Reviewerly/exHarmony huggingface dataset:
Android-based Palembang Local Culture Procedure Text for Vocational High School: A Students’ Need Analysis

Rapid progress in science and technology is a hallmark of the globalized era. To stay up with the demands of the industry in the 4.0 era, it is important to consider both traditional classroom learning and social and virtual forms of learning. This research aims to discover, with the support of Palembang's vocational high school students and teachers, what kinds of reading material will best meet the demands of those pupils concerning procedure texts informed by the culture of that city. The author conducted an interview and a questionnaire to acquire data. Quantitative and qualitative assessments of the information were made. It was found that students needed English for their future careers, that they were not interested in reading because their English language skills were at a beginning level, that texts about general knowledge were relevant, that texts about Palembang's local culture were crucial as topics in reading comprehension, that texts about procedures where needed, and that reading materials about Palembang's local culture were not easily obtainable. Students in Palembang needed exposure to local culture, specifically Palembang's traditional dishes; 8) A mobile app for Android was needed to facilitate education. The assignment asked students to combine local Palembang culture with their English skills to produce a set of instructions using an Android app; this work could be useful in the students' professional lives in the future.
Pengaruh Penggunaan Media Flash Cards Terhadap Penguasaan Kosakata Bahasa Inggris Anak Usia 4-5 Tahun di TK Percontohan Tahun Ajaran 2021-2022

The formulation of the problem in this study, among others, namely "Is there any effect of using flash cards media on English vocabulary mastery of children aged 4-5 years in Pilot Kindergarten?". This type of research includes True Experimental Design research, namely Posttest Only Control Group Design. The population in this study were all kindergarten children in group B in TK PILOT, totaling 50 children, consisting of 2 classes, namely B-1 totaling 25 children and B-2 totaling 25 children with a sample of class B-1 totaling 25 children. (15 women &amp; 10 men) who were treated with tape recorder media. The instrument used in this study was a structured observation of children's English vocabulary mastery. After the data is collected, then the next step is to test the hypothesis using a one-party t test with a real level of = 0.05. Based on the data from the observation of the use of flash cards on the mastery of English vocabulary, it was found that the mastery of the children's English vocabulary was in the good category. Based on the results of observations of the use of tape recorder media on the mastery of English vocabulary, it was found that the mastery of the children's English vocabulary was quite good. This shows that the level of mastery of English vocabulary of children in the flash card media class using flash cards media is better developed than the children in the tape recorder media class using a tape recorder media. Based on the results of the t-test obtained 8.86 while 1.69, it can be concluded that there is a significant effect of the use of flash cards media on the mastery of children's English vocabulary in Santa Lusia Sei Rattan Kindergarten.
CONGKLAK APLICATION TO INCREASE UNDERSTANDING THE CONCEPT OF ROUND NUMBERS IN ELEMENTARY SCHOOLS

The purpose of this study was to determine students' understanding of integer concepts through innovative learning media.The method used in this research is Research and Development (R and D) research to produce a product.The Congklak application is designed by incorporating the traditional congklak game. This research was conducted at SD Negeri Sayung 1, Sayung District, Demak Regency. The product is designed through learning integer material using the context of the congklak game. The research stage consists of information gathering, planning, product development and product validation.The results of this study indicate that the Congklak application (Congklak.App) can be used to improve understanding of the integer concept. This is supported by the results of teacher and student responses as well as the results of the validation of experts showing very good criteria and suitable for use in learning integer concepts in elementary schools.
Syntactic Complexity of Online Opinion Articles Published in South East Asian Countries

The research investigated the syntactic complexity of opinion articles published in online newspapers from English as a Second Language (ESL) and English as a Foreign Language (EFL) countries in South-East Asia (SEA). The aims of the research were, first, to analyze the types of Syntactic Complexity (SC) of opinion articles in online news media. The second was to seek the difference in syntactic complexity in online opinion articles between ESL and EFL countries. The third was to seek whether there was a significant difference in terms of types of syntactic measurements between ESL and EFL countries. To answer the questions, the research applied both quantitative and qualitative methods. Twelve opinion articles from online news media in SEA countries were derived from Malaysia and Singapore, which represented ESL countries, and Indonesia and Thailand, which represented EFL countries. The data were analyzed by using an L2 syntactic complexity analyzer. The Second Language Syntactic Complexity Analyzer (L2SCA) program displayed fourteen syntactic complexity measures divided into five types of measurements such as the length of production, sentence complexity, subordination, coordination, and particular structures. From comparing overall ESL and EFL countries and each of the opinion articles topics, the research results reveal that opinion articles of ESL countries show a higher score on the lengthof production, sentence complexity, subordination, and particular structures than EFL countries. Meanwhile, in coordination type, EFL countries display a higher number of a score than ESL ones. The research indicates there is no significant difference between ESL and EFL countries since the p-value of each type of syntactic complexity is higher than 0,05.
Store Management Security System

