Reviewerly/exHarmony huggingface dataset:
Analysis of the application of expert systems

This article offers an overview of expert systems, identifies their advantages and disadvantages. The main advantages of expert systems are the ability to use expert knowledge to solve problems in automatic mode, which allows you to reduce the time and cost of solving a problem, as well as improve the quality of decisions made. However, there are also disadvantages, such as limitations in the use of only those knowledge that was embedded in the system at the stage of its development, which can lead to errors if the knowledge is outdated or insufficient. In addition, developing and supporting expert systems can be expensive and challenging. However, expert systems continue to develop and find application in various fields, which allows you to increase the efficiency and quality of solving problems, as well as increase the speed of solving them. This article reviewed modern expert systems as: “Intelligent medical differential diagnostic system based on expert systems,” “Dermatological expert system implementing ABCD,” “Hybrid recommendation system for recommendations of relevant films using an expert system” Their model construction, knowledge base formation and user interface are analyzed. The importance of their development, their effectiveness and the need for implementation as an information system are also discussed.
Use of Software and Technology in Math Education

This paper centers on using the role of the software and technology in mathematics instructions. It addresses some benefits on technology's impact on learning mathematics as well as their daily activities related to the process such as the use of resources. Then later the study shows learning and doing mathematics. New technology poses challenge to mathematics educator. Many people believe that mobile learning and related technologies will become more and more commonplace in society, especially among young people. Many people consider the growing corpus of literature that examines mobile technologies and learning in contexts related to teacher education to be "a rather nascent topic of research." This essay was inspired by a fascination with and firsthand knowledge of the usage of technology in classrooms. The specific topics that will be covered include summarizing terminology and developments; investigating cutting-edge approaches to teaching and learning; considering potential drawbacks, limitations, and effects of implementing mobile learning in the classroom; and spotting opportunities for future research from knowledge gaps in the existing body of work.
The Relationship Between Curriculum Literacy with Teacher's Job Satisfaction and The Sense of Self-Worth in Secondary Schools

Purpose: This study aimed to explore the relationship between curriculum literacy and its impact on teachers' job satisfaction and sense of self-worth in secondary schools in Tehran. Methodology: A descriptive-correlational, cross-sectional study design was employed, utilizing a sample of 250 secondary school teachers in Tehran, selected through a two-stage cluster sampling method. Data were collected using three validated questionnaires measuring curriculum literacy, job satisfaction, and self-worth. Statistical analyses included Pearson correlation to examine the relationships between the variables and linear regression to assess the predictive power of curriculum literacy on job satisfaction and self-worth, with SPSS software utilized for all analyses. Findings: The results revealed statistically significant positive correlations between curriculum literacy and both job satisfaction (r = 0.220, p &lt; 0.01) and self-worth (r = 0.223, p &lt; 0.01). Regression analysis indicated that curriculum literacy significantly predicts job satisfaction (B = 0.350, p &lt; 0.01) and self-worth (B = 0.327, p &lt; 0.01), with standard coefficients suggesting a moderate effect size. These findings underscore the importance of curriculum literacy as a contributor to teachers' job satisfaction and self-worth. Conclusion: The study concludes that curriculum literacy plays a significant role in enhancing teachers' job satisfaction and sense of self-worth in the context of Tehran's secondary schools. These results highlight the need for educational policies and professional development programs focused on improving teachers' curriculum literacy. Such initiatives could contribute to creating a more satisfying and rewarding teaching environment, ultimately benefiting educational outcomes.
Perancangan Sistem Informasi Reservasi Booking dan Reminder Service Motor Pada Shoowroom Benelli

The workshop is one of the business facilities that provides after-sales repair services to consumers. Punctuality is very important for repair service users. The reservation process for booking and reminder services carried out at the Benelli Showroom is still using the telephone system or coming directly to the workshop. This study aims to design an information system for booking reservations and service reminders that are effective, efficient, and easy to use by Service Advisors and Customers. In this study, qualitative data analysis methods were used. Qualitative data analysis is a research procedure that produces descriptive data in the form of written or spoken words from people and observable behavior. The method that can be used in system analysis is the PIECES method (performance, information, economy, control, efficiency, control, and service). . The design method of this system uses UML (Unifield Modeling Language), namely using use case diagrams, Class diagrams and Activity diagrams. The results of the design of the reservation information system for booking and motorbike service reminders can provide convenience and customer satisfaction in booking service, and simplify the work of service advisors.
PnF (PLAY and FUN) APPLICATION FOR READING

