Reviewerly/exHarmony huggingface dataset:
Research on Space Image Fast Classification Based on Big Data

In order to improve the accuracy and effect of space image classification, the author proposes a space image classification method based on Big data analysis, aiming at the shortcomings of low accuracy and long time of current image classification. First, analyze the current research progress of image classification, find out the shortcomings of different classification methods, then collect aerospace images, preprocess the images, and use big data analysis technology to establish image classifiers, image classification was performed using an image classifier, and finally simulation experiments were conducted with other methods for image classification. The results indicate that: The average classification time of this method for aerospace images is 3.5 minutes, which saves 14 minutes and 29 minutes compared to traditional method 1 and traditional method 2, respectively. This indicates that this method has the shortest image classification time and improves the classification efficiency of aerospace images. This method has been proven to have high accuracy in image classification, the shortest classification time, and significant advantages compared to other image classification methods.
Growth performance of maize (Zea Mays) in the initial stage under shallow water conditions to determine the best planting season in lowland area

Maize crop is one of the agricultural commodity crops that have an important role in the agricultural sector because corn plants are needed in the supply of food, feed, livestock and other industrial needs. The condition of corn plants with high rainfall can result in the risk of flooding of corn plants, if the corn plants are always flooded continuously it will result in a decrease in corn production. Stagnant water is an abiotic stress that must be considered because it can result in an increase in H2O and a decrease in O2 in stagnant plants. Stagnant water or excessive water stress can result in decreased plant development and decreased production. The aim of the research was to look at the growth conditions of maize plants at various high groundwater levels. The best expansion was achieved in treatment P5 (groundwater table 30 cm from the soil surface) that is 212.67 cm and the lowest results were in treatment P2 (groundwater table 5 cm from the soil surface) with a plant height of 61.50 cm
THE EFFECT OF STOP AND DARE STRATEGY ON THE STUDENTS’ ABILITY IN WRITING SKILL AT THE ELEVENTH GRADE OF SMK SWASTA KRISTEN TOMOSA 1 GUNUNGSITOLI IDANOI IN 2022/2023

There were some problems that students writing hortatory exposition text first students were difficult to find any ideas in writing hortatory exposition text, second did not know how to organize paragraph, third students did not able to write hortatory exposition text with correct structure. The purpose of the research was to find out the significant effect of Stop and Dare Strategy on the Students’ Ability in Writing Skill at the Eleventh Grade of SMK Swasta Kristen Tomosa 1Gunungsitoli Idanoi in 2022/2023. The researcher used quantitative research with quasi experimental design, by pretest and posttest to the experimental group and control group. The sample of the research were consisted of 60 students. The researcher concluded there was a significant effect of Stop and Dare Strategy on the Students’ Ability in Writing Skill at the Eleventh Grade of SMK Swasta Kristen Tomosa 1 in 2022/2023 at the significant level 5%.
COMPUTER SCIENCE AND PRIMARY EDUCATION TEACHERS’ PERCEPTIONS, IN USING DIGITAL GAMES AS LEARNING TOOLS. OBSTACLES AND FACTORS THAT LEAD TO THEIR EFFECTIVE USE

Over the last decade, in addition to their entertainment dimension, digital games, have been used as teaching and learning tools. International literature has shown several studies that evaluate the effectiveness of digital games in the educational process. Many researchers argue that digital games can be of assistance to student’s learning and solving problems, as well as develop social and cognitive skills (Gee 2003, Prensky 2007, Oblinger &amp;amp; Oblinger 2005, Watson et al. 2011). This research aimed to computer science teachers and primary education teacher’s perceptions, regarding the use of digital games, as a teaching and learning tool, the factors that make their use effective, not to mention the barriers to their use. One hundred twenty teachers participated (70 computer science teachers and 50 teachers), by completing a questionnaire of fifteen questions, on a Likert scale and two open-ended questions. Results demonstrated that both teachers and computer educators agree that the use of digital games is a "good" practice, which enhances and enriches the learning process, provides motivation, and is an effective learning tool. Their design should be addressed to students’ personal needs and be based on learning principles. However, it has been observed that computer educators are the ones who use digital games in their teaching, more often as opposed to teachers. The main obstacles that prevent teachers from using technology in their classrooms are the lack of infrastructure, motivation, training, as well as the time available. The elements that seem to be taken into consideration by a teacher, in order to capitalize on digital games in the educational process, are personal needs and students’ particularities, as well as preparation, feedback and the setting of limits by the teachers. Research findings could be utilized in both digital play use in education and in its development, as a learning tool.&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-/soc/0036/a.php" alt="Hit counter" /&gt;&lt;/p&gt;
Comparing the Effectiveness of Multitask Role-play and Traditional Technique in Teaching Speaking to Students with Different Self-Confident Levels

