Reviewerly/exHarmony huggingface dataset:
Analisis Sentimen Ulasan Aplikasi Info BMKG di Google Play Menggunakan TF-IDF dan Support Vector Machine

Posting online reviews has become one of the most popular ways to express opinions and sentiments towards service applications. The Meteorology, Climatology and Geophysics Agency (BMKG) Info application is an Android and iOS-based mobile application that provides information on weather, climate, air quality, and earthquakes that occur in various regions in Indonesia. The information contained in this application is very important but has a worse value than other forecasting applications. Sentiment analysis is the process of classifying text into several classes such as positive sentiment, negative or not containing both. This research aims to analyze user reviews on the BMKG Info application from the Google Play website. The benefits obtained are as consideration for developers to improve the shortcomings of the application. The classification process uses Term Frequency-Inverse Document Frequency (TF-IDF) and the Support Vector Machine (SVM) algorithm. This research successfully collected 2500 reviews from users of the BMKG Info application on the Google PlayStore website using the web scraping method. Text preprocessing of the reviews used case folding, symbolic and stopword removal, tokenization, normalization, and stemming. User ratings help in identifying the sentiment label of a review, 66% of reviews are positive while the rest are negative. The most frequently reviewed topics with sentiment value are "application", "information", "update". This research conducted three experimental scenarios based on the composition of training data and test data. Based on the prediction model, the scenario with 75%:25% split data has the highest accuracy rate of 79%.
Enhancing Website Usability by Utilizing Heuristic Evaluation and User Feedback for Better User Experience

This research focuses on improving the usability of the Portal KUKERTA website used by Lembaga Penelitian dan Pengabdian pada Masyarakat Universitas Riau (LPPM UNRI) for the Kuliah Kerja Nyata (KKN) program. Based on direct observations of the Portal KUKERTA website, several usability issues related to the system were identified. Combining heuristic evaluation and user feedback, the study aims to enhance the user experience and ensure a user-friendly interface. Analysis of feedback from 98 users revealed the highest severity ratings in Flexibility and Efficiency of Use, Error Prevention, and User Control and Freedom. Recommendations were developed to address these issues and improve the user experience. The integration of heuristic evaluation and user feedback provides valuable insights for enhancing the usability of the Portal KUKERTA website, serving the needs of students and lecturers. Additionally, the research results showed scores for various usability principles, including visibility of system status (1.838), match between system and real world (2.264), user control and freedom (3.786), consistency and standards (2.325), error prevention (4.062), recognition rather than recall (2.250), flexibility and efficiency of use (4.075), aesthetic and minimalist design (2.713), and help users recognize, diagnose, and recover from errors (2.843). These findings further guide the improvement of specific areas to enhance the overall usability of the Portal KUKERTA website.
Aplikasi Pariwisata Kota Malang Berbasis Web Menggunakan Metode User Centered Design

The City of Malang is one of the favorite destinations in Indonesia which has uniqueness in culture and diverse tourism. Information about tourism has not been handled properly by the government in Malang City. The various tourist attractions in Malang City are not fully known by the public. Therefore, here the author will design a WEB-based Malang City Tourism Application. In designing pages on this website, we will use Visual Studio Code (VS Code) Programming assistance. To get a dynamic website design the author uses PHP and CSS in its creation. In managing all existing databases the author uses the MySQL Database. The results of this research study can provide results in which there is complete information about tourist attractions and accommodations in tourism in Malang City. With the User Centered Design (UCD) method, the interface on the website will be focused on user needs. Furthermore, the result of this design is the creation of an interface that contains various menus, including the login menu, main page menu, package menu, hotel menu, and contact menu. The results of the analysis will involve a sample of 100 respondents.
Penerapan Metode WASPAS Untuk Penentuan Penerima Beasiswa

The need for funds or costs in education is important, one of those needs is scholarships, scholarships themselves are obtained based on several needs, one of which is that people can receive it if they are poor and there are difficulties in financing education. In that case, a system is needed that can help receiving scholarships. In that case, a decision support system for determining scholarship recipients was created using the Weighted Aggregated Sum Product Assessment method. The system used in this method is to provide several benchmarks as absolute values, after receiving a fixed value, the final result will be made in the form of a ranking arrangement of the data that has been made. The results of this study can assist in determining acceptance of the scholarship
Pengembangan Game Puzzle Find Grass Menggunakan Algoritma Backtracking

Game like a tools of entertainment that is enjoyed and played by many grups ranging from children. teenagers and adults. With the rapid development of technology, games are becoming more practical. For example, nowadays we no need to buy a games console like Playstation to play a games. One of the games that has a good impact to users is a game in the form of education, from the explanation above, idea arises to take research to make a game entitled “Find Grass” based on 3D perspective android. That the concept of each level of the game, user must direct or control the player, namely a rabbit looking for a grass to get to the final destination poin with limited time. In making this game requires a Backtracking Algorithm that can find the fastest path to get to a certain destination poin and later will be applied to the help system in the game. The system development method is GDLC (Game Development Life Cycle) which has stages such as initiation, pre-production , production, beta, release. For application design using UML (Unified Modeling Language ). In addition , the application to create games uses Unity 3D. The final result of the application created is a game that is compatible on smartphone devices with an android operating system at least 5.0 (Lollipop). This game has several menus including the main menu, stage menu consisting of 3 stage guide menu and exit menu.
Pengembangan Aplikasi Layanan Pasien Menerapkan Metode Rapid Aplication Development Berbasis Mobile