In digitalization era the Indonesia students especially for junior high school must be able to use technology in learning process. This article is to investigation were: students lack in, students need, student wants in Reading. The current research used RnD (Research and Development) research. The respondent were student of elementary school. The result of this research is a PnF (Play and Fun) application, it is a mobile application that can use anywhere. In this application, the researcher only focus on Profession material. Based on the evaluation material, students can develop their reading skill using PnF (Play and Fun) Application
ENHANCING READING COMPREHENSION THROUGH THE UTILIZATION OF THE SUMMARIZATION STRATEGY

Summarizing strategy is an effective teaching method for improving reading skills. This study focused on enhancing the reading comprehension and learning activity of eleventh-grade students at SIJA, SMK N 9 Bandar Lampung. Classroom action research was used with 29 students as subjects. Both test and non-test instruments were employed to gather qualitative and quantitative data. The results demonstrated that the summarizing strategy effectively improved reading comprehension and learning activity for these students. English teachers can consider using this strategy to enhance the reading abilities and learning engagement of EFL students.
GRAMMATICAL ERROR ON STUDENTSâ€™ RESEARCH PROPOSAL WRITING

This article is: (1) to find the students grammatical errors types in writing research proposal; (2) to investigate their reasons of having grammatical errors, and (3) to find the solutions in minimizing the grammatical errors. This article used qualitative approach. The respondents were taken purposively. To analyze the data, it was used content analysis. The results of this research are the respondents had addition, omission, misformation and misordering. These errors are because they had not paid more attention to the use of tenses. Besides, they read thesis in the library.
Recognition of offline handwritten texts in kazakh-russian based on deep learning models

The digitized text of handwritten notes allows you to automate the business processes of many companies and facilitates the work of a person. The article discusses the recognition of written handwriting in Russian and Kazakh languages using in-depth learning models. Due to the fact that each person’s handwriting is unique and there is no way to create general samples of handwritten text, the offline text recognition report is considered more complex than the online recognition report. The work uses various approaches to deep learning in the development of models of handwriting recognition in the Kazakh-Russian languages related to Cyrillic graphics. An important element of deep learning success is the availability of data, calculations, software platforms, and runtime, which makes it easier to build neural network models and execute them for production. The concepts of deep learning, a competitive, dynamically developing industry that provides fast, quantitative and fair means of analyzing and comparing different approaches and methods of learning, were discussed. Popular deep learning models such as Abdallah, Bluche, Flor and PUIGCERVER were reviewed and the results of the experiments were analyzed based on histograms. The experiments were based on a large database of offline handwritten texts in the Kazakh language called the Kazakh Offline Handwritten Text Dataset (KOHTD). A Telegram bot was created specifically for collecting handwritten data in the Kazakh language. A tool for checking the information entered through this Telegram bot and correcting responses was developed on the basis of a neural network.
Pengaruh Minat Baca Terhadap Kemampuan Literasi Awal Pada Anak Usia 5-6 Tahun di TK Se-Kabupaten Temanggung

The importance of early literacy skills is useful to make it easier for a child to master literacy activity at a later stage. Some studies show that early literacy is related to a child's interest in reading from an early age. The literacy and parenting environment of parents has an important role to play in the emergence of a child's reading interest that subsequently promotes reading competence. Research on early literacy is still rare in early childhood in Temanggung district. This study aims to find out the influence between reading interests on early literacy skills of children aged 5-6 years in Se-Kab District Temanggung. The type of research is quantitative correlational. The sampling technique uses Simple Random Sampling with a sample of 60 children. The research data was obtained from a survey questionnaire namely Children's Reading Interest Scale and Early Childhood Early Literacy Skill Scale. Data analysis techniques are simple linear regression. The results of the study show that there is a positive influence between the interest in reading and the early literacy skills of 5-6year-olds in a Temanggung district high school. Simultaneously, reading interests were influenced by 35.9% of early literacy and the rest were influenced by other variables not included in the study. It can then be concluded that if the interest in reading increases then early literacy also improves.
Pengelolaan Digitalisasi Belajar Melalui Literasi Terpadu

The challenge of integrated literacy is getting more and more complex every year along with the emergence of various technological products. Moreover, there is a technical dimension that will quickly change according to the times. Teachers and other educators have a central role because in the learning process they should provide and allow students to choose various forms of digital media to complete tasks given digital literacy in the curriculum such as ICT introduction material, use of tools to support learning, integrated high literacy computer programming is very useful in the world of education to support implementing a digital-based curriculum that emphasizes students being able to utilize information from various sources of information on the internet for themselves. Students who have the ability to search for information will relieve themselves to learn independently and interact with various information wherever they are.
Analisis Kekayaan Media Pada Website Dinas Kebudayaan Provinsi Sumatera Barat

