Reviewerly/exHarmony huggingface dataset:
PENGARUH MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) BERBASIS ANDROID TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN MATEMATIKA MATERI BANGUN RUANG

This research is motivated by the lack of technology-based learning media and the low academic performance of students. The aim of this research is to determine the extent of the influence of learning media on students' academic performance. This research employs a quantitative approach with a descriptive survey method, involving all VA class students as the sample, totaling 30 respondents. Statistical tests used include validity test, reliability test, normality test, simple linear regression test, F-test, t-test, and coefficient of determination (R2). The research results indicate that there is a significant and positive influence collectively (simultaneously) between the learning media (X) and student interest (Y), with an F-value of 54.529, which is greater than the F-table value of 4.20, at a significance level of 0.001. Furthermore, the coefficient of determination (R2) test shows that the learning media (X) has an influence of 66.1% on students' learning outcomes (Y). Therefore, based on the results, it can be concluded that there is a significant influence of using Augmented Reality as a learning media on students' learning outcomes, with the null hypothesis (Ho) rejected and the alternative hypothesis (Ha) accepted
PENGARUH STATUS EKONOMI SOSIAL DENGAN PERKEMBANGAN KOGNITIF YANG DIUKUR DENGAN TES KEMAMPUAN BAHASA PADA ANAK USIA DINI

The purpose of this article is to document the relationship between socioeconomic status and cognitive development, as measured by tests of children's language skills at school. The language ability test consists of different listening abilities and speaking abilities of young children in two schools. The general objective of this study was to determine the relationship between socio-economic status and cognitive development as measured by language proficiency tests. The method in this research uses observation and questionnaire methods. The results of the data analysis show that in general a conclusion can be drawn: the relationship between socio-economic status and cognitive development as measured by tests of language skills which consist of listening and speaking abilities of different early childhood students in two schools both show that listening skills are higher compared to speaking ability. So if listening ability is given treatment, speaking ability will also be high
Factors repeatability and reproducibility in the thickness of the non-magnetic coating

The present experimental research refers to an-R&amp;R study with the use of non-magnetic coating thickness measuring equipment on metal plate surface type analyzing the results in software that allows to demonstrate the reliability of measurements by the quality inspectors, using the intentional nonprobabilistic sampling technique, choosing one piece per batch. An important study through equipment to measure non-magnetic coating on ferrous material parts, which allows to determine the effectiveness of the company through the measurement and control of specifications required by standard, detecting areas of opportunity in the process (the measurement system fails with operators or equipment failure or coating variability on the part). Therefore, each piece analyzed is described with its numerical data of thickness measurements through tables and graphs. By which, allows to compare the competencies of the staff according to the type of material and the work environment where each experimental study was developed.
Digital literacy: a current view to understand its impact on education and learning

The integration of technology in our society has generated significant transformations in how people communicate, learn and share information. The wide availability of digital infrastructure has impacted both the labor market and education, thus conceiving the term digital literacy. Digital literacy is often associated only with the development of skills and use of information and communication technologies (ICTs), which limits their understanding of their role in education. This article presents qualitative research with the purpose of analyzing the holistic vision of digital literacy to understand its importance, impact and relevance in the different areas of current academic life that lead to meaningful learning. The methodology used for the study is based on the phases of systematic mapping. Mainly addressing the elements, characteristics and key criteria of digital literacy to understand its scope in the development of digital skills of student academic work in obtaining new knowledge. Finally, it can be concluded that ICTs are an indispensable tool in teaching-learning activities and significantly promote meaningful learning.
Information flow theory: Circuit network approach

With the rapid development of the idea of integration and cooperation and the proliferation of information systems and technology in supply chains, the importance of information, and its management are becoming more and more evident. In this chapter, we explore how the instruments used in a circuit network be applicable to a supply chain network. We borrow the laws developed in electric circuit theory and conceptually explain the relationship and open discussion on how to apply it for future researchers.
Unhelpful and unaware of it: A dyadic analysis of online product reviews

Much research focuses on identifying characteristics that predict whether consumer reviews are perceived as helpful. In contrast, little is known about whether review writers themselves know if their reviews will be helpful or whether they can be provided with effective writing prompts to improve the helpfulness of their reviews. Across two studies, the evidence suggests that while review writers are overconfident, their reviews are most helpful when their attentional focus during writing is on others (versus themselves) and when reviewing products characterized predominately by search (vs. experience) qualities.
PENINGKATAN HASIL BELAJAR MATEMATIKA MATERI BANGUN DATAR MELALUI METODE MATCH A MATCH BERBANTU MEDIA GAMBAR PADA SISWA KELAS IV SD

