Reviewerly/exHarmony huggingface dataset:
FORMATION OF DESIGN AND GRAPHIC COMPETENCE IN FUTURE TEACHERS OF TECHNOLOGIES

The article reveals the peculiarities of the formation of design and graphic competence in future teachers of technology. In urgency, it is noted that the internal information and personal resources of man, implemented in project technologies, acquires the importance of a competitive product. The analysis of works of domestic and foreign researchers on the problem of preparation of future teachers of technologies for teaching graphic design to students of general education institutions is carried out. The state of formation of the studied quality in future teachers shows that the teaching of technology of artistic, technical, computer design is insufficiently provided by the external information and pedagogical environment. Domestic graphic design has not yet become an independent branch of art design. The experience of Ukrainian national graphics is not taken into account. Experience of training in graphic design of specialists in the field of applied and industrial graphics and advertising activity is offered for application. It is noted that the formation of competence in graphic design in future teachers of technology should be carried out on the methodological basis of the synthesis of science, art and technology. It is noted that the cultural self-expression of future teachers of technology, the full realization of their multifaceted abilities is provided by pedagogically appropriate design of the educational environment for the formation of design and graphic competence. The definition of pedagogical design is formulated - the practice of systematic design, development and implementation of educational products (digital and material) in order to attractive, comfortable, informationally and technologically balanced, creative acquisition of knowledge by participants in the educational process. The innovative direction of development of scientific and artistic synthesis - science art / sciens art, digitalization – the process of translating various information in all its forms (text, sound, graphics) into a digital format, understandable to modern gadgets. Graphic design, according to the author, is a universal means of mastering the environment through plastic – a universal means of figure formation, shaping, imaging. It is hoped that graphic design will be a means of improving the modern educational environment, thanks to the professional training of future teachers of technology.
Study of Behavioral Architecture Application at Bin Baz Putra Islamic Boarding School Bantul

The moral decline of the nation's children is the most important issue today, and one of the solutions to solve it is through character education according to Islamic teachings in Islamic boarding schools. The Bin Baz Putra Islamic Boarding School is one of the Islamic boarding schools located in Piyungan, Bantul, Yogyakarta Special Region. As an educational institution, Islamic boarding school should apply a behavioral architectural approach as the basis for designing Islamic boarding school. So the purpose of this study is to examine the application of behavioral architecture in Bin Baz Putra Islamic Boarding School which is carried out using descriptive qualitative research methods from literature sources related to Islamic religious education in Islamic boarding schools and behavioral architecture, as well as a source of observations to collect informative data from boarding school object. The focus of the research is focused on the qualitative assessment of the area and facilities of the Bin Baz Putra Islamic Boarding School against several principles of behavioral architecture according to Carol Simon Weisten and Thomas G. David who then concluded that the Bin Baz Putra Islamic Boarding School in Bantul is still lacking in the application of behavioral architecture aspects, especially in physical comfort. students where bedrooms and student classrooms are not large enough to accommodate the number of students total 40 people.&#x0D;
Tool Proposal for Recommending Design Thinking Techniques in Software Development

Design Thinking (DT) has been incorporated into software processes by teams from startups to large companies, used in problem exploration fostering innovative solutions, and integrated into agile methods to satisfy the real stakeholders’ needs. DT places the customer needs up-front and helps to empathize with users, examining their behaviors, and producing outcomes focused on users’ demand. A set of techniques, like personas and user journey, can be used to support this human-centered approach. Selecting which technique to use might be challenging since factors such as the application scenario, stakeholder engagement level and previous knowledge of the problem-to-be-solved may vary from case to case. In our previous work we presented a DT session conducted to better understand the need for a recommendation tool, followed by a requirements elicitation activity in which we defined how the tool should work, and an early evaluation of the initial tool low-fidelity prototypes. Inspired by the Design Science Research method, in this article we extend our previous work by furthering what we performed in the tool’s definition process. We included in this work a requirements refining activity through high-level fidelity prototypes, and a requirements validation activity through a questionnaire-based feedback collection with professionals who have experience on the use of DT in software development. Our results show that our proposal offers an useful and easy to use tool to recommend DT techniques with the potential to support those professionals who apply DT in requirements engineering by suggesting techniques that are the best fit to the declared context.
DESKRIPSI KESULITAN MEMBACA PERMULAAN SISWA KELASI SEKOLAH DASAR NEGERI 35 PONTIANAK SELATAN

