Reviewerly/exHarmony huggingface dataset:
Dijkstra-based Official Motorcycle Repair Shop Application for Determining the Shortest Route

Servicing on 2-wheeled vehicles is needed so that the condition remains prime and minimizes the symptoms of component damage. Motorcycle service activities have an impact on the automotive world, especially in the City of Kudus. There are also many motorized vehicle users who do not know the closest route to the nearest Authorized Motorcycle Workshop in the holy city and choose Engine Fuel (BBM) that is in accordance with the type of vehicle they have. shorter service life because the RON (Research Octane Number) or octane number for each motorized vehicle is different, the octane number represents the resistance of the fuel to engine compression. With the development of information science in the current era, an Android-based application was created to search for the closest route to an official motorcycle repair shop in the Kudus City using the Djikstra Algorithm and having a BBM recommendation feature that is suitable for motorbike users' vehicles in the Kudus City.
Compression Run Length Encoding On Watermarking Using a Combination of DCT, DWT and SVD

This study focus on identifying medical images by proposing the Discrete Wavelet Transform (DWT), Discrete Cosine Transform (DCT) and Singular Value Decomposition (SVD) transformation watermarking technique and prove an increase the quality of watermarked images is good in terms of imperceptibility. Due to reduce the need for data memory compression is applied to the host image, where the compression technique chosen is lossless so that the compressed host image experiences a decrease in file size while maintaining data integrity, to maintain image degradation perceptions and diagnostic quality standards during the watermarking process. Here, we use DWT-DCT-SVD and Run Length Encoding (RLE). A good Peak Signal to Noise Ratio (PSNR) more than 30 dB using over than 200 compression size. The extracted watermark image is quite good with a fairly high PSNR value. The highest compression result size is in 32.2511.
Time Series Forecasting of Top 3 Ranking Cryptocurrencies

Cryptocurrency has become a phenomenon worldwide. Although not all countries have legalized it, it is considered a promising investment asset. Currently, there are three top-ranking cryptocurrencies: Bitcoin, Ethereum, and Tether. This research aims to compare the performance of five forecasting algorithms, namely Autoregressive Integrated Moving Average (ARIMA), Neural Network, Support Vector Machine, Linear Regression, and Generalized Linear Model, using the dataset of Bitcoin, Ethereum, and Tether cryptocurrencies. The research methodology employed is Knowledge Discovery In Databases (KDD). The technique involves assessing the performance based on the Root Mean Square Error (RMSE) and comparing the results to find the most optimal model performance. The research findings indicate that for Bitcoin cryptocurrency, the Neural Network algorithm produced the most optimal results with an RMSE of 9180.534. For Ethereum cryptocurrency, the Neural Network algorithm demonstrated the best performance with an RMSE value of 537.528. Furthermore, for Tether cryptocurrency, the ARIMA algorithm yielded the best performance with an RMSE value of 0.003. Keywords – bitcoin, cryptocurrency, ethereum, forecasting, tether
Improving Language Competence of Grade Seven Learners through the I-READ Project

The Integrative Reading Enhancement and Assessment for Student’s Development (I-READ) Project aims to achieve this by providing students with diverse learning experiences that promote critical thinking, creativity, and communication skills. The project’s primary objective is to equip students with essential language skills that will enable them to comprehend, analyze, and communicate effectively. This study utilized a quasi-experimental research design. The researcher prepared reading material and a questionnaire to determine the performance of grade seven learners, who attended Cumba-Quezon Integrated School, in their language competence. The I-READ Project had a significant impact on the reading skills of the learners in the experimental group, as the learners had significant improvement in their reading capabilities. However, the research was conducted solely on grade seven learners, which limits the generalization of the findings to learners of other grades.
Penerapan Algoritma Batchelor-Wilkins dalam Pengklasteran Graf

Batchelor-Wilkins Algorithm is a simple and heuristic clustering algorithm used when the number of classes is unknown. In this paper we will use Batchelor-Wilkins algorithm in graph clustering, specifically a Banana Tree Graph B(n,k), a graph obtained by connecting one leaf of each of n copies of a complete bipartite graph K_{1,k-1} to a single root vertex.
Reading together, learning together: The impact of literature circles on student engagement in reading

