Reviewerly/exHarmony huggingface dataset:
PENGEMBANGAN MODUL BERBASIS KONTEKSTUAL PADA MATERI BARISAN DAN DERET

In the learning process carried out in class the teacher has not yet developed teaching material. One of the teaching materials that can help students in the learning process is a module. A good module is one that can link the material to the daily lives of students, so in the contextual context-based module will be developed on the rank and sequence material of class XI students of SMA Negeri 17 Merangin 2019/2020 school year. This type of research is research and development. This study uses a 4-D model which consists of 4 stages: the defining stage, the design phase, the development stage and the disseminate stage. The contextual based module is validated by five experts namely three material experts, one Indonesian language expert and one media expert. Validity is seen from the results of the validation sheet, while practicality is seen from the questionnaire practicality of students' responses. The results of the analysis at the validation stage showed that the average score of the results of validation by material experts was 4.22, validation by linguists was 4.00 and validation was by media experts 4.94, so overall of each validation obtained an average of 4.38 with very valid category. The results of the questionnaire practicality analysis show that the practicality of contextual-based modules is produced practically with a percentage of 84.75%. Based on the results of the study it was found that the module developed was valid and practical.
SISTEM INFORMASI PENJUALAN IKAN ASIN PADA NIPAH PANJANG BERBASIS WEB

Sales of Salted Fish in Nipah Panjang is one of the entrepreneurs engaged in selling salted fish that still uses manual systems and the development of systems that are more complicated and far from efficient. One of them is Salin Fish Sales information system in Nipah Panjang which is now not computerized and well integrated, so that it still has many shortcomings in handling sales issues. The approach used in research is the OOAD (Object Oriented Analysis Design) approach and with the Prototype model. To design a new system and so that the design of this new system can overcome the weaknesses of the old system, it must be known how the inputs, processes, and outputs that exist in the current system. The tools used are Data Flow Diagram Modeling (DFD) and balsamiq mockups in building website designs. The results of the design of this system are expected to facilitate the sale of Salted Fish in Long Nipah for the process of selling salted fish and provide information on the price of salted fish in detail.
استراتيجية القيادة التربوية في ظل جائحة کورونا (19-COVID) في المملکة العربية السعودية

هدفت الدراسة الکشف عن استراتيجيات القيادة التربوية خلال جائحة کورونا في المملکة العربية السعودية. وإلى الوقوف على تأثير فيروس کورونا المستجد على الأنظمة التعليمية، والتعرف على کيفية إدارة تأثير فيروس کورونا المستجد على الأنظمة التعليمية، وتم استخدام المنهج الوصفي التحليلي. وأظهرت النتائج تسبب جائحة کورونا (کوفيد-19) في حدوث الانقطاع الأکبر في التعليم، حيث تسببت في ضرر حوالي 1.6 بليون طالب في حوالي أکثر من 190 دولة في جميع قارات العالم، التعليم عن بعد لا يمکن أن يؤدى إلى نتائج مماثلة للتعليم الذي يتم داخل المدارس، وذلک لوجود بعض العوامل التي تقل من قدراته مثل انشغال بعض الأبناء بالأعمال المنزلية، وبالتالي عدم وجود وقت لتلقي التعليم عن بعد، غياب الإنترنت والتکنولوجيا الرقمية من بعض المنازل خاصة في الدول الفقيرة. أعلن المرکز الوطني للتعليم الإلکتروني أن النموذج السعودي من النماذج التي يقتضي بها نحو الاستجابة السريعة للتحديات التي أحدثتها جائحة کورونا، حيث تقدمت المملکة في(13) مؤشرا من أصل(16) مؤشرا على مستوى(37) دولة.The study aims to uncover the educational leadership strategy amid the Coronavirus (Covid-19) pandemic in the Kingdom of Saudi Arabia. In order to address the impact of the novel Coronavirus on educational systems and examining the strategies followed by the Kingdom of Saudi Arabia and to determine how to manage the impact of the novel Coronavirus on educational systems. The study has utilized the descriptive-analytical method. The results showed the following: The Coronavirus (Covid-19) pandemic has caused the largest disruption in education, affecting about 1.6 billion students in more than 190 countries on all continents of the world. Distance education will not lead to similar results to in-school learning, due to some elements that reduce its capability. For example, some of the children were preoccupied with chores, and thus there was no time for them to receive distance education and the lack of Internet and digital technology in some homes, especially in poor countries. The National Center for E-Learning announced that the Saudi model is one of the models to be followed in terms of rapid responses to the challenges brought by the Corona pandemic. Where the Kingdom advanced in (13) indicators out of (16) indicators at the level of (37) countries.
Bees Algorithm with Integration of Probabilistic Models for Global Optimization

