Reviewerly/exHarmony huggingface dataset:
Meaning Representations of “Trans”, “Transgender”, “Transsexual” and “Tranny”: A Corpus-Based Analysis in Digital News and Magazines

The aim of this present study is to examine the English references in digital media that are commonly used to refer to the group of non-binary people and to explore the aspects of references used to portray their meanings towards LGBT people. The first-100 concordance lines of NOW Corpus were used as a main source of data. In order to analyze the data, two groups of the nodes: favorable terms (transgender and trans) and unfavorable terms (transsexual and tranny) were searched and analyzed by using descriptive percentage, thematic content analysis and corpus-driven discourse analysis. The findings revealed that the highest frequencies of references commonly used in digital news and magazines to refer to LGBT individuals are transgender and trans, respectively. Besides, two sub-themes were found in the concordance lines in terms of positive meanings: raising equality, showing advocacy and performance, and politics and policy and sarcastic or negative meanings: showing bias or discrimination, subgroup, abandonment and insecurity, difficulties and oppressions and derogatory and sexual desire. It can be concluded that some unfavorable terms are still underused in media, but they could reveal some positive meanings in terms of politics and policy. The implementations of study are that the meanings of some LGBT terms are dynamic, and that when used in media, content writers need to be aware of different meanings and contexts of the words.
Digitization of Archives at Café Ganesha Mocktail Bandung

This research aims to develop a digital filing system at the Ganesha Mocktail café in Bandung, West Java. This is intended to improve the existing archive storage system at the Ganesha Mocktail café so that the documents that are owned are stored properly. This type of research and development uses a Research and Development (RnD) design developed using the SDLC (System Development Life Cycle) model. The research stages start from system planning, system analysis, system design/development, to system implementation. This research produces a digital archive information system application for Café Ganesha Mocktail based on Microsoft Office Access. Through this application, Café Ganesha Mocktail can store files safely and easily find the documents needed.
DEVELOPMENT OF E-MODULES ASSISTED BY FLIPBOOK APPLICATIONS IN MARKETING SUBJECTS IN VOCATIONAL SCHOOLS

Learning media can contribute to improving learning outcomes. By using the right media, learners can help students learn more productively, interactively, and according to their characteristics. This research was conducted to produce media, using the Borg and Gall development model. The activity begins with the analysis of learner needs, followed by the identification of components and the design of products that are ready to be tested and revised so that they can be optimally utilized. This development research produces Flipbook-Based e-book Learning Media using Canva and Flipbook Maker Software, which can be used in Basic Marketing Subjects, professional field worker training programs, or for prospective entrepreneurs in the marketing field. Product trials were carried out in three stages, through expert testing, small group testing, and field testing stages following the education calendar in vocational schools. At the end of each testing stage, evaluation and revision activities are carried out, so that the final product can reach the ready-to-use level and has the feasibility to be utilized
Effects of Inquiry-Based Teaching on Learning Efficiency in an Augmented Reality Environment

Virtual reality (VR) creates a realistic learning environment to immerse users, meet scenario requirements and natural interaction of learning media, and offer learners a highly immersible virtual-real mixed environment. To analyze the effects of inquiry-based teaching on learning efficiency of learners in an augmented reality (AR) environment, a questionnaire survey was given to 278 undergraduates in 4 grades from 6 universities in Wuhan. Contextual learning theory and flow theory were used as the theoretical basis to analyze the effects of the four aspects of inquiry-based teaching on learning efficiency of learners in AR environments. Differences in learning efficiency caused by different degrees of familiarity of learners with AR equipment were measured using analysis of variance (ANOVA). Results show that Cronbach’s α of the questionnaire, which was developed based on existing research questionnaires, is 0.909 and the KMO value is 0.869, indicating that the questionnaire has very good reliability and validity. Posing problems, collecting evidence, and proposing explanations for an inquiry-based teaching mode have significant influences on learning efficiency of learners: under 5%, 1%, and 1% levels, respectively. The degree of familiarity of learners with AR equipment has significant influence on learning efficiency at the 0.01% level. Results herein provide important guidance for promoting the fusion of AR and teaching activities, enriching the application of scientific teaching with AR technology in universities, and designing and developing ways to use AR teaching resources in different disciplines.
Systemic Tasks in the Teaching of Organic Chemistry

