Reviewerly/exHarmony huggingface dataset:
Network Reduction Strategy and Deep Ensemble Learning for Blood Cell Detection

Identifying and characterizing blood cells are vital for diagnosing diseases and evaluating a patient's health. Blood, consisting of plasma and cells, offers valuable insights through its biochemical and ecological features. Plasma constitutes the liquid component containing water, protein, and salt, while platelets, red blood cells (RBCs), and white blood cells (WBCs) form the solid portion. Due to diverse cell characteristics and data complexity, achieving reliable and precise cell detection remains a significant challenge. This study presents a network reduction strategy and deep ensemble learning approaches to detect blood cell types based on the YOLOv8 model. Our proposed methods aim to optimize the YOLOv8 model by reducing network depth while preserving performance and leveraging deep ensemble learning to enhance model accuracy. Based on the experiments, the NRS strategy can reduce the complexity of the YOLO model by reducing the depth and width of the YOLO network while maintaining model performance by 4%, outperforming the baseline YOLOv8 model.
Enhanced Performance of Dynamic Neural Network Model using Wavelet Activation Functions

Both static and dynamic adaptive neural networks have been broadly utilized in mathematical modeling and numerical analysis. This study aimed to enhance the accomplishment of Dynamic Neural Networks (DNN) models by applying wavelet functions as activation functions. Research that models and forecasts the intensity of solar radiation in Mataram City shows that combining B-Spline and Morlet wavelet activation functions can significantly increase the DNN model performance. Wavelet-DNN (W-DNN) was modeled with an identical architecture; the best showed the increase in the model achievement (0.7596 points for in-sample and 0.8502 points for out-sample data). Mainly for out-sample data, the model's performance using the W-DNN+ intervention model increased by 4.0492 points.
Interactive Media to Explore Local Wisdom in Learning BIPA Distance at the Indonesian Embassy in Bern, Switzerland

Media selection is needed to teach Bahasa Indonesia bagi Penutur Asing (BIPA) through distance learning (PJJ) to explore Indonesian local wisdom. BIPA learning problems often arise so that students cannot absorb the material optimally. BIPA learning in PJJ requires special attention because it is carried out online. The ability to apply information technology, especially when choosing learning media, is an important concern in BIPA learning. The focus of the discussion of this article includes 1) the BIPA class learning process at the Indonesian Embassy in Bern, Switzerland, and 2) Interactive media used in BIPA learning at the Indonesian Embassy in Bern, Switzerland. The method for this study uses a qualitative design by observing the distance learning process of BIPA at the Indonesian Embassy in Bern. The results of observations from the BIPA PJJ learning process at the Indonesian Embassy in Bern are that students have different backgrounds and basic abilities, and the use of interactive media is very effective in this learning. The media used include 1) word wall for learning vocabulary and grammar, 2) learning app pages for learning listening, reading, and grammar, and 3) a jam board for learning to write.
A Study on the Impact of on Learning Satisfaction Among University Students from the Perspective of Online Aerobics Courses — Focusing on the Mediating Effect of Learning Motivation and Learning Engagement

The purpose of this paper is to analyse the effect that on aerobics online courses will have on university students’ learning satisfaction, and the mediating role that learning engagement and learning motivation will play between aerobics online courses and university students. 1,000 university students majoring in “aerobics” were used as the research subjects. Afterwards, the explanatory variable was “aerobics”, the explanatory variable was “university student learning satisfaction”, and the mediating variables were “learning engagement” and “learning motivation”. The data obtained from the questionnaire survey were analyzed empirically using descriptive statistics, reliability test, analysis of variance, correlation analysis, regression analysis and validation analysis of mediating variables. Based on the results, first, there are significant gender and grade differences in college students, college students’ learning satisfaction, college students’ learning engagement and college students’ motivation. Second, there are negative correlations between college students’ and college students’ learning satisfaction, college students’ learning satisfaction, college students’ learning engagement and college students’ learning motivation. Third, the regression results showed that the stress of the online aerobics course has a negative impact on the satisfaction of the students, and the higher the stress felt by the students in the online aerobics course, the lower the learning engagement and learning motivation of the students and the lower the learning satisfaction of the students. As the conclusion, universities should focus on improving the teaching format of aerobics online courses to relieve the stress of university students, improve their commitment, motivate them to learn and achieve an increase in their satisfaction.
Microsoft Sway 365 to Develop Discovery Learning- Based E-module for Grade IV Elementary Students