In English education, speaking skills are very crucial developed, because it plays essential roles in communication. Based on the research at SMP Al Falah, multiple problems might have taken place concerning the teaching and learning of speaking skills. One was the traditional technique that made the learning process run monotonously and boring. Besides that, many students still needed help, such as they answered with many lexico-grammatical mistakes and ideas required to speak up. They also needed to be more confident. Therefore, this research applied to multitask role play, it is the role-play technique combined with activities or tasks which allow the students to get exposed to authentic models from youtube, communicate with each other, and solve a problem or complete a task. In this case, the writers figured out that this role play used authentic materials as models that can be taken from the internet, such as the videos from "you tube' and information gap activities as further skills practice. This research aims to explain how significant the students' achievement is taught by using multitask role play and traditional techniques with different self-confidence levels in teaching speaking skills. This research design was a quasi-experimental design with a 2x2 factorial design involving the eighth-grade students SMP Al Falah, Cirebon. In collecting the data, the writers used a speaking test to get students' scores and questionnaires. The data was analyzed using ANOVA to answer the main hypotheses. The results show that implementing Multitask Role play is more effective than Traditional technique with scores of 0.000 for MTRP and 0.073 for TT. It was because of the multitask role play focused on students-center, used accurate models from youtube, PPT to explain the materials, and let students create the dialog using their own words by making the information gap. It is inversely proportional to the Traditional technique which is still teacher-center, explained the materials monotonously with textbook, and only asked students to memorize the delivered dialog. Based on the findings, the writers believe that this study can be a reference for the study of English education and language education development in teaching speaking skills. One of them is how to apply role play technique combined with another activity.
The Effectiveness of Active Library on Students Learning Interests at SDN Margahayu VI

This study aims to determine the effectiveness of the school library on students' interest in learning at SDN Margahayu VI. This research method uses a qualitative method using a population and a sample of students at SDN Margahayu VI. This research is to find out the Effectiveness of the Active Library on Students' Learning Interests at SDN Margahayu VI. After collecting various information from relevant articles, it can be concluded that there is a positive relationship between the effectiveness of the school library on students' interest in learning at SDN Margahayu VI. With this collection of reading books, elementary school students become more active in reading and are happy to visit the library. They can also gain understanding from the collection of reading books so that they can increase interest in reading and improve student grades through the library.
PRONUNCIATION ERROR DONE BY THE STUDENT OF ISLAMIC EDUCATION IN STUDYING ABOUT ENGLISH PHONETICS AT THE FACULTY OF RELIGIOUS STUDIES IN THE UNIVERSITY OF MUHAMMADIYAH SUMATERA UTARA

This article’s goals were to 1) look into what students thought about problems with phonetics learning, and 2) determine what elements were driving students' errors with phonetics learning. The samples consisted of 6 undergraduate Islamic education students who were chosen for an interview on purpose. A questionnaire and a semi-interview form were examined as research tools. According to the students' opinions, certain sounds, particularly [?], [ð], and [?], produced major phonetics learning challenges at the segmental level. It was also noted that linking produced major problems with supra segmental phonetics learning. Furthermore, phonetic ability was identified as the most common reason for difficulties in learning phonetics. It might be argued that the perception of the difference in sound systems between English and Indonesian, as well as various characteristics such as phonetic aptitude, native language, and prior English knowledge, all contribute to this conclusion.
Predicting Retrieval Performance Changes in Evolving Evaluation Environments

Information retrieval (IR) systems evaluation aims at comparing IR systems either (1) one to another with respect to a single test collection, and (2) across multiple collections. In the first case, the evaluation environment (test collection and evaluation metrics) stays the same, while the environment changes, in the second case. Different evaluation environments may be seen, in fact, as evolutionary versions of some given evaluation environment. In this work, we propose a methodology to predict the statistically significant change in the performance of an IR system (i.e. result delta $$\mathcal {R}\varDelta $$ ) by quantifying the differences between test collections (i.e. knowledge delta $$\mathcal {K}\varDelta $$ ). In a first phase, we quantify differences between document collections (i.e. $$\mathcal {K}_{d}\varDelta $$ ) in the test collections by means of TF-IDF and Language Models (LM) representations. We use the $$\mathcal {K}_{d}\varDelta $$ to train SVM classification models to predict the significantly performance changes of various IR systems using evolving test collections derived from the Robust and TREC-COVID collections. We evaluate our approach against our previous $$\mathcal {K}_{d}\varDelta $$ experiments.
VSGAN: Visual Saliency guided Generative Adversarial Network for data augmentation