This paper builds on a previous one entitled “Systemic Tasks in the Teaching of Inorganic Chemistry” published in Chemické listy 9/2022, which explained the SATL method (Systemic Approach in Teaching and Learning), described the individual types of systemic tasks in inorganic chemistry, and provided examples. This paper aims to share examples of systemic tasks designed for teaching organic chemistry, which focus on developing higher-order cognitive processes. 89 teachers applied these systemic tasks in teaching 2136 second year grammar school students in the course of two school years (2019–2021). Upon verification, it was confirmed that systemic tasks enhanced students’ understanding of orga­nic chemistry and contributed to the development of cognitive and scientific skills such as critical thinking, problem-solving, cooperation, argumentation, and result interpretation. The teachers involved in this research also provided their opinions on the pros and cons of this teaching tool in terms of motivation, deeper understanding, identifying misconceptions, and time requirements.
The Effect Of Corporate Social Responsibility On Corporate Image Of PT Pertamina Geothermal Energy Area Kamojang (Study of the Kamojang Regional Communities)

This study aims to find out how Corporate Social Responsibility (CSR) and the corporate image of PT Pertamina Geothermal Energy Area Kamojang are, and how much influence CSR has on the corporate image of PT Pertamina Geothermal Energy Area Kamojang. This study used an explanatory survey method with a sample of 177 which were analyzed using descriptive statistics and simple linear regression. The results of the study stated that the influence of Corporate Social Responsibility on corporate image was 19.6%, while the remaining 80.4% was influenced by other factors. This research can be improved again by adding other variables and increasing the sample size and involving more stakeholders such as company employees and managers.&#x0D; Keywords: Corporate Social Responsibility, corporate image, PT Pertamina Geothermal Energy Area Kamojang&#x0D; JEL Classifications: M14, Q29, Q35, R11
Simplifying the Process of Designing Motion Graphics for Content Creators

Animation, apart from being able to make digital content more interesting, is also able to convey information to make it more effective. Content creators, whether in the fields of education, advertising, or entertainment need to use animation, especially motion graphics, to increase the value of the content they create. However, many content creators have difficulty designing animated content with a simple and fast method. The purpose of this research activity is to design a motion graphic using the Animaker software. This process is a guide for content creators in making animations with simpler and faster methods. The method used is design. This process includes data search and analysis, scripting and storyboarding, asset customization, animation, editing, and rendering. The result of this design is a motion graphic bumper video/intro for educational content.&#x0D; Keywords: designing animation, motion graphics, content creator, Animaker
USING EARTH OBSERVATION TO SUPPORT FIRST AID RESPONSE IN CRISIS SITUATIONS– LESSONS LEARNED FROM THE EARTHQUAKE IN TÜRKIYE/SYRIA (2023)

Abstract. In the early morning hours on Tuesday, February 6, 2023, the southern part of Türkiye was struck by two large and several smaller earthquakes, causing destruction and casualties over a remarkably large area. In such cases, quick response and well-informed coordination is a key factor to successful first aid responses since damage and the number of people buried or in need often remain unclear in the hours after the disaster. The German Aerospace Center (DLR) responded to the earthquake by rapidly providing a number of information products, all above very high-resolution imagery in an easy-to-use web-based application. Next to satellite and drone imagery, damage information and pre-disaster imagery were provided to the users. Drone imagery was acquired in person for Kirikhan, a city in the south of the disaster area. Access to the viewer was granted to authorized users from public authorities, humanitarian aid organisations, and research institutes. Furthermore, DLR generated information products in the fields of settlement pattern, AI based damage assessment and tectonic movements. These data, as scientifically significant as they are, were not part of the web viewer. Within this paper, the reasons will be assessed as well as the general workflow of the activation. The paper will also discuss what steps need to be taken to ensure research outcomes being integrated into information products for users in future and how to prepare for the next disaster to still ensure a quick response but with an enriched product suite.
Efficient Fair and Robust SPDZ-Like Multi-Party Computation

Effective multi-party computation protocols have been developed, but concerns regarding privacy and correctness persist. Classic results demonstrate that guaranteed output delivery can be achieved by assuming fairness and identifiable abort. However, if the majority is malicious, it is still challenging to design an efficient implementation that can deliver correct outputs while maintaining robustness and fairness. To address this issue, we have redesigned the secret-sharing mechanism and employed a semi-trusted third party (TTP) as the key manager to provide optimistic backup for output delivery. The verification and delivery procedures prevent the malicious parties from “stealing” the output, when there is at least one honest party. Furthermore, the TTP has no knowledge of output, so even if he is malicious and colluding, we only lose fairness. The decryption is needed only when misconduct is detected. Our scheme also enables identified abort for offline preprocessing, and the audit of the offline sub-protocols can be publicly performed, holding corrupted parties accountable before receiving private inputs. With fairness and identifiable abort, output delivery is guaranteed by excluding the cheaters.
An Intelligent System to Assist Students in Engagement with their Studying Using Generative Artificial Intelligence Models