This study aims to provide educators with evidence-based insights that can inform instructional practices and ultimately enhance students' overall reading experiences. The implementation of literature circles as an instructional strategy has garnered significant attention within educational research, particularly in the domain of promoting student engagement in reading. This study uses a mixed-methods research design that combines both quantitative and qualitative approaches. This approach allows for a comprehensive exploration of the impact of literature circles on student engagement in reading while capturing both numerical trends and nuanced insights. The findings of this research illuminate the transformative potential of literature circles as a pedagogical strategy that positively influenced students’ engagement and enthusiasm. The researcher leverages the insights gleaned from this study to design and implement literature circles that foster collaborative learning, engagement, and intrinsic motivation. In conclusion, this study underscores the value of literature circles as a tool for educators aiming to create compelling and motivating reading experiences. By embracing the collaborative essence of literature circles and harnessing the potential of role assignments, the educators can guide students on a journey of exploration, discovery, and ownership within the realm of literature.
Supplemental Material: U-Pb geochronology and petrography of Neoproterozoic to early Cambrian volcanic rocks in basement crustal terranes beneath the deep-water Gulf of Mexico

&lt;p&gt;Contains information on EMPA analytical conditions and tabulated data of previously published geochemical analysis of samples referenced in text.&lt;/p&gt;
Implementasi dan Apresiasi Pembelajaran E-Learning Bagi Siswa SD di Masa Pandemi

Researchers conducted an investigation into the learning dilemmas that occurred during the pandemic. Learning is conducted online using mobile phones, resulting in the lack of students' responsiveness and a long assignments collection time. In addition, it also makes students passive and less interactive due to the lack of teachers' creativity in utilizing learning media as teachers only use the Whatsapp platform. The learning activities which are limited to sharing or instructing students to read modules or worksheets (LKS) and at the end giving the task collected at a certain time triggers boredom in learning. This research discusses narrative inquiry which the results later form a narrative about the experience and findings obtained by researchers. This research focused on the field of science in grade 4 Theme 1 sub-theme 1 cares about living things. 24 students from grade 4 of SD Negeri Songgom Jaya were the subjects of this study. The object of this research is how the learning process online, how students show boredom in online learning, and the form of appreciation that students give to teachers in science learning. Instruments used in the form of interviews, videos, and images. The results of this study show that the implementation of science learning with online practice is very possible. It is even an alternative to overcome students' boredom in online learning. Before conducting the study, the researcher made an observation in advance of students' passion for caring for plants, and planting plants is their favorite as well. With the fulfillment of what they love, they give a form of appreciation not only with gratitude but with an acceptance get from them.
Permainan Teka-Teki Silang dalam Pembelajaran Bahasa Indonesia

The Corona Virus pandemic in 2019 is commonly known as Covid-19. Indonesia is one of the countries affected by Covid-19. As a result of the Covid-19 pandemic, researchers encountered obstacles when completing research because they could not go directly to the field. Games are one of the activities that are useful for integrating newly acquired words into word placements by students. Cross Puzzle is a game in which we need to fill in the empty space (in the form of a white box) with letters that form a word based on the directions given horizontally and downwards". The qualitative approach is the approach used by researchers in working on this research. For data needs, researchers perform data processing using data sourced from previous journals and theses. The library research method is the method used by researchers in this study. The research technique used by researchers is literature review. This study aims to determine the process of using crossword puzzles in Indonesian language learning. Based on the literature analysis conducted by the researcher, the first result shows that crossword puzzles have a positive effect on the improvement of students' vocabulary mastery skills in learning Indonesian. The second result, shows that through understanding the vocabulary students get better at reading and students no longer have difficulty reading vocabulary. Based on research data, the word game technique is feasible to implement. This situation shows an increase in student creativity and productivity in language skills including listening, speaking, and writing.
Analisis Kesulitan Belajar Siswa Dalam Pembelajaran Daring Pada Mata Pelajaran IPS Kelas V SDN Cigadung 5

Ideally, learning activities are carried out face-to-face, where the process of learning activities is carried out directly with a meeting between teachers and students in one place without going through any intermediaries. since the issuance of government policies that require the community to carry out all activities from home, face-to-face learning can no longer be done. The purpose of online learning is to make alternatives so that the learning process can continue as usual. This study aims to determine students' learning difficulties when studying online in social studies subjects in class V SDN Cigadung 5. The approach used in this study is qualitative. The method used in this research is the case study method. Data collection techniques in this study were through document analysis, interviews with school principals, class teachers, and parents of students, as well as questionnaires, addressed to 26 fifth grade students related to online learning difficulties in social studies subjects. The implementation of online learning, of course, creates obstacles during the learning process. Because online learning is a new thing, both students and teachers have previously been used to carrying out face-to-face learning. This can be seen from the results of the questionnaire recapitulation which has been filled out by 26 students. Students who answered correctly on the online learning difficulty questionnaire on social studies subjects were 794.7% while students who answered incorrectly were 1,220.7. This shows that more students answered incorrect statements in the questionnaire. So it can be concluded that SDN Cigadung 5, especially in class V, has difficulties when learning online in social studies subjects.
Pengaruh Model Talking Stick dan Media Audio Visual Terhadap Hasil Belajar Tematik Kelas V

