Reviewerly/exHarmony huggingface dataset:
PENGEMBANGAN E-MODUL SISTEM KOPLING PADA MATA PELAJARAN PEMELIHARAAN CHASIS UNTUK SISWA SMK

The aim of the research is to produce an e-module learning the clutch system in the subject of maintenance of light vehicle power transfer chassis for XI students at SMK Muhammadiyah Gamping. This research was developed using the research and development (R&amp;D) model of 4-D by Thiagarajan Sammel. The stages used in the e-module process of the coupled coupling system are the definition stage, the design stage, the development stage, and the dissemination stage. This feasibility data collection by using a questionnaire. Material experts, media experts, and students as users participate in surveys to obtain evaluations and responses regarding the feasibility of developing E-modules. The data analysis technique used is quantitative descriptive analysis. The results of this research are e-module clutch system learning media that studies light vehicle power transmission maintenance. The results of the e-module feasibility test were categorized as very feasible, namely from media experts it was obtained 68.05% in the feasible category, material experts obtained 83.90% in the very feasible category, and the results of testing on students obtained 84.88% with a very feasible classification.
An Eye Tracking Based Evaluation Protocol and Method for In-Vehicle Infotainment Systems

In the automotive field, the development of new vehicles is nowadays a challenge for manufacturers, which try to find a trade-off between "beauty of design" and driver safety. Modern cars often have touch displays and hardly any physical buttons. Touch interaction, however, may distract the driver from the road, which is a major safety issue. For the evaluation of the ergonomics of in-vehicle infotainment interfaces, this paper proposes a test protocol and an evaluation method based on eye tracking technology. To the best of our knowledge, there are currently no standard protocols or methodologies for objective assessment of infotainment systems in vehicles. Unlike what often happens, we were able to test our proposals not simply through simulators but implementing actual experiments with real cars, which we believe is an important aspect that characterizes our work.
Pengaruh Layanan Informasi Melalui Metode Reward and Punishment Terhadap Motivasi Belajar Siswa Selama Pembelajaran Online Kelas VII di SMP RK Deli Murni Deli Tua

Learning motivation is anything that can motivate students or individuals to learn. Without learning motivation, a learner will not learn and ultimately will not achieve success in learning. Therefore researchers use information services through the reward and punishment method in order to increase student motivation during online learning. The population in this study were all class VII students of SMP RK Deli Murni Deli Tua a total of 131 students. Then the determination of the sample was carried out by purposive sampling, namely as many as 30 students. Data collection was carried out by distributing questionnaires pre-test before treatment and post-test after treatment. The method used in this research is quasi-experimental. Based on the data management carried out, the average pre-test value = 71.3 with a standard deviation of 71.46 with details of the medium category of 1 person or 3.33%, the low category is 29 people or 96.67% while the average post-test value = 94.63 with a standard deviation of 94.95 with details of the high category of 2 people or 6.67%, the medium category is 28 people or 93.33%. It is proved by testing the hypothesis of the research that the t test value is 5.04 and t table 5% level is 2.045 (t count 5.04 &gt; t table 2.045). Based on the data analysis, it can be concluded that there has been a change in students' learning motivation during online learning for class VII at SMP RK Deli Murni Deli Tua.
Repackaging the Indonesiana collection as a transformation of digital learning resources