Oftentimes students in the high school system tend to have the least amount of studying assistance despite being in the most rigorous curriculums that the K-12 education system has to offer. Students need someone to guide them on how to complete their homework. TeachNow is a proposed application that would help these students by allowing them to post to a global message board and help out each other. The app centrally relies on a ChatGPT API, to be used by students when no one has responded to their question yet [1]. It works by converting the user’s question into a prompt and then sending it over to the ChatGPT API for processing [2]. Students are able to get these responses from ChatGPT as soon as their question is posed. To test the effectiveness of this system, we perform a test of the ChatGPT API by asking it several mock questions, to which the results were generally desirable [3]. With further revisions, this application would be a perfect fit for students struggling with their education.
Validasi Terhadap Multimedia Interaktif Powerpoint Pada Pembelajaran Tematik Terpadu Sekolah Dasar

This study aimed to determine the validity level of powerpoint interactive multimedia in integrated thematic learning for class V elementary school. This study used the Research and Development (R&amp;D) method. The results showed that powerpoint interactive multimedia in integrated thematic learning was stated to be very valid with the assessment of material experts 84.54%, 89.5% linguists, and media experts 81.67% with an overall validator average score of 85.23% with category “very valid”. Based on the results of the study, it can be concluded that powerpoint interactive multimedia in integrated thematic learning for class V elementary school “very valid” is used in the learning process.
The practices of digital comic media based on the PBL model in elementary school

Lack of use of media that is interesting, fun, and easy for students to understand makes students have difficulty understanding the material and often feel bored and lack motivation to learn. The requirement for learning media tailored to students’ interests spurred this study’s development of useful PBL-based digital comic learning media in Class IV Elementary Schools. Comics in learning follow students’ thinking levels, especially elementary school students. Techniques are used sequentially to make communication and interaction between teachers and students more effective in the learning and teaching process. A teacher's success in the learning process is when students can understand the material conveyed by the teacher to shape students' character through learning media. This study uses the ADDIE development methodology for analysis, design, development, implementation, and evaluation. Students at SDN 32 Andalas in the fourth grade participated in this study. 95.8% of teachers responded to the teacher response survey, and 98.8% of students responded to the student response survey, both of which were “very practical.” Thus, digital comic learning media in PKN learning in class IV of elementary school has been declared practical.
Applying Picture Series to Promote Students’ Writing Achievement on Recount Text

This research was conducted to find out the improvement of students’ writing skill on recount text by using picture series and to know the process of implementation of picture series in teaching writing on recount text to the tenth-grade students of SMA Gajah Mada Bandar Lampung. The subjects of this research were 30 students of X IPA 1 at SMA Gajah Mada Bandar Lampung. This research was used classroom action research. Furthermore, the data collected through qualitative and quantitative data. The researcher used interviews, and observation checklist in collected the qualitative data and used tests in collected the quantitative data. The research findings reveal that the using picture series to improve students’ writing skills, particularly recount text, was beneficial. Students’ writing scores also demonstrated an improvement in their writing abilities. The increasing mean score from pre-test until post-test 2 is 12.96. The students’ attitudes towards studying English are also improving, as indicated by their increased participation in class. It can be concluded that, by using picture series media, the students’ writing skill is improved.
Seni Pertunjukan Ketoprak Sebagai Sumber Ide Perancangan Background Film Animasi Lakontara Pada Kompetisi GEMASTIK XV Tahun 2022

The performing arts of Ketoprak is one of Indonesia’s cultural arts which is currently experiencing a decline in interest due to globalization and the rapid development of technology that has influenced the tastes of modern society in choosing entertainment. Ketoprak art competition with modern art has an impact on the unpreparedness of art workers to respond to the challenges of the times in order to provide creative, innovative, and attractive presentations. So that the urgency in this research is the art of Ketoprak which has experienced a decline in prestige and minimal conservation efforts that threaten the existence of this art. The design of this background aims to complement the visual assets in the Lakontara 2D animation which is contested at the Pagelaran Mahasiswa Nasional Bidang Teknologi Informasi dan Komunikasi (GEMASTIK) XV 2022. The method used is primary and secondary data collection, as well as for the design using the animation pipeline method from pre-production to production.
The Impact of Companies' Promotional Pages on Social Media Networks and Their Relationship to the Purchasing Intention of Jordanian Women

