Reviewerly/exHarmony huggingface dataset:
DESIGNING DESKTOP-BASED LEARNING MEDIA USING EDUCATIONAL GAME APPLICATIONS IN INTRODUCTORY ACCOUNTING COURSES

This study aims to determine the effect of desktop game application design on the subject of Introduction to Accounting 2 with the topic of inventory at the Department of Accounting, State Polytechnic of Malang. In this study, the technique used is Research and Development and Model Analysis, Design, Development, Implementation, Evaluation (ADDIE) but is only limited to the Analysis, Design, and Development (ADD) stage. The main software used in making this educational game is the python framework, namely Pygame and the Pycharm application as a Python development. The survey was conducted at one of the universities in Malang, namely the Malang State Polytechnic which is located at Jalan Soekarno Hatta No. 9, Jatimulyo Malang City
APPLICATION OF DATA MINING BY USING A PRIORI ALGORITHM TO IMPROVE CUSTOMER PURCHASING DECISIONS AT MIKAMART BLITAR STORE

Product arrangement, known as product display, is the layout or way of structuring products, especially products companies apply to attract consumers. Although one of the scopes of sales in the market is the delivery of information through galleries, storefronts require specialization and the ability to arrange products or displays following the standards and specifications of the company and the product itself. The resulting output directly affects the level of sales and information to be achieved in a store, especially in modern retail stores with a self-service format (self-service) such as minimarkets. To implement a display system, Data Mining is applied as a determinant of the layout of the merchandise. According to (Kusrini &amp; Lutfi 2009), data mining is used to extract knowledge from databases. One of the many methods in Data Mining is the Apriori Algorithm. The a priori algorithm is a type of association rule in data mining. Association rule or association rule mining is used to find associative rules between item combinations to be used as wisdom to make decisions and provide a stock of products that consumers prefer
Development of STEM Learning based Android to Improving Students’ Logical Thinking Skills

This study aims to determine the feasibility of STEM learning based Android that was developed to increase students' logical thinking skills competence, as well as to determine student readiness with the renewal of learning modes and student responses to the developed learning media. This study uses the type of Research and Development (R&amp;D) research with adapted from Borg &amp; Gall (2007) dan 4-D model procedural. The learning media product being developed in the form of an android application with a STEM approach on Chemistry Science material. The android application used in this research is the Smart App Creator software. The validity of the media and the quality of the learning media developed obtained the results of an assessment are 93% and 92% (Very Good), then received a positive response from students is 90%, Furthermore the media was developed should be improve logical thinking skills and significantly with a comparison of the average value of the pretest score of 27.04 and posttest of 73.5 to learning outcomes.
Tools to Deliver an Outstanding Digital Customer Experience for B2C Organizations in the Age of Uncertainty

The current study dealt with the topic of tools to provide a distinct digital customer experience for B2C organizations in the age of uncertainty. The study aimed to identify the tools through which to provide a distinct digital customer experience. An electronic questionnaire was distributed to the study sample for the purpose of collecting data to test the study hypotheses. The current study focused on the Kingdom of Saudi Arabia. The sample size was 550 individuals. Stepwise analysis was used to test the study's hypotheses. The study concluded that the most important tools for providing a distinct digital customer experience for B2C organizations in the age of uncertainty are the outstanding performance of the online store, the product’s value proving, and effective communication with customers. The case study contributes to enriching the knowledge side of the dimensions of the digital customer experience, which have not been adequately addressed by researchers. It will also contribute to informing those responsible for digital marketing in B2C organizations how to enhance the customer's digital experience in a way that they can maintain and increase their loyalty.
The Fun Way to Face Students Difficulties While Learning English

Learning fun English so far can be done in various ways, and each way creates its own diversity of results. Of course, this can be happened after the teacher knows the situation of the class and students, before preparing teaching plan. The strategy of involving students in learning is a powerful way to support their better understanding, because directly practice what they have learned can support their memory to imprint deeper, especially in auditory, visual, or even kinesthetic learners. The main point is that students are directly involved when learning, not just seeing or hearing but in thinking, speaking, and analyzing learning activities. Considering how difficult it is to keep students interested when learning English, involving them from the start to keep them active, focused, and motivated is a step that can be taken.
ANALISIS KESALAHAN BERBAHASA DALAM BERITA “10 KARUNG CD WANITA DIDUGA PEZIARAH BERSERAKAN DI NAGARA PADANG CIWIDEY”