Nowadays big shopping marts are expanding their business all over the world but not all marts are fully protected with the advanced security system. Very often we come across cases where people take the things out of the mart without billing. These marts require some advanced features-based security system for them so that they can run an efficient and no-loss business. The idea we are giving here can not only be implemented in marts to enhance their security but can also be used in various other fields to cope up with the incompetent management system. Several issues of the stores like regular stock updating, placing orders for new products, replacing products that have expired can be solved with the idea we present here. We also plan on making the slow processes of billing and checking out of the mart faster and more efficient that would result in customer satisfaction.
GQA-it: Italian Question Answering on Image Scene Graphs

State-of-the-art object detection networks depend on region proposal algorithms to hypothesize object locations.Advances like SPPnet [7] and Fast R-CNN [5] have reduced the running time of these detection networks, exposing region proposal computation as a bottleneck.In this work, we introduce a Region Proposal Network (RPN) that shares full-image convolutional features with the detection network, thus enabling nearly cost-free region proposals.An RPN is a fully-convolutional network that simultaneously predicts object bounds and objectness scores at each position.RPNs are trained end-to-end to generate highquality region proposals, which are used by Fast R-CNN for detection.With a simple alternating optimization, RPN and Fast R-CNN can be trained to share convolutional features.For the very deep VGG-16 model [19], our detection system has a frame rate of 5fps (including all steps) on a GPU, while achieving state-of-the-art object detection accuracy on PASCAL VOC 2007 (73.2% mAP) and 2012 (70.4% mAP) using 300 proposals per image.
Meningkatkan Literasi Menulis Siswa Pelajaran Bahasa Indonesia Melalui Pendekatan Keterampilan Proses Kelas VI SDN 3 Sekarteja Tahun Pelajaran 2021/2022

This study aims to: (1) Improve the achievement of learning Indonesian, especially in class VI SDN 3 Sekarteja (2) Knowing the improvement of writing skills in learning Indonesian. This research is a classroom action research. The data in this study were sourced from the sixth grade students of SDN 3 Sekarteja. The method used in this research is the Process Skills Approach. The results of this study are (1) the students' learning achievement in Indonesian increases, (2) the process literacy skills approach can be used as a means to improve students' poetry writing skills effectively. Keywords: literacy, learning achievement, writing poetry, students
Heavy Metals in Agricultural Soils of San Francisco de Macor&amp;#237;s and La Vega, Dominican Republic

In Dominican Republic exists cultive larges fields of various agricultural rubles.The largest extensions are rice, banana and cocoa; these are located in the Cibao Valley.In the eastern, southwestern, and a small area in the north of the country, sugar cane is cultivated.Heavy metals are found in many of these soils that could be affecting the quality of agricultural products or production.The levels of Cr, Ni, Zn, Cu, Cd, As, Hg and Pb, determined by X-ray fluorescence spectroscopy, in soils collected in two cultivation areas of Rice de La Vega and San Francisco de Macoris (SFM) have been compared with the NOAA-USEPA Canadian Agricultural Soil and Sediment Guide (CEQGs) (SQuiRTs Table ).The levels of Cr and Ni in La Vega exceeded the threshold effects levels (TEL), and the probable effects levels (PEL).Pb levels in the La Vega area were higher than in SFM.In general, these metals are found in the La Vega area in higher concentrations than in SFM, exceeding PEL and TEL.
Gesture based control for mitsubishi industrial robots

The main aim of the congress is to provide an opportunity for leading academicians, scientists, researchers and industry experts to discuss the latest advancements in the cross-multidisciplinary engineering fields and their research benefits to the entire mankind.ICE'22 will address multiple topics and issues of interest in the areas of Contemporary Materials, Additive and Smart Manufacturing, Green Energy and Sustainable Manufacturing, Artificial Intelligence and Machine Learning, Advanced Instrumentation and Control, Autonomous Vehicles, Robotics and Automation, Industrial Revolution (IR 4.0) Technologies, Structural Engineering, Transportation and Highway Engineering, Disaster Risk Management, Climate Change, Ethics in Engineering, Islamicization of Engineering Education, Humanising Engineering Education, Engineering Education for Sustainable Development, Mathematical Physics, Modelling & Simulation.At the end of the congress, it is hoped that this will lead to innovations and create new ideas in the respective field of engineering for the betterment of all humanity.The participants of the Congress, I believe, are well aware of many serious, and arduous challenges as a global family that are bad for the whole world including economic, social, cultural, climate change, global warming and natural disaster due to wars, human activity COVID-19 pandemic and, ignorance resulting in the changing of ecosystems, food security, sea levels and droughts.Recently, we were attacked by tiny creatures that could hardly be seen but has brought terrible damage to the whole world.War and killing each other including innocent children in order to solve conflicts is uncivilised.Therefore, the participants from highly educated institutions and organizations in this congress can certainly make a difference especially, having a positive impact after understanding and realizing the responsibility.It is hoped that this will minimize the sufferings of all humanity in the world.
THE SCREEN IS LIKE A GENERATOR OF SIMULACRA AND FAKES