Objectives: This study aimed to explore impact promotional pages on social media and their relation to the purchasing intention among Jordanian women. Additionally, the study investigated the volume of interaction and sought to understand the cognitive and emotional effects that occur as aresult of using those promotional pages on social media.&#x0D; Methods: In this study, data, information, and descriptions about the research phenomenon were obtained by using a questionnaire. The sample consisted of 441 Jordanian women.&#x0D; Results: The study found that the overall average change of purchasing intentions of Jordanian women increased because the pages of promotional companies on social media sites and reached to the average of (M= 3.54). In addition, the results showed a statistically significant correlation between the extent to which Jordanian women use promotional companies' pages on social media sites and purchasing intentions. The findings also revealed that there are statistically significant differences between the extent of use of promotional companies' pages on social media sites and demographic factors (age18 to 25 and social status single). Moreover, the findings stated that there are statistically significant differences between purchasing intentions and demographic factors (age18 to 25, social status single, and place of residence- rural). The study found that the overall average change in the purchasing intentions of Jordanian women increased due to the presence of promotional company pages on social media sites, with an average score of (M=3.54). Furthermore, the results showed a statistically significant correlation between the extent to which Jordanian women use promotional company pages on social media sites and their purchasing intentions. The findings also revealed statistically significant differences between the extent of usage of promotional company pages on social media sites and demographic factors (age 18 to 25 and social status single). Moreover, the findings stated that there are statistically significant differences between purchasing intentions and demographic factors (age 18 to 25, social status single, and place of residence - rural). &#x0D; Conclusions: Cognitive influences were found to be more prominent than emotional effects in Jordanian women's exposure to promotional pages, with a higher perceived power of influence (M=2.92) compared to emotional effects (M=2.77). Additionally, the results indicate a significant relationship between cognitive and knowledge influences and purchasing intention.
Pentingnya Dukungan Orang Tua Dalam Penguatan Literasi Berbasis Pembiasaan Bagi Siswa Sekolah Dasar

Literacy is a problem in the progress of information technology today. The purpose of writing this article is to examine how the role of parents in supporting the literacy movement, especially in elementary school-aged children, is based on habituation carried out by parents at home, the writing method used is literature review. parents in encouraging children to have literacy skills, the role of parents in this case is to help their children to choose good readings that their children like, to be role models for their children in reading, writing, listening and communicating a reading so that children also like to read and are also able to communicate what he reads, accompanying children with enthusiasm and enthusiasm so that the atmosphere becomes fun, parents open a meaningful communication atmosphere for children at home in order to strengthen literacy
PERBEDAAN KONTROL DIRI REMAJA DALAM LINGKUNGAN SOSIAL DI DESA KALI SELATAN KABUPATEN MINAHASA BERDASARKAN KARAKTERISTIK JENIS KELAMIN

The purpose of this study was to determine the existence of differences in self-control in adolescents in Kali Selatan Village, Kab. Minahasa Based on Gender Characteristics. The research method uses quantitative research methods with comparative methods. The subject of this study used 87 teenagers in Kali Selatan Village aged 12-15 years. The research instrument for the self-control scale is the research scale from Averill with 23 items. The research was tested using a comparative test. Based on the results of the study, it showed that there was no difference in self-control between male and female adolescents with a mean male sex of 71.8333 with an N of 36 and a mean female sex of 72.1569 with an N of 51 with a mean difference = -32353. This shows that Ho is accepted which reads "There is no difference in self-control in the social environment in adolescents in Kali Selatan Village, Kab. Minahasa Based on Gender Characteristics”.
THE DEVELOPMENT OF PREZI APPLICATION-BASED LEARNING MEDIA ON ISLAMIC RELIGIOUS EDUCATION SUBJECTS AT SMP MUHAMMADIYAH 02 MEDAN

The objective of this study is to provide realistic, practical, and effective Prezi application-based learning media in PAI subjects in order to improve students' comprehension ability. This is a development study using the ADDIE development model. The research participants were 15 students from VIII-1 and 15 students from VIII-2. The study's findings revealed that the validity of the learning media generated was assessed based on the validity of the learning media by the validators, with a total average value of 3.73 ("Valid" category). Meanwhile, the observation score of learning implementation in trial II, which was 3.73, demonstrated the usefulness of learning media (well-implemented category). In addition to the effectiveness of learning media in four aspects, namely classical completeness of 86.67% (13 students), student activity observation scores in trial II for three meetings were 22.2%, 26.87%, 26.87%, 13, 9%, 7.87%, and 2.32%, observation of the teacher's ability to manage learning was 3.79 (the "Good" category), teacher's response was 3.78 (the "Interested" category), and student's response was 3.74 ("Interested" category). According to the normalized gain index, there was an increase in value in trial II with a score of 0.40. (the "moderate" criteria).
Quantum Machine Learning: Bridging the Gap Between Quantum Computing and Artificial Intelligence: An Overview

Abstract: Quantum Machine Learning (QML) at the intersection of quantum computing and artificial intelligence (AI) is explored, emphasizing its role in connecting these domains. The transformative potential of QML in enhancing classical machine learning and the introduction of the Variational Quantum Classifier (VQC) algorithm (Ref. 4) are highlighted. Fundamental quantum principles, quantum feature maps, and the VQC's use of parameterized quantum circuits are discussed (Refs. 1, 3). The paper addresses practical implementation, optimization techniques, and the VQC's performance through empirical evaluations (Ref. 4). Implications of QML extend to diverse applications (Ref. 5), positioning it as a bridge between quantum computing and AI to unlock transformative possibilities.