Indonesian as the language of unity and national identity must be upheld, namely by learning and using good and correct Indonesian. However, we often encounter language errors in newspapers, especially news on social media. The purpose of this study is (1) to describe language errors in terms of spelling, morphology and semantics contained in detik.com news; (2) to provide corrections for language errors in terms of spelling, morphology and semantics contained in detik.com news. This research is a descriptive qualitative research. The data collection technique used in this study is the observation and note taking technique. The use of the listening technique is carried out by listening to the data on the use language and the note taking technique is carried out with what forms of language errors are made and analyzing according to the form of the error. The results of the analysis of the analysis of language errors in detik.com news October 2022 edition can be concluded that there is a form of error in the news title 10 Sacks of CD Allegedly Pilgrims Scattered in Nagara Padang Ciwidey Here there is ambiguity in the choice of words for the news title, error standard word, spelling errors, punctuation errors, affix errors and capitalization errors.
THE EFFECT OF LEARNING DISCIPLINE AND E-LEARNING PERCEPTIONS TOWARD ON LEARNING MOTIVATION WITH EMOTIONAL QUOTIENT AS A MODERATE VARIABLE

Learning during the Covid-19 Pandemic, which requires online methods without being able to meet face-to-face, impacts students, one of which is learning motivation. This impact can be seen from (1) not the maximum number of student attendance, (2) the tendency of students not to concentrate on learning from beginning to end, and (3) lack of understanding of the lecture material. This study aims to analyze the effect of learning Discipline and perceptions of e-learning learning on learning motivation with emotional quotient as a moderating variable. The research method used in this study is a causal associative method with a quantitative approach. Sampling was carried out using purposive sampling from students actively participating in lectures at the 5th and 7th semesters of the Faculty of Economics, Merdeka University, Pasuruan, as many as 122 people, all of which were used as research samples. The results of testing the hypothesis that the Learning Discipline variable (X1) has a positive and significant effect on learning motivation (Y) by obtaining the original sample value of 0.263 and P Values of 0.002 &lt;0.05. E-Learning Learning Perception Variable (X 2 ) has a negative and insignificant effect on learning motivation (Y). V with the obtained original sample value of -0.125 and P Values of 0.059 &gt; 0.05. The Emotional Quotient (Z) variable significantly moderated the discipline variable on learning motivation (Y) with P Values of 0.000 &lt;0.05. The Emotional Quotient (Z) variable significantly moderated the E-Learning Learning Perception variable on learning motivation (Y) with P Values of 0.021 &lt;0.05. The emotional quotient (EQ) significantly moderates learning Discipline and E-Learning Learning Perceptions of Learning Motivation. Based on the above analysis, it can conclude that Learning Discipline has a positive and significant effect on learning motivation and E-Learning Learning Perceptions have a negative and insignificant effect on Learning Motivation
IMPLEMENTATION OF THE NAÏVE BAYES ALGORITHM IN THE DESIGN OF INFORMATION SYSTEMS FOR THE DEVELOPMENT OF STUDENT ACADEMIC ACHIEVEMENT

The research conducted in this journal is the design of an information system on the development of student achievement using the Naive Bayes algorithm. The purpose of research and development of this system is to help students find predictions of early graduation and allow the admin to find out progress and forecasts of active student graduation. This research begins with the design of the business process of the actor who will see the prediction of graduation. In designing the application, FR tables, use case diagrams, use case scenarios, class diagrams, and sequence diagrams are created. Then proceed with database design in the form of Entity Relationship Diagram (ERD), Relationship Between Tables (RAT) and table design. After designing the database, a user interface design is made in the form of a mockup. The result of the research in this final project is creating a Student Achievement design of Development Information System with the Naive Bayes Algorithm. This information system comes from application design, database design, user interface design, and system testing design which is then implemented to calculate graduation predictions based on student academic achievement.
DEVELOPMENT OF THE PUBLIC SERVICE MANAGEMENT INFORMATION SYSTEM THROUGH EXTREME PROGRAMMING IN SUKARAME DISTRICT, BANDAR LAMPUNG

There are still obstacles to providing public services such as administrative services and population data in Sukarame District. To store data, they still use Microsoft Office so that people cannot access it. Therefore, a system is needed to improve public services. This research aims to identify and discuss general management information systems by applying extreme programming at the Sukarame District office, Bandar Lampung. The research method is qualitative. The study results are that to improve performance. An information system is needed by applying extreme programming that aims to make it easier to make electricity application permits, business licenses, public complaint systems, and online sub-district profiles
The Development of an Improvised Crowd Analysis Model