The objective of this project was to develop e-modules using the current Microsoft Sway 365 platform, with a focus on discovery learning. The creation of the e-module dilator is driven by the discovery that current mathematics e-modules fail to effectively assist students in freely constructing knowledge and grasping topics. Students continue to see mathematics as challenging to comprehend, resulting in persistently low academic achievements in the subject. This research falls under the category of Research and Development (RD) and utilises the Plomp model. The Plomp model comprises three distinct stages: basic research, prototype phase, and assessment. The data gathering procedures employed consist of observation sheets, questionnaires, and test sheets. This study included descriptive and statistical methodologies. The investigation yields products that fall within a legitimate category value range of 4.2. This indicates that the e-module is appropriate for use by fourth-grade primary school students.
Analysis of Teachers’ Variation Skills in Teaching at Elementary School

This study aimed to determine the skills of teachers in applying learning variations. This study used qualitative descriptive research designs conducted at a public elementary school in Surakarta, Indonesia. The subjects in this study were class II, III, IV, and V teachers using a purposive sampling technique to select the research sample. The data were collected through observation, interview and documentation techniques. Validity in this study used source triangulation and engineering triangulation. Analysis techniques used by the researchers was interactive models in the form of data reduction, data presentation and drawing conclusions. The results in the study concluded that teachers have done a fairly good variety of learning. Variations of teachers in learning are like using ice breaking in lessons, using question and answer methods and discussions. In this study it was found that the variety of learning media used by teachers included using picture books, using character cards in learning, and using LCDs and laptops as learning media. The variety of interactions used by the teacher is to use a clear, loud voice, and the interactions are carried out properly, as well as eye contact between the teacher and students. The obstacles faced by teachers are the lack of ice breaker mastered by the teacher, difficulties in focusing students' attention, and errors still often occur from the media used such as laptops and LCDs. The conclusion in this study is that the teacher has implemented several variations in learning quite well, but there are still obstacles in its application.
The Effectiveness of The Multi-Way Question and Answer Method to Increase Student Activity in Online Lectures

The multi-directional question and answer method is one method that can be used to increase student activity in online lectures. The multi-way question and answer method is a way of presenting the material to be studied in the form of questions that must be answered. This research aims to determine the effectiveness of implementing the multi-directional question and answer method to increase student activity in online lectures in child and adolescent development psychology at UIN Surakarta. This research is qualitative in nature and to strengthen the findings descriptive statistical data was used. Data collection was carried out through three steps, namely interviews, observations, and questionnaires in form. The results obtained show that the application of the multi-directional question and answer method in the online lecture process of child and adolescent development psychology at a state islamic university in Surakarta can increase student activity. The indication can be seen from the number of students who asked and also answered questions, as evidenced by the results of the questionnaire, which showed that the indicators for visual activity, listening activity, writing activity and oral activity achieved a presentation above 75% which was in the very good category, while the mental activity indicator was very good. It shows results of 75%.
Development of Local Wisdom-Based Literacy Modules for Reading Comprehension in Elementary School

This research is motivated by 21st-century learning which is centred on patterns of students' reading literacy comprehension, which is linked to the concept of local wisdom as a strategy for implementing local wisdom-based reading literacy in the form of teaching materials or modules as an effort to build insight, knowledge, personality, mentality and morality for students. This study aims to develop local wisdom-based literacy modules for teaching reading comprehension in elementary schools that are feasible to use. This research is a Research and Development (RD), using the 4-D Model (Define, Design, Development, and Disseminate). The results of product validation data by media, material and language experts using percentage and category descriptive techniques to show the module's validity, practicality/feasibility. This research was carried out in an elementary school in Pekanbau. The results of the validation by the media expert validator and the material and language expert validator obtained a score of 0.848 in stage II and 0.924 in stage II, so it was categorized as very valid for use. The content and language validation results achieved a score of 0.578 in stage I and 0.800 in stage II, indicating a categorization ranging from valid to highly valid. The local wisdom-based literacy module testing yielded student learning results with an average score of 84.54, indicating excellent performance. The results of the student practicality test obtained an overall average of 90.67% and the teacher's practicality test of 88.33%. From the overall average practicality test, students and teachers are categorized as very practical and feasible to use or disseminate. Based on the data above, this research is expected to have implications academically, especially to elementary school as a reference source in developing literacy modules based on local wisdom in literacy learning.
The Effectiveness of Caricature Image on Students Argumentative Writing in Higher Education

