Reviewerly/exHarmony huggingface dataset:
Decision Support Systems For Selection Of Pet Cat Using Preference Selection Index (PSI) &amp; Multi-Objective Optimization On The Basis Of Ratio Analysis (MOORA) Methods

In its evolution, cats have many variants that make adopters confused in determining the right choice. In the early stages of the search there are several common ways that adopters use, such as visiting websites on the internet, reading magazines or books, or directly coming to a pet store. The search process requires money, effort, and time. Therefore, in this final project was built a Decision Support System for Selection of Pet Cat using Preference Selection Index (PSI) &amp; Multi-Objective Optimization On The Basis Of Ratio Analysis (MOORA) Methods which is expected to be able to help adopters to improve cost efficiency, energy and issued time. This system is expected to be able to provide recommendations for the type of pet cat according to the criteria and needs of the adopter. The criteria used include adoption costs, health, nature, weight, and treatment time. The basic concept of the two method is to calculate the weight of the criteria which is then multiplied by a normalized matrix and ranking. Based on the results of usability testing that applies the Technology Acceptance Model (TAM) theory by distributing questionnaire to 69 respondents, the results obtained are 0.92 with a VERY STRONG relationship level, so this system can be considered useful for users.
Persepsi Para Pemangku Kepentingan Atas Kemampuan Pemelajar Matakuliah Bahasa Inggris Pada Sebuah STIE di Jawa Barat

This study aimed to examine the ability of English learners at a business school in West Java and whether there were differences in perceptions among stakeholders regarding the ability of learners. This research was part of the English curriculum design project at the institution. This research used mixed methods. The sampling was carried out in a non-random stratified manner. Subsequently, the questionnaires were distributed to various stakeholders. We managed to capture 90 students’ questionnaires, 8 questionnaires for senior lecturers in expertise courses, 5 questionnaires for English teachers, 4 questionnaires from the Institution, and 5 questionnaires from the industry or graduate users. The interviews were conducted with the Institution. Using the nonparametric chi-square test (two-way chi-square test), the observation value was 28.1937, while the expected value was 13.2767, which means Ho was rejected and Ha was accepted. In other words, students' perceptions of their English language skills were in contrast to those of other stakeholders (English teachers, the lecturers, the institution, and the industry). The perceptions of other stakeholders were supported by the results of the TOEFL test which showed the low ability of students. These students' perceptions affected their motivation in learning English because they were satisfied. It is recommended that teachers and institutions straighten the perceptions of these students without being a demotivating factor in learning English at STIE. It would be even better, if teachers and institutions could motivate students so as to eliminate the cognitive dissonance.&#x0D; Keywords: Curriculum design, stakeholders’ perceptions, students’ capabilities, english for specific purposes, english for academic purposes, business english
Securing Text File on Audio Files using Least Significant Bit (LSB) and Blowfish

Along with the development of technology, communication can be done in various ways, one of which is digital messages. But often the messages sent do not reach their destination and are obtained by irresponsible parties. This happens because of the lack of security in the file. For this reason, security is needed so that messages cannot be stolen or seen by other parties. There are various ways to secure messages, including Steganography and Cryptography techniques. This study uses a combination of the Least Significant Bit method and the Blowfish algorithm to secure secret messages in audio files. This research will measure encryption and decryption time, analysis of message file size changes after encryption and decryption, and PSNR value of audio files. The result of encryption using blowfish is a change in the size of the message file caused by the size of the message file is less than the block cipher size, so additional bytes are given so that the message size matches the block cipher size. The speed of the encryption and decryption process using the blowfish algorithm results in an average time for encryption of 547.98ms while the average time for decryption is 538.19ms. The longest time for the encryption process is 557.30ms and the fastest is 534.50ms, while the longest time for the decryption process is 548.74ms and the fastest is 531.46ms. Hiding messages in audio files using LSB produces PSNR values above 30dB.
Comparison of Certainty Factor (CF) and Case Based Reasoning (CBR) to Diagnose Infertility in Women

Infertility has now become a terrible and serious problem for women. Limited information about infertility suffered by women makes it difficult for them to predict the disease they are suffering from. Therefore we need an expert system that can predict infertility in women. The methods used in this research are Certainty Factor (CF) and Case Based Reasoning (CBR) methods. Certainty Factor (CF) is one of the techniques used to overcome uncertainty in decision making. Case Based Reasoning (CBR) is a problem solving method by remembering similar events that happened in the past and then using that knowledge or information to solve new problems. Based on the test results using 25 test data, the accuracy of the expert system for diagnosing infertility in women using the Certainty Factor (CF) method is 92%, while the curation of the expert system for diagnosing infertility in women using the Case Based Reasoning (CBR) method is 76%.
Prediction of the Number of New Cases of Covid-19 in Indonesia Using Fuzzy Time Series Model Chen