Collections are the main element to meet the information needs of college library users. One of the collections owned is the Indonesianna collection, which is a collection about Indonesia covering culture, arts, customs, and literature. This collection is not only presented in printed form but also in digital display, which is the result of repackaging with the hope that the digital form of the Indonesiana collection can be used as a digital learning resource and can make it easier for users to utilize the information contained in the collection. This research aims to discover the process of repackaging Indonesian collections as a form of transformation of digital learning resources in the UPI Library. This study used a qualitative descriptive method with data collection methods through interview techniques and literature study. Repackaging activities through media transfer from print to digital format so that it is easily accessible and avoids loss of information content. There are 2,505 Indonesiana collections in the UPI Library, but not all collections have been repackaged in digital format. The stages of repackaging the Indonesiana collection at the UPI Library include collection selection/selection, receiving and checking, data recapitulation/analysis, scanning (formatting), and uploading the scanned results as a product. To ease information retrieval for digital format, the patrons can access the Indonesiana collection through E-Lib UPI. Abstrak Koleksi menjadi unsur utama untuk memeuhi kebutuhan informasi pemustaka perpustakaan perguruan tinggi. Salah satu koleksi yang dimiliki adalah koleksi Indonesiana yaitu koleksi tentang Indonesia meliputi, budaya, seni, adat istiadat dan kesusastraan. Koleksi ini tidak hanya disajikan dalam bentuk cetak tetapi juga tampilan digital yang merupakan hasil repackaging dengan harapan bentuk digital dari koleksi Indonesiana ini dapat digunakan sebagai sumber belajar digital serta dapat mempermudah pemustaka dalam memanfaatkan informasi yang terkandung didalam koleksi tersebut. Tujuan dari penelitian ini adalah untuk mengetahui proses repackaging koleksi Indonesia sebagai wujud transformasi sumber belajar digital di Perpustakaan UPI. Penelitian ini menggunakan metode deskriptif kualitatif dengan metode pengumpulan data melalui teknik wawancara serta studi pustaka. Kegiatan repackaging melalui alih media dari format cetak ke digital agar mudah diakses dan terhindar dari hilangnya kandungan informasi di dalamnya. Koleksi Indonesiana yang ada di Perpustakaan UPI saat ini berjumlah 2.505 judul tapi belum semua koleksinya di repackaging dalam format digital. Tahapan repackaging koleksi Indonesiana di Perpustakaan UPI meliputi kegiatan pemilihan/seleksi koleksi, penerimaan dan pengecekan, merekap data/analisis, scanning (alih format), melakukan unggah hasil scan sebagai produk. Untuk memudahkan penelusuran format digital, akses dilakukan dalam E-Lib UPI. Kata Kunci: E-Lib UPI; kemas ulang informasi; koleksi Indonesiana; sumber belajar digital; transformasi digital
Investigating Speech Acts In Selected Dialogues Concerning Multicultural Values In the Indonesian Ministry of Educational &amp; Culture- Endorsed High School Textbook: A Discourse Analysis

This paper is a discourse analysis that aims at investigating speech acts in a selected dialogue about multicultural values in the Indonesian Ministry of Educational &amp; Culture-endorsed high school EFL textbook (twelfth grade). Speech acts theory was employed in processing the analysis of dialogues. The intended features were recognized, categorized, identified separately, and analyzed based on five major speech acts developed by Searle (1976). The findings revealed that 51% of utterances includes in the assertive category, the expressive category is 29%, while the directive and commissive categories have the same results (10%), and the declarative category does not have any outcome (0%). In addition, the presentation of the multicultural value in the Indonesian Ministry of Educational and Culture-Endorsed High School EFL Textbook (twelfth grade) 2018 revision through dialogue has proved to lack key. Based on this finding, it is recommended to investigate how the multicultural values are presented in the newest edition of textbooks and to cultivate the multicultural values using another methodology or the future researchers can use gender as the subject of the study.
NOVEL QUANTUM-BASED CERATITIS AND TETRAPTURUS GEORGII OPTIMIZATION ALGORITHMS FOR REAL POWER LOSS REDUCTION

In this paper, the Quantum-based Ceratitis Optimization (QCO) algorithm and Tetrapturus georgii optimization (QTO) algorithm are applied for solving the loss shrinking. The Ceratitis Optimization algorithm is premeditated on the systematic engagements of Ceratitis and in the red to splendid view and countered considerate activities Ceratitis diet is assimilated. The tetrapturus georgii optimization algorithm is modeled based on the stalking deeds of Tetrapturus georgii and it’s gluttonous, quest the Etrumeus in a constellation manner. Quantum mechanics has been combined with Ceratitis Optimization (QCO) algorithm and the Tetrapturus georgii optimization (QTO) algorithm. In the quantum process, topographies out do the equivalent enactment with the convinced period as they route in a credible powdered of the median.
Knowledge Production through Open Data for Digital Humanities

The study examines how open data can be used to generate meaningful insights into the cultural, historical, and geographical features of India and can be the best tool for digital humanities researchers, allowing them to access large datasets about the country’s diverse landscape and interpret the data in meaningful and creative ways. An attempt is made to explore the potential of open data in digital humanities projects and discuss the need to create a comprehensive digital humanities platform that caters to the needs of different stakeholders as well as the advantages and challenges of open data and government initiatives in digital humanities. Additionally, the implications of open data and government initiatives in terms of improving access to digital humanities resources, increasing collaboration, and enhancing the quality of digital humanities projects and their contribution to creating a vibrant digital humanities community in India. The paper concludes that open data can be a powerful tool for digital humanities researchers in India, allowing them to access large datasets about the country’s diverse landscape and to interpret the data in meaningful and creative ways.&#x0D;
Machine Learning Applications in Digital Humanities