Deep learning approaches have allowed for a great leap in the performances of visual saliency models. However, the lack of annotated data remains the main challenge for visual saliency prediction. In this paper, we leverage image inpainting methods to synthesize augmented images, which is done by completing the weakly-salient areas, and propose a Visual Saliency guided Generative Adversarial Network (VSGAN) that contains a dual encoder to extract multi-scale features and a generator equipped with visual saliency guided modulation to synthesize high fidelity and diversity results. Extensive experimental results show that our method outperforms state-of-the-art methods for image inpainting on visual saliency datasets, and demonstrate the effectiveness of VSGAN for visual saliency data augmentation both quantitatively and qualitatively.
The Effectiveness of Synchronous and Asynchronous E-Learning Environments in Teaching Writing to Different Personalities

Since the Covid-19 pandemic is affecting the new educational environments, synchronous and asynchronous e-learning environments have been integrated into the teaching and learning process. This study aims to explain how significant the students’ achievement is taught in e-learning environments in teaching writing to students with different personalities. The design of this study was a quasi-experimental design with a 2×2 factorial design. This study was conducted on the eighth-grade students at SMP N 2 Mantup. The questionnaire and written test were carried out by t-test and two-way ANOVA. This study discovered a relationship between the e-learning environments and students' personalities, which influences their ability to write recount texts. This research showed that an asynchronous e-learning environment was effective for students with introverted personalities, and a synchronous e-learning environment was effective for students with extroverted personalities. This study also compared the use of the e-learning environments for each personality in improving writing recount text. Thus, this study presented a new perspective on the importance of paying attention to students' personalities in selecting the e-learning environments to improve writing recount text. The contribution of this study provided to the ELT development was new insight on how effective the teaching implemented in a dual mode digital environment is, no matter what personality the students possess. Thus, it is proven that modern teaching has no boundary, spatially and temporally.
A self-analysis study on self-leadership of middle managers in child care center - focusing on SWOT analysis -

본 연구의 목적은 어린이집 중간관리자의 셀프리더십을 향상시키기 위해 자기분석을 바탕으로 그 보완점을 확인하는 것이다. 연구대상은 어린이집의 중간관리자 5명이며, 화상면담을 통해 연구자료를 수집하였으며, 수집된 자료는 SWOT 분석 기법을 적용하여 분석하였다. 먼저 어린이집 중간관리자들을 대상으로 심층적인 자기분석을 통해 자신의 강점과 약점, 기회와 위기 요인을 살펴보도록 하였다. 또 약점과 위기요건에 대해서는 추가적으로 셀프리더십 향상을 위해 보완할 수 있는 점을 스스로 탐색해보도록 하였다. 연구 결과, 자신의 강점, 약점, 기회, 위기에 대한 4개의 주제군에 대해서 14개의 하위주제로 범주화가 이루어졌다. 그리고 약점과 위기에 대해서는 보완점이 파악되었다. 본 연구는 SWOT 분석을 활용하여 셀프리더십에 대한 자기분석을 실시함으로써, 자기 자신에 대한 이해를 높이고, 약점과 위기에 대한 보완점을 확인함으로써 어린이집 중간관리자의 셀프리더십 향상에 기여할 수 있는 실제적인 방안을 제공하였다는데 의의가 있다.The purpose of this study was to find the complementary points for improving self-leadership through self-analysis of middle managers of child care center. The subjects of this study were five middle managers of child care centers, and the data were collected through video interviews. The collected data were analyzed by applying SWOT analysis method. First, middle managers of child care centers were asked to examine their strengths and weaknesses, opportunities and threats factors through in-depth self-analysis. In addition, weaknesses and threats factors were explored to improve self-leadership. As a result of the study, categorization was made into 14 sub-topics in 4 topic groups about one s own strengths, weaknesses, opportunities, and threats. In addition, points of improvement were identified for weaknesses and threats. This study is meaningful in that it provides practical measures to contribute to the improvement of self-leadership of middle managers in day care center by enhancing their understanding of themselves by conducting self-leadership analysis using SWOT analysis.
IMPROVING THE STUDENTS’ READING COMPREHENSION OF EXPLANATION TEXT BY USING MAKE A MATCH TECHNIQUE AT THE ELEVENTH GRADE OF SMA SWASTA SANTU XAVERIUS GUNUNGSITOLI IN 2022/2023

The objective of this research is to determine whether there is an improvement in students' reading comprehension after being taught using the 'Make a Match' technique. The researcher employed a classroom action research design conducted over two cycles. The research focused on the students of XI IPS 2. The instruments utilized for this study were a reading test and an observation sheet. The results of each cycle revealed that in Cycle I, the technique was not successful. Therefore, the research continued to the next cycle after revising the plan based on the weaknesses identified in Cycle I. The findings of Cycle II indicated that 19 students (67.85%) reached the 'good' level, while 7 students (25%) achieved the 'very good' level. These results demonstrate that the implementation of the 'Make a Match' Technique in this study successfully enhanced students’ reading comprehension.
PEMBELAJARAN DARING BERBASIS E-LEARNING (DEMIA) PADA SISWA SMKS AHLU SUFFAH MUHAMMADIYAH BANTAENG

