been a popular trend that is continuously growing. The demand for such application servers has soared high in 2023. It has caused many concerns about using such technologies in a learning environment, such as a personalized adaptive learning system. Implementing the AI Chatbot, however, could revolutionize how people learn. However, issues also emerge on how we, as users, can avoid misleading information caused by AI hallucinations and how to resolve it. The method used in this research is a systematic literature review and proposal of an AI-based adaptive learning system that can be implemented by using AI as a media in between the system. The result of this research is a proposal for an AI-based Learning System and ways to prevent issues regarding AI learning from occurring in a learning system.
The New Smart Government Software Quality Framework Uses Modifications to ISO/IEC 25010

Production of applications for use in Smart Governance in Indonesia is still growing, with the target of 100 Smart Cities set by the Indonesian government. Therefore, a lot of software is needed to manage and optimize various aspects of smart cities. Smart City is a concept of using information and communication technology to improve efficiency, comfort and quality of life for city residents. It is important for governments to select and invest in software that is high quality, prioritizes security, and ensures regular maintenance. Comprehensive software testing is also necessary to identify and address potential issues before the application is introduced to the public. Several studies have used software quality measurement models. This research aims to provide an overview of software quality models based on e-GovQual and ISO/IEC 25010 as well as information quality measurement attributes from the Electronic-Based Public Service Framework (SPBE) which are used as standards for assessing software maturity levels. Smart Cities in Indonesia. Through a literature review approach, we found a mapping and relationship between the characteristics of the ISO/IEC 25010 model and the characteristics of the SPBE Framework. These results will be used as a basis for formulating a Smart Government Software governance framework.
Video Object Motion Tracking using Dense Optical Flow Techniques

Digital video content refers to video content that is stored and transmitted in a digital format. Video contains the Objects and their motion. Object detection and motion tracking are two of the most fundamental tasks in digital video content analysis. The main goal of this paper is to detect multiple objects and track their motion in a dynamic environment. This paper provides motion tracking of multiple objects using dense optical flow approaches such as FarneBack method and FarneBack-Gaussian method. Video datasets used for the experiment are collected from YouTube. The experiment result shows that FarneBack-Gaussian dense optical flow approach provides higher precision, stability and computationally efficient than FarneBack dense optical flow. Various mechanisms like accuracy and time complexity are used to test and validate results. The significance of this research is to extract information about the motion and behavior of objects within video in a dynamic environment. Security companies, sports organizations, autonomous vehicle manufacturers, government agencies and academic researchers will benefit from this research.