Coronavirus Diseases 2019 (Covid-19) is a disease caused by a virus that originated in Wuhan, China. This virus infects people rapidly to the country of Indonesia. According to the latest Covid-19 Development Team in Indonesia, as of 09/08/2021, there were around 3,686,740 people who were confirmed positive for Covid-19. With the numbers continuing to grow, predictions of new cases of Covid-19 in Indonesia were made using the time series method. The method used by the researcher is Chen's Fuzzy Time Series. The purpose of the researcher is to forecast, to find out the prediction of the number of new cases of Covid-19 in Indonesia using the FTS Chen method into software. In addition, in order to provide information to predict, so that the government knows and can make decisions. To measure the performance of the method, the Mean Absolute Percentage Error (MAPE) is used as a measure of the level of accuracy of the forecasting performed. The test data used were 363 data with several variations of parameters &amp; . From the results of the analysis that was tested by the researcher, with 50 trials of parameter input, better accuracy results were obtained at input = 135135 and = 2000 with MAPE is 35.55006797 (35%).
Spelling Detection based on P300 Signal with Convolutional Neural Network (CNN) Algorithm

Brain Computer Interface (BCI) is a system that connects the human brain with the outside world for people who have motor skills disability problems. One form of utilization is the P300 speller which is used for character recognition or detection by classifying the P300 signal. The Convolutional Neural Network (CNN) method is a deep learning method that can be used to handle signal problems with ID-CNN. At the initial stage the data signal will be transformed and followed by a duplication process using RandomOverSampling because the amount of data in each class is not balanced. The data will be divided into training, validation, and test data. After that, a training with CNN will be conducted and followed by an evaluation to find the best model. The test results from this study are a good-fitting CNN model with an evaluation value consisting of an accuracy of 94.27%, precision of 90.64%, sensitivity / recall of 98.30%, and f-measure of 94.31%. Based on the test, the CNN method can be used and implemented in authentication detection based on the P300 signal.
Effect of N-Gram on Document Classification on the Naïve Bayes Classifier Algorithm

News has become a major need for everyone, with news we can get the information needed. News can be distributed in the form of print mass media, electronic mass media and online media. The means of spreading the news now have grown very rapidly, making the amount of information being managed are bigger and word management classified also not small. herefore, we need a system for classifying documents that are not structured. In this study, word processing in a document is done by N-Gram as a feature generation. The document classification process is carried out using the Naïve Bayes Classifier algorithm. This study examines the effect of N-Gram on document classification on the Naïve Bayes Classifier algorithm. The results of the classification accuracy of documents by applying N-Gram is 32.68% and without applying N-Gram is 84.97%. A decrease in the classification results occurs the number of features that result from solving N-Gram that is unique or dominant to another category. The accuracy of the results obtained shows that the application of N-Gram in the classification of documents using the Naïve Bayes Classifier algorithm gives a decreased effect on the performance of the classification
PENGEMBANGAN INSTRUMEN PENILAIAN BERBASIS HOTS BERBANTUAN WEBSITE WORDWALL PADA MATERI BANGUN RUANG

This study to khow how to develop HOTS-based assessment instruments assisted by wordwall websites on building material for classrooms V SDN Bantarkemang 2, as well as knowing the feasibility of assessment instruments using wordwall websites in the learning process. The method used in this study is using the ADDIE method (Analyze, Design, Development, Implementation, and Evaluation). This research begins with collecting information on the needs and problems that exist in elementary schools, designing assessment instruments, validating products to experts, revising products, and after that testing assessment instruments for students. The results of the feasibility trial of assessment instruments using the wordwall website show that this product is very feasible for use in learning. This is evidenced by the results of the response questionnaire of validators, evaluation experts, material experts, media experts and linguists by obtaining an average percentage of 98%, as well as student response questionnaires which obtained an average percentage of 99.7%. This is also supported by analyzing the validity of the question items, the reliability of the question items, the level of difficulty of the question items and the distinguishing power of the question items. So it can be concluded that the HOTS-based assessment instrument assisted by the wordwall website on classroom V building material is suitable for use by students.
PENGEMBANGAN GAME EDUCATION BERBASIS ADOBE FLASH PADA MATERI MENGENAL BINATANG PADA KURIKULUM MERDEKA DI TK NEGERI 01 SITIUNG

