Reviewerly/exHarmony huggingface dataset:
EFFORTS TO IMPROVE STUDENT'S ABILITY IN BASIC COMPETENCY TO CHANGE INTERVIEW TEXT INTO NARRATIVE TEXT IN INDONESIAN LESSON USING TPS LEARNING MODEL (THINK PAIR SHARE) IN VII CLASS OF SMP NEGERI 3 MUARA SIATAS BARITA 2015/2016 STUDY YEAR

This study aims to determine the improvement of students' writing skills in basic competency in converting interview texts into narrative texts using the TPS (Think Pair Share) learning model in Indonesian Language Lessons in class VII SMP Negeri 3 Muara Siatas Barita. This type of research is Classroom Action Research. The object of research in this CAR is the enthusiasm of students in learning activities, pronunciation of language sounds, accuracy of intonation, choice of words, composing sentences, calmness, politeness, cohesiveness, and conversation topics. The research subjects were 32 students. The data collection tools used were observations made on students. Based on the observations of the research results, the percentage of students' writing skills increased from 32 students, there were 24.4% of students who had excellent writing skills, 61% of students who had good writing skills, and 14 , 6 students with sufficient writing skill level. The percentage of the students' writing ability completeness level of 32 students in the first cycle of meeting I reached 24.4% of students who completed and 75.6% of students did not complete. In the first cycle of the second meeting there were 41.5% students who completed and 58.5% students who did not complete. In the second cycle of the first meeting there were 58.5% of students who completed and 41.5% of students who did not complete while in the second cycle the second meeting increased to 100% or 32 students who completed. Thus using the TPS (Think Pair Share) learning model ) can improve students 'writing skills in basic competency in changing the interview text into students' narrative text.
Domain Adaptation for Text Classification with Weird Embeddings

Pre-trained word embeddings are often used to initialize deep learning models for text classification, as a way to inject precomputed lexical knowledge and boost the learning process. However, such embeddings are usually trained on generic corpora, while text classification tasks are often domain-specific. We propose a fully automated method to adapt pre-trained word embeddings to any given classification task, that needs no additional resource other than the original training set. The method is based on the concept of word weirdness, extended to score the words in the training set according to how characteristic they are with respect to the labels of a text classification dataset. The polarized weirdness scores are then used to update the word embeddings to reflect task-specific semantic shifts. Our experiments show that this method is beneficial to the performance of several text classification tasks in different languages.
2015 개정 교육과정에 따른 중학교 영어 교과서 분석: ELF 특징을 중심으로

The purpose of this study was to identify ELF-oriented features presented in middle school English textbooks based on the 2015 revised national curriculum of Korea. A total of 241 dialogues and 242 reading texts from 30 textbooks were analyzed from the perspective of ELF. The following findings were derived from the analysis of the data. First, the textbooks largely failed to represent the type of ELF interactions commonly observed in real world settings; most of the dialogues involved English native speakers and Koreans only, excluding outer circle speakers and expanding circle speakers other than Koreans. Second, nearly all the sound files of the dialogues and the reading texts were recorded in American English regardless of the linguistic and cultural backgrounds of the speakers represented in the materials. Third, the reading texts reflected cultures of various countries and regions around the world in a relatively balanced way, although certain regions were still somewhat underrepresented. Lastly, some of the reading texts contained cultural content that could potentially promote learners’ interculturality; however, the ways cultures were described in the texts rarely represented critical multiculturalism. Based on the findings, this paper suggested some ways to incorporate ELF-oriented features into English textbooks.
ONTOLOGY OF SCIENTIFIC AND EDUCATIONAL INSTITUTIONS INFORMATION

Background. The idea to automate the process of scientific and educational institutions evaluation is relevant. Such automation requires information about this institutions functioning to be structured and systematized. The study proposes to use the ontology as one of the models of knowledge representation to organize information of scientific institutions for its structuring and systematization, as well as for its further processing and usage.Objective. The aim of the paper is to develop the approach to ontological model development for the representation of information accumulated by various scientific and educational institutions and organizations.Methods. Method of ontological modeling was used as modern means of artifitual inteligence to structure, systematize and analize the information of scientific and educational institutions.Results. As the result of the research the ontology of scientific institutions information was developed using TEDAOS software platform. Ontology was filled with data. At the moment ontology model includes 895 objects and 2837 data elements (attributes).Conclusions. The ontological representation allows to evaluate the quality of scientific institutions functioning on the basis of national principles for such assessment. The information how to organize the evaluation process as well as generally accepted evaluation criteria are also stored in the ontological model.
SYSTEM OF CONTINUOUS QUALIFICATION REFRESHMENT OF CHELYABINSK REGION VOCATIONAL TRAINING ORGANIZATIONS STAFF IN MASTERING DISTANCE LEARNING TECHNOLOGIES