The aim of this study was to assess the efficacy of caricature image media in enhancing students' proficiency in argumentative writing. This study employed a quantitative experimental research methodology, specifically utilising a one-group pretest-posttest experimental design. The research was conducted in the Indonesian Language Education programme at a private university in Palembang during the academic year 2022/2023. The sample in this study was 29 semester 1 students (M = 2 and F = 27). The research data was taken through the process of observation, documents and tests. The data on the results of the written test were analyzed using the t-test for the treatment and experimental groups. This is a Paired Sample t-test. The results of the t-test obtained a t-count of 8.57 and the value of the t-table at dk (0.05)(29) was 2.048 with a significance level of 0.000. Because the calculated t value is greater than t table 8.57 2.048, it can be concluded that there is an influence of caricature image media on the learning outcomes of argumentative writing. While the average difference between the posttest and pretest is 4.75. From this average difference, it can be seen that the percentage increase was 47.11%. From the overall results of the presentation, it can be seen that the media of caricature images has a fairly good positive impact on the results of argumentation writing.
The Multimodal Indonesian Flipbook E-Module for Vocational High School Students: Spotlighting the Usefulness

Since the learning process was carried out for approximately two years due to the COVID-19 pandemic, teachers and students have experienced problems in learning, especially in writing anecdotes, such as lack of student enthusiasm, decreased learning quality, students feeling bored, and so on. This study aims to describe the use of multimodal-based flipbook e-modules in Vocational High Schools. The research instrument was a teacher interview guide, a list of student needs questions, and a list of student response questions. The type of research used is research and development (RD) using the ADDIE method. Based on the test results, it is known that the average score of students' assessment of all aspects of the assessment is 4.44 which is included in the very good category. The highest assessment aspect is in the presentation of material, with an average of 4.75. The aspect of assessment with the lowest average is the aspect of readability, with an average of 4.39. The final product results are based on needs analysis, the results of the E-Module validation assessment, and the test results, namely the E-Module product with the Flipbook technique as a teaching material that is developed very interesting and learning is not boring.
Sistem Rekomendasi Film Dengan Pendekatan Ontologi

Movie is one of the easiest and cheapest entertainment human can experience. Nevertheless, there is an abundant amount of movies to watch. In the US and Canada alone, there are 403 movies produced in 2021. That is a huge amount of movies one person can watch. Most of people usually confused in determining which movies to watch, especially after watching a movie that truly suits their taste. Determining a decision in choosing a movie to watch requires a recommendation system. The recommendation system will provide decisions with good accuracy if it is collaborated with the Semantic Web using ontologies. In this study, researchers aims to build a movie ontology design which will later be used as a processing database in a movie selection recommendation system. In building the ontology, researcher requires the Methontology method. The methontology stages are performing the stages of specification, knowledge acquisition, conseptualizationo, integration, implementation, evaluation, and documentation.
Desain Aplikasi Pengingat Interaktif untuk Orang dengan Penyakit Demensia Berbasis Mobile

Every 3 seconds, 1 person in the world develops dementia. The worldwide incidence of Alzheimer's dementia is increasing rapidly and is currently estimated to approach 46.8 or 50 million people diagnosed with dementia in the world, 20.9 million in Asia Pacific, there are about 10 million new cases every year. In Indonesia itself, it is estimated that there were around 1.2 million people with dementia in 2016, which will increase to 2 million in 2030 and 4 million people in 2050.recommended. In order to help dementia patients and decrease the growth of dementia, author create a design solution using prototyping and UML methods. Using this prototype, user will be getting any reminder and other creative interactions. Hopefully this solution will helped indonesian people who have dementia and reduce the growth of dementia cases.
Exploring The Factors Influencing Learners’ Attitudes and Engagement Towards Learning Outcomes in Araling PanlipunanAmong Grade 10 Learners