This research is motivated by several things that the researchers found in the initial observations. The purpose of this research is to produce a product in the form of an educational game introduction to educational games based on Adobe Flash on material about animals in an independent curriculum at TK Negeri 01 Sitiung that is valid, practical and effective. . The type of research used is Research and Development with the ADDIE model, namely the stages of analysis, design, development, implementation and evaluation. The data collection instrument in this study was a questionnaire to test validity, practicality and effectiveness. The product validity test was carried out by 3 validators, namely the material validator, language validator and media validator. The practicality test was carried out by 4 class teachers and the effectiveness test was carried out on 6 students. The results of the analysis show that the Animal Introduction Educational Game developed based on the assessment of the media aspect of the Educational Game is in the "very valid" category based on the assessment of the material aspects including the "very valid category". and based on the assessment of the linguistic aspect included in the "very valid" category. The description of the practicality test data based on the teacher's view shows that the Educational Games made are included in the "very practical" category. The description of the effectiveness trial data on students shows that the Educational Games made are included in the very effective category. These results indicate that the Educational Game developed is suitable for use as a learning medium about animals in Sitiung 01 State Kindergarten.
PENERAPAN METODE SUKU KATA (SYLLABIC METHOD) BERBANTUAN APLIKASI MARBEL MEMBACA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PERMULAAN SISWA KELAS I SEKOLAH DASAR

The background of this research is due to the student’s unsatisfactory early reading skills. This research was conducted in class I of SD Negeri Cikondang I with a total of 11 students consisting of 7 male and 4 female students. This study aims to determine students’ activity and early reading skills after implementing the syllabic method with the help of the Marbel Membaca Application. The method that was used in this study was Classroom Action Research (CAR). This study found that the syllabic method with the help of Marbel Membaca Application could improve early reading abilities of class I students at SD Negeri Cikondang I. This is seen from the average value of teacher and student activity as well as the importance of students early reading skills in cycle I and II. The average score for student activity in the cycle I was 75 comparing to the cycle II was 87.5 resulting in an increase of 12.5 points. Besides, during the teacher implementation of teacher activities in cycle I the average score was 73.3 whereas in cycle II 93,3 resulting increase of 20 points. In cycle I, students average reading proficiency score was 57.5, while in cycle II, was 78.1, representing a 20.6 point improvement.
PENGEMBANGAN MEDIA KARTU KATA BERGAMBAR BERBASIS POWERPOINT UNTUK PERKEMBANGAN BAHASA ANAK DI TK ISLAM BAKTI 71 SIALANG GAUNG

This research is motivated by several things that the author found in the intial observations.The purpose of this research is to produce a product in the from of powerpoint-based picture word card media in TK Islamic bakti sialang gaung that is valid,practical,and effective. This type of research is research and development,which uses the ADDIE development model which consists of analysis,design,development,implementation,evaluation stages.The analysis phase includes an analysis of the child’s needs.an analysis of the child’s characteristic.the design stage carried out material and media design.the out practicality tests,and the effectiveness test was carried out at TK Islamic Bakti Sialang Gaung,Koto Baru District,Dharmasraya Regency,and the evaluation stage carried out an assessment of these results,The result of powerpoint-based picture word card media validation assessment on the validaty test by there exprest,material exprest,and linguists with very valid and valid category,practicality test with very practical category,and effectiveness results with the effective category. It can be concluded that the media powerpoint-based picture word card are declared valid,and effective
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT) TERHADAP HASIL BELAJAR BAHASA INGGRIS SISWA KELAS I SDN 08 KOTO BARU