The standard Bees Algorithms (SBA) is a population-based search algorithm inspired by the nature that revolves around mimicking the food foraging behavior of honey bees in order to solve optimization problems. This study had implemented the probabilistic method in Estimated Distribution Algorithm (EDA) into the SBA to improve the performance of the algorithm in terms of speed and accuracy. The newly proposed algorithm is tested on ten benchmark test functions. Then, the accuracy and speed are compared to SBA. The performance of the algorithm had also been validated on two engineering design optimization problems with specific constraints condition. The results of the benchmark test functions showed that the proposed algorithm provides very competitive results in terms of improved speed and convergence rate. The results of the design engineering optimization problems prove that the proposed algorithm can perform well in solving challenging problems with constrained and unknown search spaces.
NLP Assistant: Computational Text Analysis as a Helper for Manual Metadata Creation

Stemming from the Black Book Interactive Project at the University of Kansas, this presentation focuses on the development of computational text analysis processes using open source tools. Designed to help gather metadata from literary works, these include text mining, natural language processing (NLP), subject extraction with word sense disambiguation, targeted genre identification, and more.
Comparative Evaluation of Geochemical Methods of Searches for Secondary Dispersion Halos in Complex Landscape-Geochemical Conditions of Eastern Transbaikal

Summary A typical lithogeochemical survey with bulk analysis of samples is an important component of a complex of prospecting works in open areas, especially in dissected mountain areas with widespread development of thin eluvial-deluvial sediments. typical LGH often leads to the omission of ore objects in semi-closed and especially closed areas. Now, there are a number of methods of geochemical surveying, based not on the hypergene destruction of ore bodies that have emerged on the day surface, but on the diffusion of salt and gas components, including metal vapors, filtration and electrochemical transfer processes. This work presents a comparative evaluation of two geochemical methods MMI and a typical LGH, carried out in the area of ​​Eastern Transbaikalia, characterized by complex landscape-geochemical conditions. As a result of comparing the two methods, we can say that the MMI method confidently identifies secondary scattering halos of Au, Ag, Cu and other indicator elements of the ore association. The intensity of the anomalies localized by the MMI method significantly exceeds the intensity of the anomalies of the elements of the ore association, localized according to the results of a typical lithogeochemical survey. All this makes it possible to judge the higher search efficiency of the MMI method in unfavorable landscape and climatic conditions.
The Concept and Application of ICT on SMEs performance in Nigeria: Limitation and Challenges

Small and Medium Enterprises (SMEs) play a vital role in growing and building developing nations' national economy. This study investigates a deep understanding of the influence of Information Communication Technology (ICT) on SMEs' performance in Nigeria. The study found out that most SME owners engage in local business practices in nature of the operation, and marketing strategies are limited within the country. Hence, this is a growing concern, the need to broaden the field of doing business through global integration with ICT aid, which would improve the country's economic growth at large. Based on the literature reviewed, this research work helps to identify the underlying causes, limited ICT readiness, its effectiveness and the need for ICT implementation into business processes, and the knowledge of its potential benefit. Therefore, this paper examines the role of ICT in small businesses' performance; this is estimated to enhance firm productivity and increase profitability, improving overall SMEs’ performance. The study recommends that provision be made for more ICT training facilities, and SMEs need to embrace information and communication technology in terms of resources, networks, and consumer skills. Entrepreneurs are to be enlightened and educated on how ICT can be used to boost operating efficiency. The government should create an enabling environment by offering ICT infrastructure that will promote its growth and implementation in SMEs. This study's data relied on secondary data and current research on SMEs worldwide, focusing on Nigeria.&#x0D; Keywords: Small and Medium Enterprises, Information Communication Technology, Limitation, Challenges
Dr. Answer AI Software for Prostate Cancer: Explainable Variable Importance of Predicting T Stage