AbstractThis study aims to describe the initial reading ability of the first graders of State Elementary School 35 South Pontianak and to describe what are the factors that cause difficulty in reading the beginning of grade I students of State Elementary School 35 South Pontianak. Qualitative data were obtained from the results of the students' initial reading ability test and the results of interviews by researchers with the homeroom teacher. Research instruments in the form of interviews, observations and documentation. Based on the results of the study, from 32 students it can be concluded that students' difficulties from the overall content aspect in the initial reading test were from the percentage results there were 10 people or 0.32% for the very capable category, 11 people or 0.34% of the able category, 6 people or 0.18% for the moderately able category, and 5 people or 0.15% for the poor category. Factors that affect early reading ability are physical health factors, neurological factors, gender factors, intellectual factors, environmental factors such as social and economic factors for students' families, psychological factors including motivation and interest as well as psychological factors. It turns out that not all factors occur in the field, as for the factors that do not affect the reading ability of students at 35 South Pontianak Elementary School, namely the gender factor.Keywords: Beginning, Difficulty, Read
Cooperative Trustworthiness Evaluation and Trustworthy Service Rating

With the development of online applications based on the social network, many different approaches of service to achieve these applications have emerged. Users’ reporting and sharing of their consumption experience or opinion can be utilized to rate the quality of different approaches of online services. How to ensure the authenticity of the users’ reports and identify malicious ones with cheating reports become important issues to achieve an accurate service rating. In this chapter, we provide a private-prior peer prediction mechanism based trustworthy service rating system with a data processing center (DPC), which requires users to report to it with their prior and posterior believes that their peer users will report a high quality opinion of the service. The DPC evaluates users’ trustworthiness with their reports by applying the strictly proper scoring rule, and removes reports received from users with low trustworthiness from the service rating procedure. This peer prediction method is incentive compatible and able to motivate users to report honestly. In addition, to identify malicious users and bad-functioning/unreliable users with high error rate of quality judgement, an unreliability index is proposed in this chapter to evaluate the uncertainty of reports. Reports with high unreliability values will also be excluded from the service rating system. By combining the trustworthiness and unreliability, malicious users will face a dilemma that they cannot receive a high trustworthiness and low unreliability at the same time when they report falsely. Simulation results indicate that the proposed peer prediction based trustworthy service rating can identify malicious and unreliable behaviours effectively, and motivate users to report truthfully. The relatively high service rating accuracy can be achieved by the proposed system.
Active Grammatical Inference for Non-Markovian Planning

Planning in finite stochastic environments is canonically posed as a Markov decision process where the transition and reward structures are explicitly known. Reinforcement learning (RL) lifts the explicitness assumption by working with sampling models instead. Further, with the advent of reward machines, we can relax the Markovian assumption on the reward. Angluin's active grammatical inference algorithm L* has found novel application in explicating reward machines for non-Markovian RL. We propose maintaining the assumption of explicit transition dynamics, but with an implicit non-Markovian reward signal, which must be inferred from experiments. We call this setting non-Markovian planning, as opposed to non-Markovian RL. The proposed approach leverages L* to explicate an automaton structure for the underlying planning objective. We exploit the environment model to learn an automaton faster and integrate it with value iteration to accelerate the planning. We compare against recent non-Markovian RL solutions which leverage grammatical inference, and establish complexity results that illustrate the difference in runtime between grammatical inference in planning and RL settings.
Predictive Analytics on Product Sales at Heva Inc. Using K – Means Method

Prediction is the process of estimating something that is most likely to happen in the future based on previous and current knowledge that is owned, with the goal of minimizing the error. Prediction allows people to recognize and then solve difficulties that are occurring or are expected to arise. This study began with preparation, literature review, data collection, and knowledge discovery in databases (KDD). One of the processes is data mining using the K – Means method, which is critical for obtaining the research's results and conclusions. This research also uses the RapidMiner application as a comparison of the results with the results obtained by python coding. By using 4 clusters, products were categorized into 4 labels, namely very good products, good products, bad products, and very bad products. The research resulted in 11 products in the bad product category, 12 products in the good product category, 10 products in the very good category, and 18 products in the very good product category. The very good product label was further clarified with visualization to show the best time to restock each recommended product.
Time Wave Function of the Universe

Hartle and Hawaking have obtained expression for the wave function of Universe, using path integral technique. Instead of path integral technique, the author presents an alternative way of calculating the wave function of the Universe by using the Schrodinger equation. From which, it can be seen that there are two time flows of the Universe which travel in opposite direction along the time line. This result may solve the riddle that there is strong evidence that the observable universe is composed almost entirely of ordinary matter, as opposed to an equal mixture of matter and antimatter.
ConvPose: An efficient human pose estimation method based on ConvNeXt