The background of this research is that the learning outcomes obtained by fourth grade students in Mathematics are still low. This is because in mathematics, teachers are more likely to use the lecture method and less actively involve students in learning activities. The use of the Make a Match Method directs students' understanding of active learning that involves students actively in learning activities so that students are better able to understand the material, and learning becomes more fun. This type of research is classroom action research through the Make a Match method which is assisted by image media. The data in this study were taken by collecting data used in the form of tests, documentation and observations of students. This classroom action research was conducted in two cycles. Each cycle consists of four stages, namely planning, implementation, observation and reflection. Improved learning outcomes in the fourth-grade students with a total of 14 students. In the first cycle students who completed according to the KKM were 8 students and those who had not completed 6 students with a class average of 68.57, the second cycle who completed as many as 14 students and an average the average class is 90. By looking at the results of the two cycles above, it can be concluded that the use of the Make a Match method can improve student learning outcomes in math subjects with flat shapes
PERAN MODEL PEMBELAJARAN CPS TERHADAP KEMAMPUAN MENYELESAIKAN SOAL CERITA MATEMATIKA KELAS V SD

This study aims to describe the ability to solve math story problems in fifth grade students at SDN 5 Ngabul Jepara. This study uses a quantitative approach by using the library research method. The data collection procedure is carried out by reading, studying and recording various literature or reading materials that are in accordance with the subject matter, then filtered and poured into a theoretical framework. Data analysis using the percentage technique. The findings of the research show that the data obtained from the first cycle with an average value of 66.93, this value does not meet the KKM limit of 70 which has been set by SDN 5 Ngabul. This is because students are still not familiar with the sequential process of learning activities using the Creative Problem Solving model. In the third cycle, the average value increased to 78.23 and the obtained DSK has also reached 87.10%, the achievement of Classical Absorption has reached the predetermined criteria, namely &gt;85.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS POWERPOINT DALAM MENINGKATKAN KEMAMPUAN BERBICARA ANAK USIA 5-6 TAHUN DI TKIT KHALIFAH

Learning in early childhood requires innovative learning media to optimize its development, especially in the language aspect. The use of media in learning is considered effective and can create a pleasant learning atmosphere so as to increase children's interest in learning. This study aims to develop interactive learning multimedia, determine the feasibility, effectiveness, and responses of students to interactive learning multimedia. This type of research is the development research (R&amp;D) of the ADDIE reference model. Methods of data collection using observation, questionnaires, and documentation. Data were obtained from media experts, material experts, field practitioners and students. The instruments used are questionnaires and observation sheets. The data analysis technique used is qualitative and quantitative analysis. Research results: The validity test according to media experts, material experts and field practitioners obtained an average score of 87.4% with very good qualifications. The effectiveness of the control and experimental class post-test scores with sig 0.000 &lt;0.05, there is a difference between the control and experimental class post-test results and the student response of 85.1% with very good qualifications. Based on the results of the research that the development of interactive learning multimedia is very feasible to use in the language aspect, especially the speaking ability of early childhood. The implication of this research is that this interactive learning multimedia product can be a solution to existing problems, which can be used in learning to stimulate the speaking ability of children aged 5-6 years and can make learning more varied.
ROLE OF KNOWLEDGE MANAGEMENT TOWARDS IMPROVING ORGANIZATIONAL PRODUCTIVITY AND EFFICIENCY – CASE STUDY OF SAUDI ELECTRICITY COMPANY

Nowadays, knowledge is one of the most important and valuable resources of an organization and therefore is considered part of its intellectual capital. Knowledge Management (KM) focuses on capturing, organizing and sharing available knowledge, wherever and whenever it is needed. KM can have a significant impact on the way people are performing the different processes and as consequence it will impact the overall organization performance. The present study attempts to analyze the impact of Knowledge Management (KM) on organizational productivity and performance in the Saudi Electricity Company. A descriptive research design was adopted wherein the research attempts to identify the impact of KM dimensions such as Knowledge Acquisition, Knowledge Dissemination and Responsiveness to Knowledge on organizational productivity and efficiency. An overall analysis of the results revealed that there is a positive and vital influence of KM methods on increasing effectiveness and efficiency of Saudi Electricity Company by improving the ways of managing and disseminating knowledge.
The Role Of Blockchain Technology To Solve A Problem Distribution Of Government Assistance Wages Subsidies