This research is motivated by the learning process that has not shown interesting progress and has not been able to encourage active participation from students. This situation directly negatively affects students' learning achievement in English subjects which is still relatively low. Therefore, efforts are needed to develop more effective and interesting learning methods to improve student learning outcomes in these subjects. This study aims to obtain information on how much influence the Teams Games Tournament (TGT) type cooperative learning model has on the English learning outcomes of grade I elementary school students. This research is an experimental research that uses pre-experimental research design, with the form of one group pretest-posttest design. The research location was SDN 08 Koto Baru, Koto Baru District, Dharmasraya Regency. The research sample consisted of 24 students who were all grade I students. The data collection instrument used was a multiple choice test of 10 items, which had been tested for validity and reliability. The results showed that the average pretest score was 76.25 and the average posttest score was 88.75. Description of the research data from the analysis of pretest and posttest data, using the Wilcoxon test shows a significance value of 0.001 &lt;0.05. From the criteria, if the significance &lt;0.05 then H0 is rejected and Ha is accepted. Thus, it can be concluded that there is a significant effect of the application of the Teams Games Tournament (TGT) type cooperative learning model on the English learning outcomes of grade I students of SDN 08 Koto Baru.
PENGEMBANGAN MEDIA PEMBELAJARAN SCRAMBLE WORDS PADA MATA PELAJARAN BAHASA INGGRIS KELAS IV A SD ISLAM DARUL HUDA SEMARANG

The problem was found that 57% of students found it difficult to learn English. Especially in writing and reading skills, learning media is limited. The aims of this research are 1) to know the characteristics of Scramble Words media, 2) to know the validity of Scramble Words media, 3) to know the practicality of Scramble Words media. This study uses the Research and Development (RnD) method. Data collection techniques using interviews and questionnaires. Data analysis using descriptive qualitative and descriptive quantitative. The results showed that the Scramble Words media was declared valid with a very feasible category with the results of the analysis of the media expert validation of 97.5% and the results of the analysis of material expert validation of 100%. The Scramble Words media was declared practical by obtaining a percentage of 82% in the strongly agree category, through the results of the student response questionnaire analysis. Through the results of the teacher's response questionnaire analysis, a percentage of 80% was obtained in the strongly agree category. Based on the results of this study the Scramble Words media developed was stated to be valid and practical to use in the learning process.
EFEKTIVITAS MODEL PEMBELAJARAN DISCOVERY LEARNING DALAM MENINGKATKAN HASIL BELAJAR PADA SUBTEMA SUHU DAN KALOR SISWA KELAS V SD ISLAM PESANGGRAHAN SEMARANG

The background that prompted this research was to show that the learning level of students was still relatively low, so that there were still many students who scored below the KKM, student activities when learning was not active and the independence of students was still lacking.The problem of this research is "How is the effectiveness of the discovery learning learning model in Improving Learning Outcomes in the Sub-theme of Temperature and Heat for Fifth Grade Students at Pesanggrahan Islamic Elementary School?". The goal to be achieved in this study is to determine the effectiveness of the discovery learning model in improving learning outcomes in the Sub-theme of Temperature and Heat for Fifth Grade Students at Pesanggrahan Islamic Elementary School.This type of research is quantitative research with quantitative experimental methods and using Pre-Experimental Designs in the form of One-Group Pretest-Posttest Design. The population used in the study was all of class V for the 2023/2023 school year. The samples taken were 25 students using the Random Sampling Technique. The data in this study were obtained through tests, interviews and documentation.The results showed an increase in student learning outcomes after being treated using the discovery learning model which can be seen from the results of the pretest and posttest. The pretest average was 48,40 while the posttest average was 83,6. This is evidenced by a significance level of 5% indicating t count &gt; t table, namely 30.04 &gt; 2.060 meaning that Ho is rejected and Ha is accepted. So it can be concluded that the discovery learning learning model is effective in increasing learning outcomes in the Sub-theme of Temperature and Heat for Class V SD Islam Pesanggrahan students.Based on the results of the research, suggestions that can be conveyed are that the discovery learning model can be used as an alternative teacher in teaching to improve student learning outcomes.
The noncausal/causal alternation in Muher (Ethiosemitic)

This paper is concerned with noncausal/causal verb pairs in Muher -a little-known South Ethiosemitic language of the so-called Gunnän Gurage sub-group in Ethiopia.Muher is a morphologically complex language, characterized by nonconcatenative verb morphology and the use of prefixes in combination with template changes to derive verbs.The study is based on a dataset of the Muher equivalents for the verb pairs in Haspelmath (1993).Muher uses several strategies to mark the noncausal/causal alternation, whereby directed pairs dominate.Within these pairs, a causal verb is more often derived than a noncausal verb.Non-directed pairs, i.e., equipollent, labile and suppletive verb pairs, are also attested, but are less frequent.Moreover, for five of the original items in the list, Muher has no pairs, i.e., one verb only occurs in the noncausal form while four verbs lack a noncausal counterpart.These four verbs, as well as most of the other verbs in the list with a human subject, make use of a morphosyntactic construction, the impersonal, to express an event in which the patientive object is foregrounded.