Human pose estimation methods have developed rapidly in recent years and many high precision models have emerged. However, the computational costs of these methods are often very huge, especially for transformer-based models. In this work, we propose ConvPose, an efficient human pose estimation model based on convolutional neural network architecture. ConvPose uses an efficient single branch structure, using the ConvNeXt Block as a baseline and incorporating the Coordinate Attention module. This composition not only provides better feature extraction capabilities, but also can efficiently obtain the global dependency relationships between human keypoints and scenes. The effective combination of the large convolution kernel and the attention module gives our model the ability to focus more on detailed features when oriented to complex scenes. In addition, the number of parameters and GFLOPs of our model are at a lighter level compared to current high- performance models, which offers more possibilities for deployment of the model in low-end devices. Experiments show that our model achieves 73.6AP on the MS-COCO dataset with only 6.3M parameters, which is a very competitive result.
Pengaruh Media Gambar terhadap Kemampuan Menyusun Teks Prosedur oleh Siswa Kelas VIII SMP PGRI 3 Medan

This research aims to find out the influence of image media on the ability to compile the text of the procedure of students of class VIII PGRI 3 Medan Junior High School. The method used is the experimental method. The tool or instrument used is a test to arrange the text of the procedure in sequence and logical. Students who received treatment using image media were categorized as "very good" because 31 students (75.61%) scored 80-100. While students who received treatment without using image media were categorized as "failed" because 15 students (36.58%) scored &lt;39. Technical analysis of data with test formula t with H0 results rejected and Ha accepted. That is, image media has a positive effect on the ability to compile procedural text by students of class VIII PGRI junior high school 3 Medan.
PENGGUNAAN APLIKASI CISCO WEBEX PADA PEMBELAJARAN ONLINE UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATERI BESARAN DAN SATUAN DI SMA NEGERI 7 PONTIANAK

AbstractThis study aims to determine the effect of using the Cisco Webex application in onlinephysics learning on the material of quantities and units on student learning outcomesat SMA Negeri 7 Pontianak. This research is a quantitative research. The datacollection technique was carried out using pretest-posttest questions. The experimentaldesign used is a pre-experimental design with a one group pretest-posttest design. Thesample in this study was 33 students of class X MIPA 1 for the academic year2021/2022. Statistical analysis used was Shapiro Wilk test to test the normality of thedata, and Wilcoxon signed Rank to test the hypothesis. Based on the student learningoutcomes data, it shows that the Z value (Wilcoxon Signed Rank Test) is -3.244 with ap value (Asymp. Sig 2 tailed) of 0.001. Thus, it can be concluded that there is an increasein student learning outcomes in the material of quantities and units in online learningat SMA Negeri 7 Pontianak after learning using the cisco webex application. So it ishoped that the results of this study can improve the quality of online learning during theCOVID-19 pandemic.Keywords: Cisco Webex Application, Learning Outcomes, Quantities and Units.
Adaptation of Higher Education to the attacks of the pandemic

The objective of this study is to understand the impact of the Covid-19 pandemic on the mental health of students and teachers, as well as the challenges that have arisen over the years in rural and urban population. The situation was different in both cases. We know that in urban areas the proximity to technology is something of daily life, fast and simple, while in rural areas it is more difficult to have access to technology and media. An investigation was made consulting different sources, including INEGI data to determine an analysis of the desertion of students in the last years 2019-2020 and 2020-2021, in the same way a survey was made considering a sample of student population from the Polytechnic University of Juventino Rosas through which data was collected on their experience during the pandemic. The conclusions show an impact on the mental health of the participants. It indicates that most of them had emotional conditions, causing problems such as stress, anxiety, frustration, among other symptoms.
Analisis Keefektifan Platform Digital dalam Pembelajaran di PTKIN Se-Provinsi Lampung

This study aims to determine the type of platform used by lecturers in learning and analyze the effectiveness of the platform as a learning media during the Covid-19 pandemic. This study uses a quantitative method with a survey type, the source of the data is taken by using a questionnaire to 143 respondents from two universities, namely Raden Intan Islamic State University of Lampung and Metro Lampung Islamic State Institute. The data were analyzed using SPSS 20 software with descriptive analysis. The results of the analysis show that there are eight platforms used by lecturers as digital-based learning media, namely Zoom Cloud Meeting, Whatsapp Group, Google Classroom, Youtube Channel, Google Meet, Google Form, Facebook, and Instagram. In addition, the results of the analysis generally show that the use of digital-based platforms in the learning process is less effective. Some of the issues discovered include lack of supporting facilities that make the learning is not optimal, lack of lecturers’ ability to manage digital-based learning, and lack of learning innovation that makes the integration of technology in learning is not achieved. The results of this study can certainly be a reference for both universities in making policies, especially regarding digital-based learning during the Covid-19 pandemic.
ANALISIS SISTEM INFORMASI AKUNTANSI PENGGAJIAN DALAM MENUNJANG EFEKTIFITAS PEMBAYARAN GAJI PADA PT SINDO UTAMA JAYA