Dr. Answer AI software project for prostate cancer was conducted in South Korea. One of the things we need to develop an AI software model is creating a model that can be explained. We calculated the importance of variables of predicting T stage before developing the Dr. Answer AI software model and used it. We collected 7,128 cases clinical data of prostate cancer patients after the radical prostatectomy treatment: 1,723 were from 2008 to 2017. It is from hospital C, 2,751 from hospital S, and 2,654 from hospital A. We used the random forest algorithm to calculated the importance of variables. We choose the SMOTE+ENN to handle imbalance data sets. Accuracy with SMOTE+ENN is 90.7%. The top important variables in the T stage prediction were 1) initial PSA, 2) BMI, 3) max positive core count, 4) Gleason group, and 5) core ratio. We provide top important variables in T stage prediction to develop an AI software is creating a model that can be explained. Our research can provide guidelines in developing AI SW for prostate cancer.
FEATURES OF PLANNING AND ORGANIZING PRACTICAL CLASSES ON THE METHODOLOGY OF TEACHING THE UPDATED CONTENT OF THE DISCIPLINE "MATHEMATICS" IN PRIMARY SCHOOL

The article considers a sample of planning and description of the features of organizing practical classes on the subject of the mandatory component of the new educational program of KazNPU Abai specialty 6V013001. Given: academic policy of the course, experience in evaluating all types of work, the sequence of studying topics. The system of practical works on the methodology of teaching mathematics allows you to gradually complicate the formed educational and methodological skills from the logical-didactic analysis of local units of educational material to the logical-didactic analysis of the implementation of certain lines in school textbooks throughout the entire period of training.
Authentication Mechanism Enhancement Utilising Secure Repository for Password Less Handshake

In this paper the idea of an enhanced security authentication procedure is presented. This procedure prohibits the transmission of the user’s password over the network while still providing the same authentication service. To achieve that, Kerberos Protocol and a secure password repository are adopted, namely a smart card. The conditional access to a smart card system provides a secure place to keep credentials safe. Then, by referencing to them through identifiers, an authentication system may perform its scope without revealing the secrets at all. This elevates the trustworthiness of the mechanism while at the same time it a achieves to reduce the overhead of the authentication systems due to the elaborate encryptions procedures.
Decision Support System Rental Housing Investment In Singingi District Area: Decision Support System Rental Housing Investment In Singingi District Area

Construction and the need for houses in each region must be different based on the need, the number of jobs, access roads, and the condition of the location where the house will be built, whether or not it has fulfilled the requirements for a comfortable and safe house so that it can attract residents to occupy and rent the house. With the current problems, where in building a rental house, it can not immediately build a house, but it needs careful planning so that the price of rental homes in accordance with the desired.The decision making system using fuzzy logic can help the community to determine the appropriate area to be used as a lakasi for the construction of rental homes as a long-term investment.
Evaluating Audience Loyalty and Authenticity in Influencer Marketing via Multi-task Multi-relational Learning