Educators are expected to be able to apply learning models that can motivate students to be more active, responsible, respective and cooperative to others and can improve student learning outcomes. One of the learning models that can be used is the talking stick type cooperative learning model. This research is expected to be able to solve problems related to students' thematic learning outcomes. The purpose of this study was to determine the effect of the talking stick model and audio visual media on the thematic learning outcomes of students. The method used in this study is a quasi-experimental design with a non equivalent control group design. This study uses a saturated sample technique. The instruments used in this study are tests and non-tests, while data analysis uses simple regression tests and multiple regression tests. The results of the study concluded that there was an effect of the application of the talking stick model and audio media on the thematic learning outcomes of students as well as an increase in N-gain of 0.59 in the "Medium". So it is hoped that the application of the talking stick model and audio-visual media to the thematic learning outcomes can be used as a reference for elementary school class teachers
Pengaruh Media Video Bandicam Terhadap Bahasa Anak Di Taman Kanak-kanak Negeri Pembina Kabupaten Tanah Datar

To develop and improve children's language, media is needed. The media plays an important role in learning activities because it clarifies the delivery of messages and reduces verbality, deepens understanding of the material, and demonstrates concrete abstract understanding. This study aims to determine the effect of Bandicam video media on children's language in TK Negeri Pembina Kabupaten Tanah Datar. This study uses quantitative research using an experimental approach. This research uses an assessment indicator instrument. The results of this study indicate that there is a significant effect and difference from the use of Bandicam video media on children's language as shown by (1) the post-test results of the experimental class and control class after being given different treatments there are significant differences, namely the experimental class 26.76 and control class is 14.26. (2) The use of this Bandicam video media influences children's language. The real evidence can be seen from the post-test results. In the results of hypothesis testing obtained the value of sig. (2-tailed) is 0.000 with a significant value of 0.05 where 0.000 is smaller than 0.05 so that Ho is rejected and Ha is accepted. So the use of Bandicam video media on children's language in the TK Negeri Pembina Kabupaten Tanah Datar has a significant influence. And the use of Bandicam video media has benefits in that it can give meaning to cooperation between teachers and children to develop children's language.
Analisis Deiksis pada Antologi Cerpen Dompet Bolu Kukus sebagai Bahan Ajar Sekolah Dasar

Language is a connecting tool that is needed as a means of communication. Therefore, it’s use in daily activities facilitates interaction, either directly or indirectly, written or unwritten. Language skills in Indonesian language learning have four forms, namely speaking, writing, listening and reading skills. writing and speaking skills can be called to productive competence, while listening and reading skills appertain receptive competence. The use of language in communication provides convenience, one of which is the reference and referential system. Behind this convenience, the referral system can also cause ambiguity, confusion and misunderstanding. This diexist analysis study aims to examine the contents of the short story anthology Dompet Bolu Kukus that can be used in the Indonesian language learning process. Deixis has a function to explain the meaning of speech so that the meaning contained in the speech can be clearly understood by the reader, a review related to this deixis is a way to discover connection between language and context from the language structure it self, so it is necessary to look at who, when and where the word was pronounced to find the meaning of a word. The results of this diexist study can be used as teaching materials for elementary school students because it has the potential to be a reference material in understanding the structure of Indonesian
Analisis Implementasi Google Meet Dalam Mendukung Pembelajaran Dalam Jaringan Di Masa Pandemi Covid-19

Online learning is a learning process by utilizing electronic tools and internet networks. The use of the right media in the online learning process can certainly make it easier for students to understand the subject matter. But the fact is that in online learning, educators only give assignments without direct delivery of material, due to the teacher's lack of understanding of technology, besides that educators and students are not used to carrying out online learning. So in this study, researchers will analyze the process of implementing Google Meet in supporting online learning during the covid-19 pandemic. Researchers used a qualitative approach and case study methods. the research site is at SD Muhammadiyah Serang City, the subject is homeroom teachers for grades 2A and 5, and students in grades 2A and 5 for the 2020/2021 academic year. The results of this study explain that: (1) the process of implementing Google Meet in online learning consists of 3 processes, namely planning, implementation and assessment or evaluation, (2) supporting factors, namely the availability of mobile phones, computers or laptops, sufficient quota, and good signal. good, and (3) the inhibiting factors are the unavailability of mobile phones, computers or laptops, insufficient quota, and poor signal. The conclusion of this study is that Google Meet has the potential and support to be used as an online learning medium during the Covid-19 pandemic.
Analisis Penokohan Pada Novel Edensor Karya Andrea Hirata Sebagai Alternatif Bahan Pembelajaran Unsur Penokohan