The system of continuous qualification refreshment of the staff worked out in Chelyabinsk Region Vocational Training Organization in order to get rid of professional deficit connected with the readiness to realize the educational process on the basis of distance learning technologies is discussed in the paper. The elements of formal (traditional), non-formal and informal types of continuous refreshment are concretized. The system of regional scientific and practical seminars on corresponding themes, listeners immersion into the informational space of the international conference “Secondary vocational training in informational society”, regional contest “Electronic educational resource for vocational educational organization”, distribution of regional innovative grounds activity results, the work of regional methodical unions condition informal continuous qualification refreshment. Educational and methodical manuals, scientific publications of SBU AVE “Chelyabinsk Institute of Vocational Training Development” that are represented in the system create an educational space for informal continuous qualification refreshment. The efficacy of the given system of continuous qualification refreshment is connected by the authors with the results of the research of educational process organization in vocational training institutions in conditions of self-isolation in spring and summer of 2020.
PENINGKATAN RASA INGIN TAHU SISWA PADA IPA MELALUI GUIDED DISCOVERY

Abstrak Penelitian ini bertujuan untuk meningkatkan rasa ingin tahu melalui model guided discovery pada muatan IPA. Jenis penelitian ini adalah Penelitian Tindakan Kelas.Subjek penelitian adalah siswa kelas IVA SD N Rejowinangin I. Pengumpulan data menggunakan metode observasi, skala, wawancara, dan dokumentasi.Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa rasa ingin tahu dapat meningkat melalui model guided discovery. Hasil observasi siswa pada siklus I sebesar 62,96%, meningkat pada siklus II menjadi 81,48%. Hasil skala rasa ingin tahu siswa pada siklus I sebesar 74,38% meningkat pada siklus II menjadi 85,19%. Dengan demikian dapat disimpulkan bahwa penggunaan model guided discovery dapat meningkatkan rasa ingin tahu siswa. Kata kunci: rasa ingin tahu, model guided discovery Abstract The research aims at improving students’ curiosity in science learning through guided discovery model.The type of this research was classroom action research. The subjects were 27 students of fourth gradeA in SD Negeri Rejowinangun I. The data collection technique used observasion, scale, interview, and documentation. The data analysis used qualitative and quantitative descriptive technique. The result of this research show that by using guided discovery learning, it can improve students’ curiosity. The result of observation in first cycle is 62,96% , it increase at second cycle become 81,48%. The scale result in first cycle is 74,38%, in increase in second cycle become 85,19%. From the data above, it can be concluded that guided discovery learning model, can improve the students’ curiosity. Keyword: curiosity, guided discovery model
Design of Mental Disorder Consultation System with Decision Tree Method

&#x0D; level or category of disorders suffered by patients, so patients can be dealt with quickly according to the level of the disorder they suffer. Diagnosing the level of mental disorders using the expert system will record the symptoms of the patient and will diagnose the level of the disorder based on the knowledge obtained from an expert, the mental disorder expert system uses the Decision Tree method. in general is a system that seeks to adopt human knowledge to computers, so that computers can solve problems as they are usually done by experts or before consulting a psychologist without reducing the expert role of the psychologist or in other words expert systems are systems that are designed and implemented with help certain programming languages to be able to solve problems as experts do quickly and efficiently. It is hoped that with this system, lay people can be more sensitive in recognizing the level of psychiatry in person. As for the experts of this system can be used as an assistant or supporting the performance of psychologist officers. Based on the results of the system tests that have been done, the accuracy of 97.5% results and system error 2.5% and the percentage of each diagnosis, 32% psychosis, 27% Neurosis, 17% Learning Soldered, 12% Juvenile Delinquency and Growth Flower 10%.&#x0D;
WRITER'S BLOCK PHENOMENA IN IKA NATASSA'S 'THE ARCHITECTURE OF LOVE' METROPOP NOVEL (FENOMENA 'WRITERâ€™S BLOCK' DALAM NOVEL METROPOP 'THE ARCHITECTURE OF LOVE' KARYA IKA NATASSA)

Writerâ€™s Block is a psychiatric phenomenon experienced by writers in the form of a deadlock when writing because of certain obstacles. This study discusses the writerâ€™s block that the female protagonist experienced in the metropop novel The Architecture of Love by Ika Natassa. Data was collected by the documentation study technique and reviewed with a literary psychology approach. The theoretical foundation used is the theory of Bergler, Singer &amp; Barrios. The research problems formulated are how the writerâ€™s block phenomenon is displayed in the novel The Architecture of Love, and how the narrative elements in the work support the themes presented by the author. The results showed that the writerâ€™s block phenomenon experienced by the main character was especially caused by unhappiness that is manifested in the form of apathy, anger, anxiety, and problems with other people (ex-husband). Because the writerâ€™s block is a psychological symptom, in this novel, the disorder can be overcome with therapy in the form of relaxation and establishing relationships with new people. As a romance-themed novel, the metropolitan novel The Architecture of Love is built by narrative elements that support the writerâ€™s block theme.
A dual distance metrics method for improving classification performance