Purpose. The article is devoted to the analysis of the screen as a special socio-cultural phenomenon that produces simulacra and fakes in modern culture. The peculiarity lies in the fact that continuous reproduction of screen technologies is supported through simulations. At the same time, screen technologies are defined as the leading factor of modern socio-cultural changes affecting the consciousness and behavior of the subject of culture – a person. His dependence on the screen is being formed, and today we can talk about the emergence of a philosophical and anthropological type of “screen man”.&#x0D; Methodology. To consider the problem, the author turns to the socio-philosophical and anthropological analysis of the role of the screen in modern culture. The article uses comparative analysis, historical-philosophical and anthropological methods.&#x0D; Results. The results of the study are that the author explicates the essence of Hobbes’ maxim that man can fully know only what he himself can do. As such an artifact in the philosophy of T. Hobbes is the body, and the social-political body, established by the man himself. The author supposes that the modern European project “social physics” can be considered a prototype of active theoretical-epistemic model describing social reality.&#x0D; Practical implications. This allows, from the author’s point of view, to consider the role of the screen and the digital effects produced by it in modern culture, as well as to develop an integrative approach to understanding screen culture as a whole.
Pengembangan Multimedia Interaktif DIGITAX (Digital Tax Administration Media) Berbasis Web Menggunakan Google Sites pada Mata Pelajaran Administrasi Pajak Kelas XI SMK

This study aims to create a learning device product for class XI Tax Administration subjects in the form of interactive multimedia based on a website which is expected to have a good feasibility and level of effectiveness. This product is called DIGITAX (Digital Tax Administration Media). This research is a development research with the ADDIE model covering analyze, design, development, implementation, and evaluation. Product testing was carried out at SMK Ketintang Surabaya in class XI AKL 1 with a total of 20 students. The results of the study showed that the validation of the material and media experts obtained very feasible criteria. The student's response obtained very good criteria. So it can be concluded that web-based interactive multimedia learning media in Tax Administration subjects is very feasible to be applied as a medium in online and conventional learning activities.
MOTIVASI BERPRESTASI TERHADAP HASIL BELAJAR EKONOMI

The purpose of this study was to determine whether there is a relationship between achievement motivation and student learning outcomes. The method used is the correlation method. The research data collection technique used the Liliefors test, regression linearity test, product moment correlation and z test. Based on the results of the Liliefors test, it was stated that the sample was normally distributed, so it was continued with a simple regression test and obtained F_count = 2.21 &lt; F_table = 2.98 so that the X variable to the Y variable was linear. Furthermore, a correlation test was conducted and the value of r_xy=0.944 with r_xy&gt;0 means that there is a positive relationship between achievement motivation and student learning outcomes and is in the very strong category. For the z test (significance test) the results obtained z_count = 5.171 &gt; Z_Table = 1.96 with = 0.05, meaning that there is a positive and significant relationship between achievement motivation and student economic learning outcomes.
An Needs Analysis of The Development of The Thematic E-Module by Using Savi Approach

Online learning during the Covid-19 pandemic experienced several obstacles, one of which students have difficulty following asynchronous learning. The purpose of research to analyze the need for the development of the thematic e-module based on SAVI approach with the assistant of the Sway application. This research is a RD 4D model development which is limited to define stage. Research Respondents are 29 Grade 5 teachers in Bendosari District, Sukoharjo District selected by Stratified Random Sampling. The time of preparation was conducted in November 2021 to March 2022. Data was taken through questionnaires, interviews, and literature studies. Test valuation of data using credibility test and confirmability test. Technique of data analysis are using Miles and Huberman model consisting of data reduction, display data, and conclusion / verification. Based on the results of data analysis in the concerned there is a need for the development of thematic e-module with SWAY-assisted SAVI approach to accommodate various student learning styles: Somatis, Audio, Visual, and Intellectual as an alternative of asynchronous learning.
APPLYING SMALL GROUP DISCUSSION TO ENHANCE STUDENTS’ SPEAKING ABILITY AT SMA N 1 POIGAR