Abstract: The goal of this project is to create a deep learning-based visual crowd counting system. The objective of this project is to build a functioning system that can analyze pictures and determine the number of individuals present within these images. It will also demonstrate its approximate density map, a graph comparing the expected count to the actual count, and information on its accuracy in terms of Mean Absolute Error (MAE). To routinely supervise audiences, researchers recently moved to computer vision. This research analysis proposed the implementation of a Deep learning algorithm CNN for which the aim was to detect the crowd and estimate increased influx of people which has been successfully achieved by employing deep learning technique. We have used the shanghai tech dataset part B for our research purpose. CNN model detected the crowd and estimated the density with an absolute error of 21. In 312 we obtained a validation mean absolute error of 21.3, which means on average, the model will estimate 21 persons in excess or deficit.
Perpustakaan Desa, Sarana Untuk Meningkatkan Minat Baca Bagi Anak-Anak Selama Pandemi

Abstract: The availability of reading books in the community is an important factor in encouraging the readability and interest of the community, including children, in reading interest. The availability of complete village library facilities and a variety of reading materials can encourage the community's interest in reading, including local children, to increase. With adequate facilities, it can also provide insight into the community and quality local children, as well as being a diversion from technology that lulls many children today. Based on the studies on these researches, this research has an important role in efforts to increase interest in reading in village children during the Covid-19 pandemic as it is today. In this study the authors used descriptive qualitative research methods. The data sources used in this study are children aged 7 to 15 years who live in rural areas. The existence of a village library with attractive supporting facilities can motivate children to visit the library, read books there, and enrich knowledge other than those obtained from the teacher in the learning process.
Entropy Regularized Unsupervised Clustering Based on Maximum Correntropy Criterion and Adaptive Neighbors

Constructing accurate similarity graph is an important process in graph-based clustering. However, traditional methods have three drawbacks, such as the inaccuracy of the similarity graph, the vulnerability to noise and outliers, and the need for additional discretization process. In order to eliminate these limitations, an entropy regularized unsupervised clustering based on maximum correntropy criterion and adaptive neighbors (ERMCC) is proposed. 1) Combining information entropy and adaptive neighbors to solve the trivial similarity distributions. And we introduce ℓ0-norm and spectral embedding to construct similarity graph with sparsity and strong segmentation ability. 2) Reducing the negative impact of non-Gaussian noise by reconstructing the error using correntropy. 3) The prediction label vector is directly obtained by calculating the sparse strongly connected components of the similarity graph Z, which avoids additional discretization process. Experiments are conducted on six typical datasets and the results showed the effectiveness of the method.
Fuzzy Cognitive Strategic Map Hierarchies In Performance Measurement, Modeling And Reorganization

The paper focuses on the use of Fuzzy Cognitive Mapping (FCM) in the Balanced Scorecard (BSC) performance measurement framework.We present a state of the art in the areas of performance measurement and BSC.We highlight the limitations of BSC frameworks and the drawbacks identified in strategic maps.We then present the FCM algorithm and its use in decision making as a solution to identified limitations and drawbacks.We elaborate on an FCM methodology and a supporting FCM software application called FCM Modeler for the development of FCM hierarchies.The methodology and the tool are used for the application of BSC in Operations Management (OM).The aim is to facilitate the OM decision making process by utilizing and exploiting the predictive modeling and analysis capabilities of FCMs.We present the design and simulation capabilities of the FCM Modeler tool and the analysis reports that can be produced in an OM Enterprise Resource Planning (ERP) case study.
Book Record Management API

Abstract: The Book Record Management API aims to track all the books and user information and to subscription type, the user wishes to enroll. The API will be able to handle all the necessary operations for the display of complete book or user information.
Regional Model of Teachers’ Continuous Professional Education in St. Petersburg

The article reveals approaches to the creation of a regional continuous pedagogical education model, highlights the factors affecting the quality of this process, proposes the mechanics of the implementation of the continuous pedagogical education process from entering the system of teacher training to postgraduate support from a specialist. The text of the article describes key projects that reveal the stages of the continuous pedagogical education process. The specifics of their implementation are shown in the example of St. Petersburg. Methods for identifying and supporting pedagogically gifted youth are identified, mechanisms for designing modular practice-oriented programs that allow educators and teachers to increase and expand their pedagogical competence are identified, a technology for postgraduate support of a teacher focusing on teacher retention in the profession is revealed. Conclusions about the importance of creating a pedagogical cluster that allows combining the resources and capabilities of various educational and managerial structures in the region to optimize the process of teachers continuing professional education are drawn.
Redesign of water filter using design for manufacturing and assembly to minimize cost and time