Distance metric forms the basis of pattern classification, as almost all classifiers depend on such a metric for making classification decisions. However, the existing research testifies that a single-distance metric is not robust enough for classification. In this Letter, the authors propose a dual distance metrics method and modify collaborative representation using dual distance metrics, that is, collaborative representation related class distance and conventional sample distance. These two distance metrics are fused by a parameter-free multiplication scheme. The rationale of the designed multiplication fusion can be interpreted from the viewpoint of probability. As the multiplication fusion exploit the two distance metrics effectively and allow the best of the distance metrics to dominate the final classification decision, the improved collaborative representation based on dual distance metric can achieve a very high accuracy rate. Experimental results show that the proposed method has promising performance. It is also noted that the values of the two distance metrics vary with the test sample, therefore, the two distance metrics play different roles for different test samples. In other words, the two distance metrics are adaptive for test samples. The idea of the dual distance metrics method is also suitable for other combinations of other distance metrics.
From Amélie to Terrascope: Creation, Development, Struggle and Re-birth of a Small French Independent Archaeological Laboratory

Created in France in May 2007 by Joseph Kovacik and Sabrina Save, Amélie is a small independent laboratory, staffed and partnered with the best specialists in Europe, providing palaeo-environmental and archaeometric services to the French Archaeology community. During its 13 years of existence, Amélie and its owners have been through many hurdles and run fantastic projects, always trying to be forward-thinking and bring high-level research and academia into commercial archaeology, while ensuring the sustainability of the company. One example of their endeavour to innovate is the theoretical framework and methodology they developed to survey large mechanically-stripped archaeological surfaces with pXRF to investigate human impact on soil chemistry. In February 2018, while the future of Amélie was unclear due to three consecutive years of declining turnover, a short stay in Cambridge as visiting scholars re-focused Joseph and Sabrina, with them deciding to launch a new project: the creation of a new facility dedicated to the production of micromorphological thin sections, Terrascope. Since this Cambridge sabbatical, many exciting projects have emerged and reshaped the future of Amélie, Joseph, and Sabrina. This is their backstory.
INTEGRATION OF DISCIPLINES IN THE FORMATION OF PEDAGOGICAL CREATIVITY OF FUTURE COMPUTER SCIENCE TEACHERS

In this article, we will consider the role of the English language in the formation of pedagogical creativity of future informatics teachers, we will focus on the integration of disciplines studied in the specialty “5B011100 – Informatics”. The formation of the pedagogical creativity of future informatics teachers in the process of teaching English is one of the problems that can be successfully solved provided that interdisciplinary relationships are implemented – computer science, pedagogy, and the English language.
Supporting Contact Tracing by Privacy-Friendly Registration at Catering Facilities

The corona virus has hit the world with an unprecedented global pandemic, forcing many countries around the world in a lockdown with social distancing measures Along with a wide range of hygienical measures such as wearing masks and washing hands, contact tracing solutions aim at reacting quickly to new infections Two approaches are widely employed in an attempt to control the spreading of the corona virus, namely permanent contact tracing and hospitality unit registration For permanent contact tracing, privacy-friendly solutions such as DP-3T are available However, for the mandatory hospitality unit registration, current (digital) solutions remain rather primitive and do not offer satisfying privacy properties This work proposes a privacy-preserving, digital solution for the mandatory registration in bars and restaurants while satisfying the needs of governmental institutes, the customer and the bar owners © 2020 ACM
ANALISIS PROSES PEMBELAJARAN MATEMATIKA BERBANTUAN MICROSOFT TEAMS TERHADAP MINAT BELAJAR SISWA KELAS XI SMA

This study aims to obtain a description of mathematics learning assisted by Microsoft Teams and to determine the presentation of the achievement of student  interest in learning in class XI SMA N 9 Semarang. The method used in this research is descriptive qualitative research. The sample selection technique used is random sampling. The population used was all students of class XI MIPA and the sample in this study were all students of class XI MIPA-3 totaling 36 students. Research instruments used by researchers in the form of questionnaires, interviews, observation and documentation. The results of this study are 1). Learning through Microsoft Teams is effective for understanding material because in Microsoft Teams teachers can explain material virtually through a share screen in meetings and there are also other features that support the process of students understanding material such as file places for teachers to cloud material and assignments for assignment collection. 2). Assisted learning The Microsoft Teams application facilitates communication between teachers and students during distance learning. 3). The presentation of the achievement of students' interest in learning was obtained an average of 70.95% from the four indicators, namely Happy Feelings, Engagement, Interest, and Attention in Mathematics learning assisted by Microsoft Teams in class XI SMA N 9 Semarang Keywords: Pembelajaran matematika daring, microsoft teams, minat belajar
IMPLEMENTASI LEAST SIGNIFICANT BIT (LSB) DAN ALGORITMA VIGENERE CIPHER PADA AUDIO STEGANOGRAFI