his study aimed to discern the factors influencing attitudes and engagement towards learning Araling Panlipunan in terms of instructional methods, classroom environment, the difficulty of the subject, teachers' behavior, learning resources, teaching competency, learning style, and integration of technology. Moreover, it also determined the level of the learning outcomes in Araling Panlipunan as cognitive, behavioral, and attitudinal. The study utilized a descriptive research design to collect quantifiable information that can be used to make statistical inferences about the target audience through data analysis. Stratified Random Sampling was used to identify 127 grade 10 learners from San Isidro Integrated National Highschool in the Schools Division of Lipa City. The data were gathered using a survey questionnaire which was validated with the help of the experts.&#x0D; Findings revealed that there is a significant relationship between instructional methods and the learning outcomes in Araling Panlipunan as to Cognitive, Behavioral, and Attitudinal. The classroom environment was found to have highly significant relationships with cognitive, behavioral, and attitudinal learning outcomes in Araling Panlipunan. The difficulty of the subject has a highly significant relationship with cognitive and attitudinal learning outcomes. As for teacher behavior, highly significant relationships were recognized about cognitive, behavioral, and attitudinal Learning Outcomes in Araling Panlipunan. However, after all the data was gathered and calculated, the result revealed that there is no significant relationship between the Difficulty of the Subject and Behavioral Learning Outcomes in Araling Panlipunan.
India's Path to an Innovative Future in Cryptocurrency and Blockchain Technology

India stands at the cusp of transformative advancements in cryptocurrency and blockchain technology, poised to redefine its technological landscape and economic paradigm. This paper investigates the possibilities for groundbreaking advancements within India's cryptocurrency and blockchain domains, considering the nation's vast tech-savvy population and burgeoning startup ecosystem. This research document encompasses the role of blockchain in governance, the potential for financial inclusion through cryptocurrencies, and the ripple effects of innovative startups in decentralized finance (DeFi), non-fungible tokens (NFTs), and smart contracts. The exploration extends to India's exploration of a central bank digital currency (CBDC) and the implications for the country's financial infrastructure. Emphasizing the need for educational initiatives and regulatory clarity, this paper highlights the pivotal role of collaboration between stakeholders, regulators, and policymakers in unlocking India's potential for an innovative future in cryptocurrency and blockchain technology. Cryptocurrencies exhibit extreme volatility, causing their worth to fluctuate significantly in a short period of time. These complexities make cryptocurrencies hazardous for investors and pose challenges for businesses considering their acceptance as payment.
A Perspective Study on Tweet Sentiment Analysis using Data Mining, Machine Learning and Deep Learning Paradigms

In recent years there has been an increase in interest in collecting and studying text from social networks, review websites, blogs, forums and other forms of user-generated information. The text offers a vast array of ideas from people of diverse profiles, including education, age and their perspectives, region of residence, on how they see goods and services, policy opinions, etc. The analysis of judgments, responses, and emotions drawn from texts is known as sentiment analysis. The sentiment categorization procedure establishes whether a text is subjective or objective, or whether it provokes both positive and negative responses. The most popular method of classification is based on polarity or orientation for accomplishing tweet sentiment analysis. In this paper, a detailed survey on various algorithms used for performing opinion mining, sentiment analysis, tweet sentiment analysis is discussed in detail. The study shows that text preprocessing, data mining, machine learning algorithm and deep learning paradigms plays a vital role in categorization of people’s feeling on a specific topic or a product. In this study, the existing challenges in optimizing the process of tweet sentiment analysis is also discussed and the suggestions for improving is also discussed.
Implementation Of A Web-Based Chatbot Using Machine Learning For Question And Answer Services In Universities

Advances in communication technology in line with information technology, Chatbot is an innovation that combines communication technology and information technology, is an application that can communicate with humans like a virtual assistant who can respond and answer every question asked. A university must already have a website that can be accessed by the general public so that information about the college can be accessed by everyone anywhere and anytime. To make it easier to get information on the website, chatbots can be the solution because most prospective students and students who are on the campus feel reluctant to browse further into the website that has been provided and usually only open the main homepage page of the website. Parents of students also find it difficult to find out what is on campus if a lot of information is provided in certain tabs of the website. In this study, I utilized Chatbot technology which is Machine Learning which can process every text result inputted, analyse and conduct machine training using the algorithms that have been provided
People Development Dengan Metode Business Process Improvement (Studi Kasus: PT. XYZ)

PT. XYZ intends to create a Human Resources Information System (HRIS), requiring HR master data. During the formation of HR master data, many errors were found in the business processes within it, necessitating corrections. The numerous errors in HR business processes have hindered the creation of the Human Resources Information System (HRIS) system. Business process improvements are carried out in the recruitment and people development modules. Improving business processes is the initial step in creating master data to be used in the Human Resources Information System (HRIS) system. Business process improvements begin with the identification of business processes, evaluation of business processes, and proposing business process improvements. The evaluation of business processes is done using the business process improvement method and the ESIA (Eliminate, Simplify, Integrate, Automate) technique. The proposed business processes for recruitment and people development show significant differences in the number of activities and the flow of processes performed