Many organizations, especially government sector still using centralization-based activites such in the public services. One of the activities organized by the government that requires a touch of blockchain technology is the distribution of assistance wages subsidies (BSU) from the government for Indonesian workers affected by the pandemic Covid-19. Practically , implementation of assistance wages subsidies still met many problems. This paper will overview the role of blockchain to solve a problem distribution government assistance wages subsidies. Using tools such as smart contracs, decentralized apps, interopabiity framework and Government-To-Person (G2P), the distribution of wage subsidies assistance can take place transparently and accurately to reach the beneficiaries
Hubungan Bimbingan Orang Tua dengan Prestasi Belajar Siswa

This study aims to determine the relationship between parental guidance and student achievement in PAI subjects in grade VII of SMP Muhammadiyah Ambon. The type of research used is quantitative descriptive, which is research that aims to determine the relationship between parental guidance and student learning achievement in PAI subjects in grade VII of SMP Muhammadiyah Ambon. The sample used in this study was taken randomly amounting to 26 people. The instruments used are tests and questionnaires. Tests are used to determine student achievement and questionnaires are used to determine parental guidance. The data analysis technique used is Product Moment Correlation. The results of the data analysis found that there is a strong relationship between parental guidance and student achievement in Islamic Religious Education subjects in grade VIII of SMP Muhammadiyah Ambon. This is based on the results of the hypothesis test using the product moment correlation test obtained, namely the calculated value obtained of 0.7376. While the conversion results based on the rtabel value distribution table are obtained ttable value which is 0.388.
Implementasi Metode Pemberian Tugas dalam Meningkatkan Hasil Belajar IPA Materi Alat Pernapasan Pada Manusia

The purpose of this study was to determine the improvement of science learning outcomes through the method of assigning assignments at the end of each meeting on human breathing apparatus material in grade V SD Inpres Lengkong, Salahutu District. This type of study is descriptive with a sample of 30 people taken using a population sample. The instruments used are tests, affective observation sheets, and psychomotor observation sheets. The data analysis used is descriptive data analysis of student learning outcomes, affective observations, and student psychomotor. The results of data analysis show that learning using assignments at the end of each meeting of breathing apparatus material in humans can improve student learning outcomes. This is shown by the increase in the average score of students, namely in the initial test of 53.33 and in the implementation of the final test where students follow the learning process using assignments at the end of each meeting the average score obtained classically is 73.11. Thus, it can be concluded that the learning process using assignments at the end of each meeting can improve student learning outcomes
Studi Komparasi Hasil Belajar Siswa antara LKS Kharisma dengan LKS PAIKEM pada Materi Sistem Peredaran Darah Manusia

Student learning outcomes should be the main focal point in learning. Good learning outcomes show the level of students' understanding of the teaching material, as well as the success of teachers in carrying out learning in the classroom. The study aims to determine the differences in student learning outcomes taught using LKS Kharisma and LKS PAIKEM on the material of the human circulatory system. The type of research used is quantitative, namely a comparative study or comparative study with a total sample of 38 people. The sample was selected using the cluster random sampling technique. The instruments used are tests and observations. Tests are carried out to determine student learning outcomes and observation is used to objectively determine learning conditions. The data analysis technique used is to use the t-test. The results of the analysis showed that there were differences in student learning outcomes taught using LKS Kharisma and LKS PAIKEM on the material of the human circulatory system. The average score of students who studied using LKS PAIKEM was 73.84 and students who studied with LKS Kharisma obtained an average score of 64.74
Peningkatan Hasil Belajar Siswa Melalui Model Pembelajaran Cooperative Script

This study aims to determine the improvement of student learning outcomes on the concept of human skeleton through the Cooperative Script learning model. This type of research is Classroom Action Research (PTK) which consists of four stages, namely planning, implementation, observation, and reflection. The subjects of this study were all grade IV students of SD Negeri Kalibaru, Seram Bagain Barat Regency, totaling 28 students. To obtain data in this study, researchers used instruments in the form of tests and non-tests. The test used in this study is a learning outcome test. The non-test instrument used is an observation sheet. Data obtained from learning outcomes will be processed quantitatively using descriptive statistics. Based on the results of the study, it was concluded that the Cooperative Script learning model can improve the learning outcomes of IV students of Kalibaru State Elementary School, West Seram Regency on the concept of human skeleton. This is indicated by the number of students who completed learning before giving action was 14.29%, after being given action the number increased by 53.57% in cycle I to 67.86%, and again increased by 14.28% in cycle II to 82.14%.
Implementation of Web-based Document Signing and Data Validation System