This study discusses the implementation of the Least Significant Bit (LSB) method and the Vigenere Cipher algorithm to maintain the confidentiality of information or data from unauthorized parties by hiding messages on media audio. LSB is used to insert messages by replacing the lowest bit in a byte of the carrier media. Vigenere Cipher cryptographic algorithm to increase message security by encoding the alphabetic text using a Caesar cipher based on the letters in the password. Testing based on steganographic criteria, namely changes in file size, fidelity, and robustness. Based on tests carried out on several mp3 audio files that have been inserted with messages with variations of 50 to 1000 characters, the results obtained that the file size does not change after the message is inserted and can be extracted again. The number of characters in a message affects the parsing time of the message. In terms of fidelity, character insertion does not change the bit rate of audio stega. Meanwhile, in terms of robustness, stega audio is not resistant to manipulation. These results indicate that the LSB method and the Vigenere Cipher algorithm on audio media can insert messages and decipher messages that have been encrypted properly without damaging the audio components.
PENERAPAN PROXY SERVER BERBASIS CLEAROS 7 UNTUK MANAJEMEN AKSES PADA INTERNET: PENERAPAN PROXY SERVER BERBASIS CLEAROS 7 UNTUK MANAJEMEN AKSES PADA INTERNET

The development of technology, especially information technology has developed very quickly. One of the technologies of this development is the internet. The use of the internet is very helpful in distributing information because it can be accessed anywhere and anytime. However, freedom in using internet access can also be misused and has a negative impact. An example is accessing websites that are dangerous or not suitable to be accessed. Therefore, it is necessary to guarantee the use of the internet that is equipped with a system that can filter negative sites so that they cannot be accessed freely. The solution that can be applied is the use of proxy server technology that can perform access management on the internet. The proxy server will be implemented using the ClearOS operating system ver.7 that has been installed on the server computer. The result of implementing a proxy server based on ClearOS is that it can manage access to sites that should not be accessed by the client computer.
Lezioni americane. Leggere Calvino attraverso McLuhan, per una pedagogia dell’immaginazione

American Lessons. Reading Italo Calvino through McLuhan, for a pedagogy of imagination Lightness, Rapidity, Exactitude, Visibility, Multiplicity, Consistency: these are the “Six memos for the next millennium” that Italo Calvino was to exhibit at Harvard University in 1984, which later became “Lezioni americane”. Six “categories” that bring the Italian writer close to the positions expressed by an intellectual of his contemporaries: Marshall McLuhan, the media guru, a literary critic by training. A bridge between two thinkers who have anticipated trends, have been able to “see”: this makes their works pedagogically relevant, especially in the reflection initiated on the need for a pedagogy of imagination. Lecciones americanas. Leyendo a Italo Calvino a traves de McLuhan, para una pedagogia de la imaginacion Levedad, Rapidez, Exactitud, Visibilidad, Multiplicidad, Consistencia: estas son las “Seis propuestas para el proximo milenio” que Italo Calvino iba a presentar en la Universidad de Harvard en 1984, y que mas tarde formaron parte de las “Lecciones americanas”. Seis “categorias” que acercan al escritor italiano a las posiciones expresadas por un intelectual a el contemporaneo: Marshall McLuhan, el “guru” de los medios de comunicacion, critico literario de formacion. Un puente entre dos pensadores que han anticipado tendencias y han podido “vislumbrar” la modernidad. Ello hace que sus obras sean pedagogicamente relevantes, especialmente en la reflexion sobre la necesidad de una pedagogia de la imaginacion.
El aprendizaje en valores en videojuegos independientes: Análisis de Cart Life

This work investigates the possibilities of the "indie" video game as a way of learning values ranging from freedom to justice, including inclusion, equality, privacy, security, trust and diversity, in the context of the digital revolution. In this sense, designers and developers activate their personal "critical play", weaving narrative and expressive networks capable of affecting an active and receptive player in an interactive virtual scenario, populated by beings committed to the social vindication of less favoured groups. The text applies the VAP methodology (Flanagan and Nissenbaum), which systematizes the incorporation of social issues in the creation of games with a supposed social conscience. The questions asked by the VAP method aim to answer, first, the research of values in the context of a technical design with scientific rigor; second, the integration of these values in the design of the "software" and, finally, the experimentation through the tasks proposed by the game design. This methodology will be applied to the video game entitled "Cart Life", a piece in which an artistic design with an independent vocation converges with the exploration of values through which to learn concepts such as personal autonomy, inclusion or gender equality.