Smartphone technology is much loved by the public because there are many features that make it easier for public services, especially in the health sector. Obstacles that occur in clinics are the lack of transparency of registration information. conventional treatment, causing patient service treatment to be long. This research has the formulation of the problem of how to make a registration system that can be accessed by patients and can be carried out by the general public such as the community. The aim is to increase the quality and quality of polyclinic services and maximize the system more than before. In addition to building patient service applications as a digital health media with the Android platform using the React Native framework and the JavaScript programming language and MySQL database. So that it can make it easier for users to carry out registration, obtain accurate information, and be able to save more time without having to arrive early just to get a queue number in the Yazid Pratama clinic service. The officer experienced the same thing because the officer was able to provide the files before the patient arrived the previous day, so when the patient arrived the officer had already provided the necessary files, only requiring verification of the patient's data so he could continue for treatment. System development uses the RAD (Rapid Application Development) method and the acceptance result of this system is 88.5% using the User Acceptance Testing (UAT) method. It is hoped that this application will make it easier for patients to get effective, efficient, humane, fair health services without discrimination.
Analisis Sentimen Twitter Terhadap Program MBKM Menggunakan Decision Tree dan Support Vector Machine

The purpose of this research is to analyze Twitter users' opinions on the MBKM program using Decision Tree and Support Vector Machine. The study utilized 849 data with a dataset ratio of 80% for training and 20% for testing. In the dataset, there were 524 instances of positive sentiment and 320 instances of negative sentiment. This indicates that Twitter users' opinions towards the MBKM program tend to be positive. The research evaluation results showed that the Support Vector Machine achieved an accuracy of 84.76%, which is higher than the accuracy of 72.86% obtained by the Decision Tree. Based on these results, it can be concluded that the Support Vector Machine algorithm outperforms the Decision Tree in sentiment analysis of the MBKM program. The findings of this research are expected to provide input for the development of the program.
Analisis Sentimen Komentar Netizen Terhadap Pembubaran Konser NCT 127 Menggunakan Metode Naive Bayes

The present rate of technological advancement has resulted in the rapid spread of information, which is easily available through social media platforms such as Twitter. Users of Twitter can send and read content in the form of text or videos using the facilities that Twitter itself offers. Numerous Twitter users have commented on the NCT 127 concert's recent dissolution, which has drawn both supportive and critical remarks. A dataset of 2451 tweets was created by gathering information from Twitter using the keyword "nct" between November 4 and November 6, 2022. The data was subsequently cleaned, yielding a total of 2451 useable data points. Labeling and the Naive Bayes algorithm were then applied to the data. The goal of this study was to count the number of favorable and unfavorable tweets and evaluate how well the Naive Bayes algorithm was applied. According to the trials done, there were 559 favorable remarks and 1,892 negative ones. The accuracy of the evaluation tests was 82.01%. Additionally, the analysis of negative sentiment produced a f1-score of 79.21%, a recall of 68.52%, and precision of 93.84%. Contrarily, the evaluation of positive attitude produced a f1-score of 84.15%, a recall of 95.50%, and a precision of 75.21%. The Naive Bayes method, it may be inferred, can categorize and process with a very consistent accuracy that approaches near-perfect outcomes.
Penerapan Algoritma K-Means Untuk Clustering Bakery Dan Cake Yang Laris

Bakery and Cake is a business engaged in the production of cakes, pastries and bread. Syahfira Bakery and Cake shop is a cake, sponge and bread shop which so far has not utilized data to determine store business strategy. The development of a business is based on good product sales marketing, this is inseparable from service between sellers and buyers as well as good relations between company owners and employees, this is the main key in a company. On this occasion the author will conduct research using the k-means algorithm for clustering bakeries and cakes which are in demand at CV. Syahfira Bakery and Cake by utilizing existing data that has been processed into excel data and cashier sales books. Based on the data previously obtained, there are six products that will be clustered on iteration or grouping calculations. With these data, the two best-selling products were obtained after calculating the application of the k-means algorithm, namely Cheese Wrap Bread and Chocolate Cheese Wrap Bread because they got a position in cluster 1
Analisa Prediksi Hasil Produksi Popok Bayi Metode Naïve Bayes