The physical form of documents has changed a lot, previously documents can only be used if they have been printed, now documents can also be used in digital form only. However, along with the change in the physical form of the document, it also does not close the crimes that occur, such as falsifying documents, especially in the ratification or signing section. The digital document validation process combines digital document signing techniques with cryptographic algorithms, the cryptographic algorithm used is the Base64 algorithm. By combining the Base64 cryptographic algorithm and MD5 hashing, it is hoped that a method will be created to validate secure digital documents while maintaining the C.I.A (Confidentiality, Integrity, and Availability) aspects in the world of cryptography. Henceforth, the result of this final project is the creation of a digital platform or website that functions to validate digital documents by combining Base64 cryptographic techniques and MD5 hashing algorithms as data security protection. This document validation application has features such as user management, input, edit, delete, and the main features of document validation with a success rate of 100% from black box testing and white box testing. As for the performance test, the fastest time is when the system deletes data, with an average time of 0.14s, while the longest time is when the system updates data, with an average time of 0.70s.
PENGEMBANGAN MEDIA PEMBELAJARAN LUDO UNTUK MENINGKATKAN AKTIVITAS BELAJAR SISWA PADA MATA PELAJARAN IPS DI SDN GUNUNGCUPU 1 PANDEGLANG

This development research aims to determine the feasibility of Ludo media and how student activities use Ludo media in fourth grade students of SDN Gunungcupu 1 . This research method uses research and development (R &amp; D) with a 3D development model (Theree-D) which consists of three stages, the define stage, the design stage and the development stage. The product of this research is in the form of Ludo learning media to increase student learning activities which include material on the nation's cultural diversity (customary house) in the social studies subject of elementary school grade IV. This Ludo learning media is in the form of a rectangle with a size of 1.5 meters x 1.5 meters. This Ludo is made by using a type of banner material. To test the feasibility of this learning media, an expert validation trial was conducted. Expert validation was carried out by media experts and material experts with the research subject being 20 fourth grade students at SDN Gunungcupu 1 . From the data obtained, this Ludo media gets an average expert validation score of 93% so that it gets the "very decent" category and gets an average score of 87.68% from student activities and is included in the "very decent" category. So it can be concluded that this Ludo learning media is feasible to use
PENGARUH MOTIVASI BELAJAR DENGAN MENGGUNAKAN MODEL KUANTUM TERHADAP HASIL BELAJAR SISWA SEKOLAH DASAR

The purpose of this study was to determine the influence of motivation on learning outcomes of students that using quantum learning model with the direct learning model. The method that used in this research was a quasi experimental with research design nonequivalent control group design. The sampling technique in this research was using cluster random sampling technique. In this research, experiment class using quantum learning model and the control class using direct learning model. The research instrument was given in the form of 10 essay questions. Data analysis techniques to test the hypothesis were using correlation and linearity (simple regression). From the calculation of the hypothesis test obtained correlation r ≤ +1, 0.9032 ≤ +1, thus there is a significant functional relationship between the variables of motivation and learning outcomes of students who using quantum learning model. From the calculation of the linearity hypothesis test (simple regression) obtained Fhitung &gt; Ftabel, 172.68 &gt; 4,09, thus there is a significant functional effect between varaibel motivation and learning outcomes of students who using quantum learning model
MANAJEMAN WAKTU BELAJAR SISWA BERPRESTASI KELAS V SD DI LINGKUNGAN RT 005/04 PULAU TIDUNG

This study aims to describe the management of learning time for outstanding students in fifth grade elementary school in RT 005/04 Tidung Island, South Thousand Islands. The research method used in this research is descriptive qualitative research method. The selection of the sample in this study used a purposive sampling technique, where the researcher chose a sample with certain considerations. The samples used in this study were 2 high achieving fifth grade students who were in the RT 005/04 Tidung Island, South Thousand Islands. The data collection techniques used are questionnaires or questionnaires and structured interviews. Meanwhile, the data analysis used the Miles and Huberman model analysis technique. The results of this study are, students who have good achievements have good time management such as having good short-term study plans, having a wise attitude in spending time, and having good long-term study plans, and getting very good support from his parents
MANGATOON AS A MEDIUM FOR DEVELOPING ENGLISH READING SKILLS

This article introduces one method that can improve one's English language skills, namely the ability to read English. Given the important role of reading for the development of science, it is necessary to make efforts to improve students' reading skills, one of which is by utilizing English comics as a medium to improve English reading skills. Reading is one of the most important skills for us to master to improve our English language skills. Therefore, there are many methods out there that can develop reading skills. One of them is the media for reading comics using English. Mangatoon is an application that is much loved by teenagers who are very fond of reading comics. Many teenagers learn to read English from this application. This much-loved application is characterized by comic content that is presented very attractively. So that teenagers prefer to read comics through this application. Many teenagers think that with this application they can learn while developing the potential of their English skills. The author uses a qualitative method because this study wants to adjust the facts in the field by describing in detail the mangatoon application