The West Sumatra Provincial Culture Office is a local government in charge of cultural affairs which utilizes the website to provide information on West Sumatra culture, especially Minangkabau. This study aims to look at media richness in using websites as a means of providing information about culture in West Sumatra Province using the Media Wealth Theory by Daft and Lengel. There are four categories of media riches, namely reciprocal congruence, signal diversity, personal sources, and language diversity. The method used is descriptive qualitative with data collection carried out by observation, interviews and documentation. In this study the use of the website as a means of information by The Department of Culture of West Sumatra Province is grouped into the category of media wealth. The results of the research show that the website of The Department of Culture of West Sumatra Province was not perfect in using media riches from the four categories, and obstacles were found in website management due to minimal human resources.
Pengembangan Perangkat Pembelajaran Berbasis Mind Map melalui Google Clasroom pada Mata Pelajaran Elektronika dan Mikroprosesor di SMK Telkom Makassar

This study is a research development, which aims at discovering: a) the learning conditions of Electronics and Microprocessor subject at SMK Telkom Makassar before applying it, b) the process of developing Mind Map-based learning tools through Google classroom in Electronics and Microprocessors subject, c) the results of the development of Mind Map-based learning tools through Google classroom in Electronics and Microprocessors subject, d) whether the Mind Map-based learning tools through Google classroom that have been developed are valid, practical, and effective being used in Electronics and Microprocessors subject at SMK Telkom Makassar. The development model used in this study was a modified development model by Borg &amp; Gall. The steps in developing the learning tools consisted of 5 stages namely, (1) initial research and information gathering; (2) planning; (3) developing the initial product format; (4) product revisions; (5) field trials. The results of the study are: a) the observation result before the research being conducted, the researcher discovered that not all students have good response during the learning process, b) the learning tool developed had been validated by two experts with revision so that it is feasible to be used. The trials were conducted three times, namely one to one trial, small group trial, and large group trial, c) the products being produced are in the forms of learning tools consisted of syllabi, lesson plans, teaching materials, LKPD, media and learning assessment instruments, d) the results of the study show that learning using Mind Map-based learning tools through google classroom is stated as valid, practical, and effective with an average percentage of validity criteria namely media validation 96.87%, teaching material validation 91.04%, RPP validation 86.95%, LKPD validation 83.63%, practicality criteria shows students’ response 90.24%, teacher’s response 93.45%, and effectiveness criteria that 100% implementation is in very effective category.
The Influence of Parents' Income and Learning Motivation on Interest in Continuing Study at Higher Education in Accounting Class XII Students at Prayatna 1 Vocational High School Medan, Academic Year 2021/2022

The purpose of this study was to determine the effect of active learning and the role of parents in online learning on the learning outcomes of class X students in Office Administration SMK PAB 2 Helvetia. the sample used was 57 students taken randomly from 133 students. The results obtained are that there is an influence between learning activity and the role of parents in online learning on the learning outcomes of class X students of Office Administration SMK PAB 2 Helvetia, either partially or simultaneously.
An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis

Gamification has been used in education since the early 2010s, however, the empirical studies on the effectiveness of gamification have yielded inconsistent results. Without a clear understanding of how gamification works, and which gamification design elements have a higher potential to influence learning outcomes, gamification intervention may not achieve the desired results. This study aimed to examine the factors that contributed to the successful implementation of gamification in higher education, and to identify the design elements that had most influence on student learning outcomes. Data was collected from the empirical studies conducted between 2014 and 2023. Data analysis was conducted using logistic regression and Chi-Square tests. Two gamification design elements, Social Interaction and Leaderboards, were found to have significant influence on student learning outcomes. This study provided insights for college instructors and instructional designers in the design of gamification intervention in instruction. Implications for practice and future studies were presented.
Efforts on Environmental Energy and Engineering Education for Children Incorporating Problem-solving Game Activity:

Education of environmental energy and engineering technology for children, who will lead the next generation, is very important to realize a decarbonized society for the future and to achieve the Sustainable Development Goals (SDGs). The author has been devising a novel educational method that incorporates a problem-solving game (quizzes, puzzles, etc.) and has been energetically developing educational materials and practicing the educational method. This report describes the development and educational practice of an original educational material for children that enables them to enjoy learning about hydrogen energy through experience by incorporating the problem-solving game. This educational material not only allows children to solve problems, but also to deepen their understanding of the learning theme by combining handicrafts, experiments, and other activities. The results of questionnaire surveys after the educational practice showed that the teaching materials were highly evaluated by the children who participated in the practice.
Following control of inverted pendulum type personal transporter using camera

In recent years, the demand of Personal Transporter(PT) is rising because of high demand for short-distance transportation and increasing the awareness of environmental protection. Among them, the inverted pendulum type personal transporter which runs independently on two wheels, is increasingly being used for airport security, transportation in tourist spots, and so on. In case of the PT is used for vehicle sharing, there is a problem that it requires personnel and labor to carry multiple PTs parked at the PT station. In such situations, required manpower and labor can be saved by driving the leading PT and the following PT run in an automatic platooning. The purpose of this study is to construct the platooning system for PT by using optimal control, tracking control, and self-localization by visual SLAM. This paper reports feasibility of the platooning system including turning control and asseses the stability and following performance of the platooning system.
Hand Pattern Recognition for Prosthetic Hand Control using Electromyography and Mechanomyography

Myoelectric control system is a fundamental component of modern prosthetic devices, which uses the myoelectric signals from an individual's muscles to control the prosthetic's movements. Currently, surface electromyography (EMG) is the most popular myoelectric control used in prosthetics to detect electrical signals generated by muscles. (MMG) is a less known technique that involves detecting and interpreting mechanical vibrations generated by muscle contractions. This technique requires no electrical connection to muscle tissues, thus making them more resistant to noise interference and is also a cheaper alternative. This study intends to investigate an alternative method to classify hand gestures for prosthetic control by simultaneous acquisition of EMG and MMG signals. The sensors used are two Myoware Muscle sensors to record EMG signals and two MPU6050 accelerometers to record MMG signals. The hand gestures measured are gripping, extension, flexion, supination, and pronation. Pattern recognition using long short-term memory (LSTM) method is used to classify hand gestures.
Function of Generating the 3-Dimensional Model to Apprehend the Mistakes of Hidden Lines in the Handwritten Projection Drawings for the Computer Assisted Instruction System with Smartphones

We have developed the computer assisted instruction system for technical drawing education, which generates three-dimensional (3D) models from handwritten projection drawings with reflecting errors. In this study, the hidden line handling function was newly implemented. Lines written in the projection drawing captured with a smartphone were converted into simple zigzag lines with distinct vertices using the Ramer-Douglas-Pecker algorithm and described as the graphical structure whose nodes correspond to the coordinates of the vertices of the projected figure. The visible outlines that make up the projected figure were identified based on the connection attributes at the nodes in the graph, in which case the number of nodes of the subgraph that are part of the visible outlines will be greater. On the other hand, the hidden lines were extracted from the group of short lines using the Hough transform. After these processes, the ridge lines of the 3D model were determined by checking the consistency between the corresponding points and sides in a couple of projections. Finally, imaginary surfaces were excluded by examining the conflict between visible and invisible planes, and the 3D model was generated. The usefulness for self-learning of technical drawing was demonstrated by running examples of the developed system for the case of drawings with hidden lines.
PENERAPAN DATA MINING DALAM MENGELOMPOKKAN KUNJUNGAN WISATAWAN DI KOTA YOGYAKARTA MENGGUNAKAN METODE K-MEANS

Yogyakarta is one of the cities in Indonesia that has a tourist attraction and is a tourist destination that is most in demand by tourists, seen from the number of tourist visits that are increasing from year to year. Apart from being a tourist city, Yogyakarta is a city of students, a city of culture and a city of struggle. Because Yogyakarta is called a tourist city, there are many kinds of tourist objects offered by the City of Yogyakarta. In this case, the application of data mining can be a solution in analyzing data. Clustering is included in descriptive methods, and also includes unsupervised learning where there is no previous object class definition. So that clustering can be used to determine class labels for data whose class is not known. The K-Means method is included in partitioning clustering which separates data into separate parts. The K-Means method is well known for its ease and ability to group large data and outliers very quickly. from the data entered and has been processed through the K-Means algorithm method that has performed iterations 5 times by choosing cluster 1, cluster 2, cluster 3 randomly (random) with cluster 1 having 24 data with a percentage of (50%), cluster 2 has 11 data with a percentage of (23%), and cluster 3 has 13 data with a percentage of (27%).&#x0D;