Kembang Belor Village is one of the villages that have a water resource but are not yet precisely utilized and need a water filter. The current water filter is not suited for users’ needs because they cannot afford it. Therefore, this research intends to redesign the water filter. This research aims to reduce production costs and increase the efficiency of design and assembly time. The method employed is Design for Manufacturing and Assembly (DFMA). The results show that the production cost decreased by 50.83%; design efficiency increased by 37.5%; production, handling, and assembly time improved by 51.7%, 33.3%, and 52.7% for each; the number of ppm decreased from 142 to 95. For the contribution, few previous research uses the DFMA method to analyze and redesign the water filter. These findings contribute in helping the user recognize new options to design efficient water filters for future needs.
Gradation of Javanese reading teaching materials for lower elementary grades

Gradation of teaching materials will show the material leveling according to the developmental stages and student needs. This study aims to develop the gradation of Javanese reading for the lower elementary grades. This development research (R&amp;D) used the ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The research samples were teachers and students in grades 1 to 3 in 14 randomly selected schools. The data collection methods used document analysis, interviews, and tests. The study result was in the form of a product of Javanese reading teaching material. Using the t-test, the field trial results revealed a significant difference between grades using gradation books and non-gradation books, grade 1 had significance value of 0.017, grade 2 had 0.000, and grade 3 had 0.000. Suggestion for further research is the development of gradations of Javanese reading teaching materials for upper elementary grades. Keywords: Gradation, javanese language, lower grades, elementary school, ADDIE model;
The Effectiveness of the Discovery Learning Model Assisted by Video Games to Improve Student Learning Outcomes on the Concept of Momentum and Impulse in High School

This study aims to determine the effectiveness of the discovery learning model with the help of video games on student learning outcomes on the concept of momentum and impulse in high school. This research is using an experimental method. The research design used was a pretest-posttest control group design. In this study there was an experimental group and a control group. Data collection using essay test and multiple choice tests. Data analysis using the mean difference analysis and N-Gain. The results showed that the t-value on the multiple-choice test was 2.183 and on the essay test was 2.811, which was greater than t-table 2.037. Referring to the rule of testing the hypothesis that if tcount ttable, then H0 is rejected, H1 is accepted, which means there is a significant influence. So it can be concluded that learning using the discovery learning model with the help of video games has a significant effect on student learning outcomes on the concept of momentum and impulse in high school. Through the n-gain test on the multiple choice test it can be seen that the N-gain value for the experimental class is 0.713 and the control class is 0.582. While on the essay test for the experimental class 0.777 and 0.667 for the control class. So it can be concluded that the increase in student learning outcomes using the discovery learning model with the help of video games is higher than the use of the discovery learning model on the concept of momentum and impulse in high school.
Application of logical and mathematical methods for the analysis of environmental information

Aim. Evaluation of the possibilities of mathematical logic and logical‐mathematical methods in the description of complex natural systems in simple and clear constructions, as they act as a language, special research methods, a source of ideas and concepts in natural science. Discussion. The article discusses the possibilities and advantages of logical and mathematical methods in the analysis of natural science information, and, in particular, environmental data. It gives a comparative overview of logical and mathematical constructions in the formation of scientific thinking. The list of the most common mathematical and logical symbols for the formalised recording of complex ecological systems is provided, together with examples of the use of logical and mathematical formulas as formal and implicative statements in the brief recording of natural science information. Conclusion. The research conducted does not convincingly indicate unambiguous advantages of using the symbols of mathematical logic rather than verbal presentation. However, since ecology deals with the description of arch‐complex systems, including operations of formalised problem statement, the formalised structuring of ecosystems, the grouping of ecosystems according to measures of their similarity‐difference or inclusion–intersection, and the classification of selected ecosystems in a certain specified group, the need for widespread application of logical and mathematical research is indisputable.
Effects of corporate governance disclosure on profitability of public listed firms in Tanzania

This study investigated the effect of corporate governance information (CGI) disclosure on firms' profitability in the Dar es Salaam Stock Exchange (DSE). Twenty-one listed companies were studied for a period ranging from 2006 to 2021 using a mixed research method with an explanatory sequential design. Return on equity (ROE) and Return on Assets (ROA) was employed as dependent variables in the panel data analysis. CGI disclosure was an independent variable. The control variables were geographical diversification, firm age, size, and sales growth. Secondary data was obtained from DSE. Qualitative data was gathered via semi-structured interviews. Thematic analysis and a random effect model with two estimates (1 and 2) were used to analyze qualitative and quantitative data. The findings suggested a positive and significant effect of CGI disclosure on firm profitability. The findings add to the body of knowledge by signifying stakeholder theory. The study concluded that Disclosure of CGI might undeniably result in increased profitability. We recommended that firm managers look closely at CGI disclosure, enhance their disclosure practices, and invest in disclosure strategies that benefit stakeholders.