Learning materials in the learning process are very important. Learning materials commonly used in the material of the elements of characterization, especially grade IV elementary school using learning materials obtained from teacher and student books and the internet. This characterization is contained in indonesian material class IV Elementary School, theme 4 sub-theme 1 and 2, In the material there is an element of characterization in the form of character protagonist and antagonist as well as main and additional characters. To add insight into the elements of teacher characterization can use novels. One of the novels used is the novel Edensor by Andrea Hirata. The purpose of this study is to analyze the novel as an alternative learning material for the characterization element of the story. In this research process researchers use qualitative research approaches, with content analysis methods and data collection techniques through documentation. The results of the research obtained are the characterization element in the form of additional main characters, as well as the character of the characterization of a number of 44 pieces that show the character of the character. 37 pieces that show the protagonist. and 7 pieces that show the character of the antagonistic character. The characterization of the novel is presented through expository techniques and dramatic techniques. From the results of the analysis, researchers will develop learning materials in the form of handouts and student worksheets
Pengaruh Metode Jartik (Jarimatika) dalam Pembelajaran Daring Terhadap Hasil Belajar Perkalian Siswa Kelas II Sekolah Dasar

The low numeracy ability of student in elementary schools is focus problem in this study, particularly on multiplication theory during online learning. In addition, the inadequate use of methods in online multiplication learning has resulted in low student. This study aimed to determine the distinctions in the multiplication learning result of grade 2nd elementary school student after using Jarimatika method in online learning. This study is a quantitative with the experimental method by control group design. The number of samples is 20 students of class 2 A as the experimental group and 20 students of class 2 B as the control group. Tests and observations are the data collections technique is used. Based on the result of the hypothesis test by the Man Whitney test with the SPSS version 25 application, Sig value is obtained. (2-tailed) 0.165 0.05. This value states that the result of null hypothesis (H0) proposed by the researcher are accepted and the alternative hypothesis (H1) is rejected. It means that is no distinction in multiplication learning result of grade 2nd elementary school students who use the Jarimatika method in online learning even though there is improvement in students’ scores.
Ludo Word King untuk Meningkatkan Kosakata Bahasa Inggris Siswa Sekolah Dasar

This study aims to produce a product in the form of ludo word king learning media suitable for use in learning English vocabulary in grade IV SDN Gebang Raya 1. The method used is the method of Research and Development. This research is a development research which refers to the model developed by Dick and Carry, namely the ADDIE model which consists of the analysis, design, development, trial and evaluation stages. Data collection techniques in this study using interviews, and questionnaires. The results of this study were the product of Ludo Word King learning media to train the fourth-grade students' English vocabulary skills. The feasibility of the media is measured by validating the practicality and effectiveness of learning material and media. Based on the assessment obtained from the material expert validator, it got an average score of 3.5 and a percentage of 87.5%. The media expert's assessment got an average score of 3.09 and a percentage of 77.4%. Assessment of student responses got an average score of 3.59 and a percentage of 89.7%. Furthermore, from the overall assessment of material experts, media experts, and student responses, they got an average value of 3.39 and a percentage of 84.8%. It can be concluded that the assessment obtained from the overall grade of 'A' or 'Valid' with easy, clear, precise, interesting, consistent information, so that the Ludo Word King learning media does not need revision and the Ludo Word King learning media is suitable to be used to train language vocabulary skills. English as a learning medium for fourth-grade students at SDN Gebang Raya 1.
Analisis Kesulitan Siswa Kelas VI dalam Menulis Naskah Pidato Sebagai Alternatif Pembuatan Media Pembelajaran

Writing skills may be defined as an activity for delivering messages (communication) by using written language as a medium or device. In the world of education especially in elementary school writing skills are the last of the skills in the process of learning language skills after those of listening, speaking, and reading. Of the four language skills, a student must master, most are experienced by the student with the difficulty of mastering writing skills. Difficulty writing will hinder students from pouring ideas, ideas, and thoughts through the medium. The study is intended to know, analyze, and describe the difficulties experienced by students in writing the speech text in class VI SDN Karodangan class 2020/2021 and create a learning media of animation videos based on difficulties experienced by students. The method used is the method of content analysis aimed at analyzing phenomena based on documents obtained from research. The subject of this study is a document of a student's eulogy. The data-gathering techniques of this study are participant observations, in-depth interviews, and document analysis. The results of this study are the students' difficulties in repeating ideas, difficulties in choosing appropriate words/diction, difficulties in shaping themes, and difficulties in completing systemic speech.