Since influencer marketing has become an essential marketing method, influencer fraud behavior such as buying fake followers and engagements to manipulate the popularity is under the spotlight. To address this issue, we propose a multi-task audience evaluation model that can assess both the loyalty and authenticity of influencers’ audiences. More specifically, the proposed model takes engagement information of an influencer’s audience, including likes and comments on social media posts, and predicts (i) the retention rate of the audience of the influencer and (ii) how the influencer is associated with fake audiences (or engagement bots). To learn the social interaction between influencers and their audiences, we build multi-relational networks based on the diverse engagement behavior such as commenting. Our model further utilizes the contextualized information captured in user comments to learn distinct engagement behavior of genuine and fake users. Based on the predicted loyalty and authenticity scores, we rank influencers to find those who are followed by loyal and authentic audiences. By using a large-scale Instagram influencer-audience dataset which contains 14,221 influencers, 9,290,895 audiences, and 65,848,717 engagements, we evaluate ranking performance, and show that the proposed framework outperforms other baseline methods.
Semantic Modeling of Trustworthy IoT Entities in Energy-Efficient Cultural Spaces

In this paper, an ontology related to energy-efficient cultural spaces is presented. Specifically, this research work concerns ongoing efforts towards engineering the Museum Energy-Saving Ontology (MESO) towards meeting the following objectives: a) to represent knowledge related to the trustworthy IoT entities that are deployed in a museum i.e., things (e.g., exhibits, spaces), sensors, actuators, people, data, applications; b) to deal with entities’ heterogeneity via semantic interoperability and integration, especially for ’smart’ museum applications and generated data; c) to represent knowledge related to saving energy e.g., lights, air-conditioning; d) to represent knowledge related to museum visits and visitors towards enhancing visiting experience while preserving comfort; e) to represent knowledge related to environmental conditions towards protecting and preserving museum artwork via continuous monitoring. The human-centered collaborative, agile and iterative methodology is followed, namely HCOME, towards the development of an evolved, ‘live’ and modular ontology, while SWRL rules and SPARQL queries are used for its preliminary evaluation.
МЕКТЕП ОҚУШЫЛАРЫН КОМПЬЮТЕРЛІК ОЙЫНДАРЫН ҚҰРУҒА ОҚЫТУ ӘДІСТЕМЕСІ

The article considers the methodology of teaching schoolchildren to create games. Initially, the concept of a is described, the basic didactic requirements for the creation of a are given and a more broad characteristic of the concept of computer game is given. Methods of using games in teaching science, as well as the classification of games. Describe the features of using games in educational space. To create games it is recommended to use designers, and for their creation it is enough to learn to use designers. Of the several proposed constructors, only one of the editors of 2D-constructor Game Maker Studio is used. Game Maker Studio describes the methods of creating games. Initially, the concept of sprite, object, level, event, action, used in the general game, and then the idea of creating a is described. The script of the in the Game Maker Studio Editor is given the possibility of creating games.
Author Homepage Discovery in CiteSeerX

Scholarly digital libraries provide access to scientific publications and comprise useful resources for researchers. CiteSeerX is one such digital library search engine that provides access to more than 10 million academic documents. We propose a novel search-driven approach to build and maintain a large collection of homepages that can be used as seed URLs in any digital library including CiteSeerX to crawl scientific documents. Precisely, we integrate Web search and classification in a unified approach to discover new homepages: first, we use publicly-available author names and research paper titles as queries to a Web search engine to find relevant content, and then we identify the correct homepages from the search results using a powerful deep learning classifier based on Convolutional Neural Networks. Moreover, we use Self-Training in order to reduce the labeling effort and to utilize the unlabeled data to train the efficient researcher homepage classifier. Our experiments on a large scale dataset highlight the effectiveness of our approach, and position Web search as an effective method for acquiring authors' homepages. We show the development and deployment of the proposed approach in CiteSeerX and the maintenance requirements.
Intelligent system for question paper generation using Java