This study discusses payroll accounting information systems, salary calculations and accounting treatment for salary payments at PT. Sindo Utama Jaya. The research was conducted in the Finance and Personnel department at PT. Sindo Utama Jaya. The research method is descriptive qualitative while the data used are qualitative and quantitative data. Sources of data come from primary and secondary data. The payroll accounting system at PT Sindo Utama Jaya is divided into various interrelated processes and procedures. The procedures that make up the payroll accounting system are procedures for recording employee personal data, recording attendance, recording employee overtime time, calculating employee salaries, making salary reports procedures, procedures for making cash out evidence and salary payment procedures. The documents used in the process of the company's payroll system are complete enough according to the theory according to experts, but are not implemented optimally. The salary standards of employees at PT Sindo Utama Jaya have followed the City Minimum Wage standards set by the government. The calculation of attendance hours and employee overtime hours, as well as making payroll reports are still done using a computer with Microsoft Office excel without a payroll application which allows for errors and mistakes in salary calculations. Salary payment system at PT. Sindo Utama Jaya is carried out in two ways, namely transfers to employee accounts and cash payments.&#x0D;
An Interactive Domino Card in Teaching Past Tense

The aim of this study was to know the significance and the effectiveness of Domino Card in Teaching Past Tense in students' grammar skills. The study was conducted in SMK Pariwisata Puspa Wisata PGRI Serpong. XII APH 2 was a sample of class which consists of 30 students. The method of this study used a quantitative method with a pre-experimental research design. Pre-test and post-test were used to collect the data. The result of the total students’ pre-test scores is 1590 with an average score of 53, meanwhile, the post-test scores are 2400 with an average of 80. The calculation results of pre-test and post-test used t-test and indicated that the t-count was 14,1 with t-table was 1,71 at the 0,05 significance level. So, this indicates that the alternative hypothesis is accepted and the null hypothesis is rejected. This means that using Domino Card in Teaching Past Tense is effective.&#x0D; &#x0D; Keywords: Domino Card, Teaching Past Tense, method, grammar
Effectiveness of Game Based Learning to Enhance Student Learning

This research study has discussed the importance of game based learning. Game based learning is the technology based learning that helps to enhance student learning. In the present time, most countries have adopted game based learning to increase student meaning capabilities. This study has conducted the secondary qualitative data collection method from previous online research paper. In this regard, from this secondary data, the researcher has chosen thematic analysis to find authentic results of this research. This study has concluded that game based learning enhances student learning capabilities. This learning approach has increase student self-confidence and social interaction. Keyword : Video game, Game based learning, Traditional learning system.
A STUDY ON CROSS-CULTURAL SHOCKS EXPERIENCED BY BILLY WANG BETWEEN AMERICAN CULTURE AND CHINESE CULTURE IN THE FAREWELL 2019 MOVIE

In this study, the writer uses a material object namely The Farewell 2019 movie to find out what kind of culture shock was found and its implications. Have an authentic and informative story. For us viewers who are not ethnic Chinese, we get new knowledge about Chinese family traditions which are actually 'saklek' and have important meaning for them. In this study used the descriptive qualitative method. Descriptive studies is a form of studies that indicated to describe phenomena that exist, both natural phenomena and artificial phenomena. The main data of this study was taken from the movie entitled The Farewell 2019. The writer takes the data source by observing each film scene and will capture each scene. The method used in collecting data was the documentation method. In this study, descriptive qualitative approach analysis was used to analyze culture shock in The Farewell 2019 movie. The movie reflects the culture shock of the main character. The writer also found the stages of a person's phase when experiencing culture shock which is divided into four stages; the honeymoon, the hostility, the recovery, and the adjustment. All of them is reflected in the main character, Billy Wang who gets a culture shock in his native China. In cultural implications, The Farewell 2019 movie is reflected in the acceptance that after a person goes through several phases of culture shock and the imply in the movie is starting to accept and learn the culture of other countries, including a form of positive attitude in understanding different cultures, not closing oneself and always open to changes and differences in the surrounding environment.