This research study explores the potential of machine learning tools and techniques to organize knowledge objects pertaining to various aspects of the gender spectrum (LGBTQIA+) in order to address the low-resource features of the LGBTQIA+ knowledge domain in Indian libraries. It aims to develop a semi-automated subject indexing system using an open source machine learning framework (Annif) and deploying the Homosaurus, a domain-specific vocabulary system. It develops programmatically a comprehensive training dataset from open-access bibliographic data sources with the help of data carpentry tools and NLP services from OpenAI. The study also measures the efficiencies of the automated indexing framework and investigates the potential for widespread adoption of a REST/API call-based approach for rapid indexing of a substantial number of records related to the LGBTQIA+ domain.
AN ANALYSIS OF STUDENTS’ PERCEPTION TOWARD INSTAGRAM USING IN LEARNING WRITING OF TENTH GRADE STUDENTS AT SMK PGRI 2 GIRI BANYUWANGI IN ACADEMIC YEAR 2021/2022

Writing is a form of communication between the writer who express the idea and the reader who comprehends what they read. However writing is a very difficult and complex process. It requires some important skills to make the sentence which clear and acceptable. Nowadays, the use of social media for learning is a new phenomenon. One of the social media is Instagram. Instagram is a social network based on sharing pictures and videos which can be posted to other social media sites. Instagram has also many features that can be useful for students. This research aimed to analysis students’ perception toward Instagram using in learning writing. The research design was descriptive qualitative. The respondents were 20 students in SMK PGRI 2 Giri Banyuwangi which determined by using purposive sampling. The data were taken by using questionnaire and interview. The data from questionnaire analyzed Likert Scale, while the data from interview by interviewed. The respondents for questionnaire were 20 respondents, while interview were 3 respondents. The data analysis was determined based on theory of five indicators. The percentage results of indicator are sharing information (66%), social interaction (66%), communicative utility (68%), self-expression (69%), and entertainment (66%). Analysis of interview by 3 respondents by English teacher, they agree that Instagram become media for support learning writing. Based on the result above, it was concluded that students and also teacher agree using Instagram for learning writing.
DEVELOPING ENGLISH LANGUAGE TEACHING MATERIALS BASED ON BANYUWANGI LOCAL WISDOM FOR EIGHTH GRADERS OF SMPN 3 BANYUWANGI

One of the most crucial aspects of teaching and learning is the learning material. As a result, teachers must take a variety of steps to ensure that learning materials are successfully presented and that students are happy and focused during teaching and learning activities. This study aims to develop a recount text reading materials based on Banyuwangi local wisdoms for VIII E students of SMPN 3 Banyuwangi and know its feasibility according to material/culture expert and English teacher. This study adopts research and development design based on its aims. The development stages partially taken are need analysis, designing, small group trial, and first revision. The results of development show that the product gained a very feasible level in common based on expert and English teacher’s validation. Therefore, it can be concluded that recount text reading materials based on Banyuwangi local wisdoms can be used in English learning activities in class VIII of SMPN 3 Banyuwangi.
تعلیماتِ نبیﷺ میں ماحول کی نظافت کے أصول اور طریقے

This research paper explores the principles, methods, and responsibilities related to environmental purification, as elucidated in the Sirah (biography) of the Prophet Muhammadﷺ. Drawing upon historical accounts and primary sources, the study delves into the Prophet's exemplary practices and teachings concerning environmental conservation, sustainable living, and ecological responsibility. The research highlights key rules derived from the Sirah that emphasize the sanctity of nature, the preservation of biodiversity, and the promotion of sustainable resource management. It examines the Prophet's teachings on concepts such as moderation, stewardship, and accountability, which encourage believers to adopt a balanced and harmonious approach towards the environment. Additionally, the paper investigates the practical methods employed by the Prophet in maintaining cleanliness, managing waste, and utilizing resources responsibly, providing valuable insights for contemporary environmental practices. Furthermore, the research emphasizes the collective responsibility of individuals, communities, and societies in preserving and protecting the environment, as exemplified by the Prophet's efforts to instill environmental consciousness among his followers. By analyzing the environmental aspects of the Sirah, this research sheds light on the Islamic perspective on environmental purification, offering practical guidelines and lessons for addressing contemporary environmental challenges. Ultimately, the findings of this study contribute to the understanding of Islamic environmental ethics and inspire individuals and communities to adopt responsible practices that promote environmental sustainability and stewardship, aligning with the timeless teachings of the Prophet Muhammadﷺ.
Perubahan perilaku belajar melalui penggunaan media komik Pada Siswa Sekolah Dasar