With the world taking the step of automation in every desired field that can be touched, it’s high time that it touches various aspects of the educational environment as well. The traditional question paper setting method to assessing the learning of a student needs to evolve. In this project, we present such a question bank management system which aims to fulfill all the desired criteria. It has controlled access to resources so that integrity and ethics of question paper setting is maintained. The randomization algorithm is used to address the issue of duplicates and same-meaning questions. Web applications today face a lot of threats from distributed denial-of-service (DDoS) attacks, authentication bypass and SQL injection. In this paper, we have tried to improve upon the security aspect of a question bank management system. By proper use of this question bank management system, question banking can continue to be used for a long time. All the required tools have been added and also any further development can be done with the help of plug-ins and traditional programming.
МЕТОДЫ ОЦЕНКИ КАЧЕСТВА ДОШКОЛЬНОГО ВОСПИТАНИЯ И ОБУЧЕНИЯ В КАЗАХСТАНЕ И МЕЖДУНАРОДНОЙ ПРАКТИКЕ

The article deals with the current state of scientific solutions to the problem of assessing the quality of preschool education and training. The author starts with analysis of scientific publications, methodological and theoretical approaches in the context of the goals and objectives of the functioning of preschool organizations in the Republic of Kazakhstan. A comparative analysis of international effective models of assessing the quality of preschool education is presented. The significance of the international Scale ECERS-R for assessing the quality of preschool education, identical to the values of humanistic pedagogy and anthropocentrism, is shown.
COVID 19 literature NLP models – Viral outbreak topic tuning

The data sets were derived from coronavirus related scientific literature using the CORD-19 dataset released by the Allen Institute of Artificial Intelligence as of July 14, 2020, using the Elastic...
Modul Matematika Bilingual dengan Pendekatan Problem Based Instruction (PBI) Berbasis Kemampuan Soft Skill Sebagai Pengembangan Perangkat Pembelajaran

: Research Objectives To determine the feasibility of learning devices and learners' response to learning devices bilingual math modules based on soft skills. The research model used in research development is a type of research and development (RaD). This study did not reach mass production, only tested the feasibility of the product based on validator assessment, knowing the response of learners and knowing the effectiveness of the product. Data collection techniques with interviews, Posttest Questionnaires to find out the results of learners' learning towards the ability tested in accordance with the criteria of success indicators (IK) used. Instruments for data collection in the form of interviews, questionnaires, documentation tests. Data analysis techniques are, in the form of qualitative descriptive and descriptive quantitative. The result of the research that the development of bilingual math module peoruk produced is very feasible. The response of manarik learners to bilingual math modules with PBI approach based on soft skills.
An immersive game of simulated visually impaired

INTRODUCTION: "Inverse light" is the experience of visually impaired people an immersive gaming experience, reducing the blind of the difficulties in life and study, etc., to bring players to experience the real life scene, the hearing, sight, touch, fully integrated into the game, let the players from the Angle of view of the blind, rational view of the nowadays social existence of accessibility issues, It also analyses several important issues, such as fun, playability, education in games, etc.This paper will elaborate the connotation of educational games and gamified learning, the source of creativity, and the design and implementation of games.OBJECTIVES: In order to raise the public's attention to the visually impaired people and strengthen quality education, mobile games are combined with the inconveniences that the visually impaired people encounter in life to arouse the players' thinking and call on people to be more patient and helpful to the visually impaired.METHODS: This game is mainly based on the black screen effect.In the case of limited vision, the direction is judged by clicking, holding down, sliding and other keys as well as the background sound effect, so as to bypass the obstacles.Finally, through the level, the background and animation in the game are designed with Photoshop, and the modeling is completed with 3DMAX.Microsoft Visual Studio was used to write C# scripts, and Unity was used for scene construction and overall coordination.RESULTS: The experiment proves that the game can analyse the current situation of quality education very well and combine quality education with games.The system framework of the game has clear logic, moderate operation difficulty, and appropriate sounds are used to simulate visually impaired people, which increases the immersive sense of the game.At the same time, the problem of boring game and easy loss of players is solved, and the win-win effect of education and playability of the game is realized.CONCLUSION: " Inverse light " game from the design ideas, game development framework, difficulty and other aspects of the analysis, has a very good reflection, and the game interface design is exquisite, has a certain level of art, can meet the experience of visually impaired people's feelings of the original intention of game development.