E-learning based learning is a method using information and communication technology (ICT) as a learning tool. This method allows students to study independently, without being bound by limited time and space. E-learning-based learning requires students to access learning materials via the internet, do assignments, and interact directly with teachers or fellow students through discussion forums or video conferencing. E-learning increases learning effectiveness and provides easier and more flexible access to education for students and teaching staff. In addition, teachers can provide feedback and assess student learning outcomes in real time through the available system. This PKM activity was carried out at SMKS Ahlu Suffah Muhammadiyah Kab. Bantaeng on November 30 2022 at 08.00-16.00 WITA with 32 participants. The target audience were the students and teachers of SMKS Ahlu Suffah Muhammadiyah Kab. Bantaeng. The resource persons for this activity were UNDIPA Makassar lecturers. The assistance run smoothly since it applied alternative problem-solving methods, especially assistance through a classic individual approach, which is applied when delivering material related to LMS "Demia". Methods of implementing activities were carried out through varied lectures, demonstrations and evaluation of activities. The findings of this PKM activity revealed that e-learning is an effective and efficient learning technique, because students can learn whenever and wherever they are. In addition, e-learning offers convenience and flexibility in learning. In fact, teachers have anytime access to resources and can complete assignments from anywhere. This allows teachers to better manage their time and modify schedules according to student needs.
THE IMPACT OF POST-DIGITAL AESTHETICS ON WORKS OF ART IN URBAN SPACE

The article is devoted to the influence of post-Internet, post-media or post-digital aesthetics on art projects that exist in urban environment, commonly referred to as "public art". In the dense information and visual field of modern cities, contemporary art becomes an important component in the formation of urban imagery, semantic, value and emotional dominant. At the same time, urban art, carried out by means of social order and designed for communication with the so-called "unprepared viewer", has all the attributes of mass culture, in which the economy of impressions plays a significant role. The article provides an overview of the leading publications on post-Internet, post-media or post-digital aesthetics (L. Manovich, A. Vierkant, B. Sterling, K. Bishop). Further, the author examines the impact of post-digital aesthetics on artworks in urban space, which occurs not so much through the display of art on urban digital screens or through AR and VR technologies via digital public art, but through the production of physical art objects in which artists, aided by computer modeling and programs, use colors, textures, design elements from the virtual environment, placing them in the physical space of the city. These trends are revealed in the projects and practices of Russian artists working in urban environment. The conclusion of the article is that not only the form, but also the nature of the artist–work– public relationship is subject to change, when, due to the interactivity of online communication, the viewer is activated. Virtual and objective realities are synthesized, forming a new cultural space, not limited by online or exhibition space.
Teachers' Curriculum Literacy and Curriculum Fidelity: Differences According to Certain Variables

This study aimed to investigate the curriculum literacy and fidelity of teachers in terms of gender, the field of teaching, faculty type, duration of service, the school levels (primary, secondary, high school) and their relationship. The survey model was used in the research, which is a descriptive study. The participants were 449 teachers at state schools of the Ministry of National Education in Turkey. While choosing the study group, the school levels and different teaching fields were determined as the main criteria. As a result of the study, teachers' curriculum literacy and curriculum fidelity were found to be high. While the curriculum literacy levels of the teachers do not change according to their gender, female teachers' curriculum fidelity is higher. Curriculum literacy levels of teachers who graduated from the Faculty of Education are higher than teachers who graduated from other faculties. As the experience of the teachers increases, their curriculum fidelity decreases, while their curriculum literacy does not differ according to their duration of service. The teachers’ curriculum literacy and curriculum fidelity do not differ according to the grade they teach. Finally, it was concluded that there is a positive relationship between teachers' curriculum literacy and curriculum fidelity.
The Effectiveness of Using Lectora Inspire-Based Media on Class XI Craft Subjects at Muhammadiyah Sidrap Vocational High School

Background. The population of this study were all grade XI students at SMKS Muhammadiyah Purpose. The sample of this study used the totality sampling technique, namely taking samples as a whole, so that researchers took samples from the entire population of 31 people. Method. This study uses quantitative methods with the type of experimental research that aims to determine the effectiveness of using Inspire Lectora-based media in Class XI Workshop Subjects at SMKS Muhammadiyah Sidrap. Results. The results showed that the average posttest result was higher at 83%, while the pretest result was 50.8%. Based on the results of data analysis, it is concluded that the learning outcomes of students who use Lectora Inspire-based media in Craft learning are better than the learning outcomes of students who do not use Lectora Inspire-based media in class XI SMKS Muhammadiyah Sidrap. Conclusion. This shows that the use of Lectora-based media in Class XI Workshop subjects at SMKS Muhammadiyah Sidrap is declared effective.