The purpose of this research is to find out the effectiveness of small group discussion technique in improving the students’s speaking ability. It will be conduct at SMA Negeri 1 Poigar in one class of the first-year students of the school as the sample. The data were collected using test in the form of pre-test and post-test. Teaching speaking skill by using small group discussion technique can improve the students’ ability in speaking. Small group discussion technique can give the students opportunity to practice their language. In small group discussion, they can express their ideas and thought freely. It will be better for English teacher to vary the techniques of teaching to avoid boredom that might appear to the students.
Shifting from a Software Developer to a Metaverse Developer Career: A Multimethodology Future Perspective

This study aimed at investigating the aspects controlling shifting from a software developer to a Metaverse Developer Career. For that, the researcher adopted the multimethodology approach using mixed methods between quantitative and qualitative research methodologies, as this type of research helps to reach a more complete picture of the problem, as it combines the benefits of the two methods. And despite the importance of the quantitative measures; the qualitative phenomenological approach remains the main pillar for identifying the phenomenon of interest and for describing it in this study. And therefore, this study will attempt to answer the following main question: what are the aspects controlling shifting from a software developer to a Metaverse developer Career? The remarkable content analysis related to phenomenology indicates the estimates of the study sample concerning the phenomenon of analyzing the aspects controlling shifting from a software developer to a Metaverse Developer Career. As the data show, the highest remarkable indication [1] concerning the phenomenon of analyzing the aspects controlling shifting from a software developer to a Metaverse Developer Career in the (Increasing performance efficiency) theme. Followed by the (will work on innovating the software developer profession) theme. And then followed by the (Enhancing the software developer profession) theme. And these results reflect the convictions and expectations of the study sample of programmers, developers, and computer specialists that the impact of implementing Metaverse technology will innovate the Metaverse Developer Career. Keywords : Metaverse, Software Developer, Developer Career, Multimethodology. DOI: 10.7176/CEIS/13-5-05 Publication date: November 30 th 2022 [1] Remarkable indications are determined based on the priority of repetition during the interviews.
Research of the Exposure Time Correction Algorithm for Vision Systems

Computer vision is used in many areas, from stationary video surveillance systems to mobile robots with artificial intelligence. The ability of video sensors to automatically adapt to changes in illumination is significant for high image quality, so the development and research of exposure correction algorithms is an important problem. In the paper an exposure time correction algorithm designed for use in computer vision systems is described. There three main ways to change light sensitivity in video camera is known: controlling the camera's exposure time, changing the sensor sensitivity, and lens aperture size. Each of these approaches affects the properties of the generated images in its own way and has its own advantages and limitations. The most simple to implement approaches are often based on exposure time correction. The authors propose a heuristic algorithm based on image entropy maximization. The results of simulation and testing of the algorithm in real conditions are presented. A comparison has been made with the camera auto exposure mode. Based on the results of the research, it has been concluded that the proposed algorithm has better performance with a similar final exposure time, while it has a low computational complexity.
VIETNAMESE HIGH SCHOOL STUDENTS’ PERSPECTIVES ON THE EFFECTS OF OBSERVATIONAL LEARNING ON THEIR WRITING PERFORMANCE

The objective of this study was to investigate EFL students’ perspectives on the effects of observational learning in writing classes. This research is an embedded design mixed-methods study including interviews taking place after the survey using a questionnaire to clarify and investigate students’ perspectives on the impact of observational learning on their writing knowledge, writing process, and writing products. The questionnaire based on the literature review on observational learning was designed and delivered to 26 students who took three writing lessons with observational tasks to collect data on their perspectives which were further deepened by an interview with three volunteers. The students reported that learning through observation had a positive impact on their writing knowledge, writing process, and written products. The study offers useful implications for teaching writing through observational learning.&lt;p&gt; &lt;/p&gt;&lt;p&gt;&lt;strong&gt; Article visualizations:&lt;/strong&gt;&lt;/p&gt;&lt;p&gt;&lt;img src="/-counters-/edu_01/0358/a.php" alt="Hit counter" /&gt;&lt;/p&gt;
SV - VLSP2021: The Smartcall - ITS’s Systems

This paper presents the Smartcall - ITS’s systems submitted to the Vietnamese Language and Speech Processing, Speaker Verification (SV) task. The challenge consists of two tasks focusing on the development of SV models with limited data and testing the robustness of SV systems. In both tasks, we used various pre-trained speaker embedding models with different architectures: TDNN, Resnet34. After a specific fine-tuning strategy with data from the organiser, our system achieved the first rank for both two tasks with the Equal Error Rate respectively are 1.755%, 1.95%. In this paper, we describe our system developed for the booth two tasks in the VLSP2021 Speaker Verification shared-task.