Education is a facility in improving the ability to meet various needs. Education in Indonesia has formal, informal, and non-formal education. The research conducted focused on formal education, namely elementary school education. Basic education is the basis of education that is the foundation for students in pursuing higher formal education. Students at the elementary school education level are the stages of child development who still need concrete objects or at the concrete operational stage. This stage is more about learning that uses concrete or real objects, so that students will get meaningful learning. Learning at the concrete operational stage requires a medium that facilitates learners in learning, especially in the use of image-space or visual-spatial intelligence. This intelligence can be built through learning that uses pictorial media and has meaning. If the media used is not suitable, there will be problems or problems planned. The research conducted will determine changes in behavior when learning to use comics at SDN Nagrog, Bandung Regency.. The research method carried out is to use the Class Action Research (PTK) method with the Elliot model which has several implementation cycles. The resulting research results are that there are changes in the level of student practice seen from the learning outcomes of cycle I, cycle II, and cycle III. Each stage has an improved level of learning outcomes, and conducive and active classroom conditions. Therefore, the regular use of comics on materials in elementary grades is very effective in changing the behavior of learners, so learning outcomes will improve.&#x0D; Keywords: concrete operations, behavior change, comic media
APLIKASI PEMBELAJARAN SEJARAH PAHLAWAN INDONESIA DI WILAYAH SUMATERA (STUDI KASUS SDN 2 SUMBEREJO)

Learning systems that are still conventional make students easily feel bored and bored in learning because the learning system is monotonous. Many teachers experience difficulties in educating their students to be able to understand and understand the material being explained. The benefit of this research is to increase students' interest in learning and make it easier for teachers to teach. As well as reminding and informing the public of the services of Indonesian Heroes. At the same time encouraging innovation and creativity from teachers in teaching the values of the history of Indonesian heroes that are conducive to students, by adding learning media interactive learning media. Applications can be continued because the application is feasible with a total calculation of 100% of application eligibility. Testing this application was carried out as many as 11 test actions. Where there are no error messages or function errors being tested.
Digital Content System Development with a Reality Program Format to Enhance Learning Achievements in Digital Media Technology

Technology has advanced so fast and communication media is also rapidly adapting. Previously, people read publications from newspapers, magazines, documents, books. But when the technology has changed, the media was changed as well. There are more chances to get access to media that have more content, such as Google, YouTube, Facebook, Line, and Twitter. So, the changes have led to content on digital media to be adjusted to meet the needs of media users. Content on digital media will attract people’s attention for easy access to information. Content on digital media is very important for the understanding of media readers. If the content on digital media is good, easy to read, beautiful, interesting, it will be better to get the reader’s understanding. Therefore, the purposes of this research were: 1) Use synthesize documents and international research to design architecture digital content system with a reality program format to enhance learning achievements in digital media technology, by using content analysis techniques to draw conclusions and using diagram software and flowchart maker in architectural design; 2) Develop a digital content system with a reality program format to enhance learning achievements in digital media technology, with the Systems Development Lifecycle (SDLC) development model and evaluate the efficiency of the system in the form of black box testing. The research results showed that the developed architecture was at the highest level of suitability and the system black box testing results showed that the system performance was at the highest level.
Research on Influencing Factors of Distance Learning Behavior Intention in Virtual Experimental Environment

In distance education, virtual labs conduct a paramount role in the construction and development of practical engineering majors. In turn, the behavioral intention of distance learners’ willingness to use it determines whether virtual labs can be well used and promoted. For the sake of deeply understanding the factors which may exert certain influence on behavioral intention, this paper constructed a model of factors affecting behavioral intention of distance learning in virtual lab environment on the Unified Theory of Acceptance and Use of Technology (UTAUT), and conducted an empirical investigation study on 425 learners. As conspicuously revealed by the research findings, effort expectation, performance expectation, community influence, concrete experience, abstract conceptualization, active practice, and interactivity of the experimental platform can impose positive effects on learners’ intention to use the virtual experimental platform. Aside from that, both reflective observation and imagination cannot remarkably affect behavioral intention. What’s more, concrete experience has the most noticeable effect on behavioral intention.
Analyzing the Challenges Facing the School Curriculum in the Context of the Information Society

The impact of information technology (IT) on society is broad and profound, and people living in the information society need to be lifelong learners and constantly adapt to cope with the rapidly changing present and future. The education system in every country faces challenges and problems in developing and implementing the curriculum. There is a general consensus that the curriculum is the central vehicle of schooling, but consensus does not mean that curriculum development has become a real driving force in school development. Curriculum tends to lag behind social change and is relatively closed and conservative, so the school curriculum in the context of the information society is facing a great challenge of change. In the information society, the new media represented by the Internet is shaping a new social culture with its own logic, and cultural monopoly and authority are further subverted and dissolved. Some scholars have pointed out that the change of cultural communication media from oral to written to electronic and then to data is a process in which cultural resources are constantly shared and cultural democracy is constantly expanded. The impact of information technology on society is broad and profound, and individuals living in the information society need to become lifelong learners, constantly adapting to cope with a rapidly changing present and future. Education systems in every country face challenges and problems in developing and implementing curricula.