PT. Elleair Interantional Manufacturing Indonesia is a company engaged in the field of manufacturing baby diapers. With the increasing market demand causing an increase in the production process, what is often experienced is that there is often a lack of finish good product to meet consumer de mand due to delays in the production process. To make it easier for companies to look for factors that can increase production result, the authors coduct research with data mining using the naïve bayes method. In this study the training data and testing data were tested using the RapidMiner application with the naïve bayes algorithm where the tested data were 500 data. Testing is done by calculating the value of precision, recall, AUC dan accuracy using the RapidMiner Application and using Microsoft Excel and calculating the final probability of each class to calculate predictions of product result. With the naïve bayes method we can calculate predictions of production result based on data from the previus year as training data to anticipate shortages in production due to factors that can hider the production process. From the results of the analysis obtained factors that affect production result, namely, the number of materia used for the production of 318 data. The human error factor with the category of “No” as much as 305 data also influences because the less the occurrence of human error the production results are also high. Stop delivery factor with the category “No” as many as 299 data, with fewer cases of stop delivery, the more finish good product that can be sold
Prediksi Penyakit Jantung Dengan Algoritma Regresi Linier

In this study, we evaluated the ability of a linear regression algorithm to predict heart disease risk in individuals. We use data from trusted sources and perform the necessary preprocessing to clean and provide the data for the model. The results of the analysis show that the linear regression algorithm can be used well to predict the risk of heart disease in individuals with a fairly high degree of accuracy. We also evaluated several factors that influence heart disease risk and demonstrated that they could be identified and integrated into our model to improve its performance. In addition, we also evaluated the validation methods used to evaluate our models and demonstrated that they can be used to objectively determine model performance. The results from this study provide a solid foundation for developing a better heart disease prediction system in the future. And the results of this study are quite accurate enough to give good results with a Root Mean Squared Error: 0.379 +/- 0.000 and Squared Error: 0.144 +/- 0.229
Prediksi Penyakit Kanker Paru-Paru Dengan Algoritma Regresi Linier

Lung cancer is one of the deadliest types of cancer worldwide. Therefore, efforts to predict the likelihood of developing lung cancer are very important in its prevention and treatment. One way to predict the likelihood of getting lung cancer is to use a linear regression algorithm. This study aims to develop a predictive model that can identify a person's likelihood of developing lung cancer based on certain factors, such as age, passive smoker and level or severity. The data used in this study were collected from 100 patients diagnosed with lung cancer and their severity. The results of the analysis show that the linear regression algorithm can be used to predict the probability of getting lung cancer with an accuracy of about 90% and is able to give good results with a Root Mean Squared Error: 0.686 +/- 0.000 and Squared Error: 0.471 +/- 0.546
Rancang Bangun Pendataan Stok Barang Operasional Dengan Metode Iconix Process Di HRP Foto Copy Berbasis Web

HRP Fotocopy is a business engaged in the sale of stationery and printing goods. However, along with the development of business and the world of technology, the sales and purchasing processes are increasing, while the processes carried out by the HRP are still carried out manually, resulting in a buildup of files and longer services. The development of the times is followed by the role of computer technology which is increasingly rapidly making business competition more stringent, thus HRP Foto Copy builds a stock information system application using the Software Development Life Cycle (SDLC) concept. One of the SDLC frameworks is Use Case Driven Object Modeling with UML or what is commonly called the ICONIX process. Utilization of information technology with the Iconix Process method greatly assists business parties in developing systems according to needs with the Iconix Process concept which completes the stages up to the evaluation stage
Implementasi Metode Sobel pada Pengenalan Teknik Dasar Kendang Berbasis Augmented Reality

Kendang or Gendang is a music instrument that form of a long wood, bladdery inside and the hole is covered up with leather to be beaten. Kendang has been known by the Indonesian people since the seventh century and the Sundanese people (West Java) only knew about Kendang around 1584. Kendang has now been used as a means of musical arts education at various school levels, from elementary school up to university. In learning musical arts at school, students are required to know and to play all gamelan instruments. Due to limited tools, the learning process is only by conveying the material without being accompanied by the instrument technique. The impact, students only guess the sound produced by the Kendang without understanding theoretically how the technique to produce sound colors on the Kendang instrument is. This research aims to build an Augmented Reality application to introduce the basic techniques of playing kendang by displaying 3D Kendang animations. The method used to develop system is the RUP (Rational Unified Process) method. The RUP stages include inception, elaboration, construction and transition. UML diagrams are used at the elaboration stage to design the Augmented Reality application that will be created. The Sobel method is used at the construction stage. The result of this research is an Augmented Reality application that displays information about basic kendang techniques with 3D objects. Based on the result of UAT (User Acceptance Test), it shows that this application is accepted by users with a percentage value of 77.2%.
STUDENTS’ POLITENESS STRATEGIES IN ONLINE LEARNING CLASSROOM

In recent years, online learning platforms have grown rapidly and become one of the most common choices in the world. This study aims to reveal the politeness strategies chosen by students in the international online classroom with multicultural students in different countries. The interaction mostly happens on teacher-student discussion, peer-to-student feedback, and individual and class discussions in which the communication is based on writing format. This study uses a qualitative descriptive method and uses the theory of politeness from Brown and Levinson. The research results revealed that the most widely used strategies were positive politeness strategies (49%), negative politeness strategies (35%), off record strategies (8%), and bald-on record strategies (8%). The major factors that influence the use of these strategies are training and learning contracts that begin before class.
Analysis of the use of emotional education in primary school language teaching

The curriculum objectives are designed according to three aspects, namely process and method, ability and knowledge, and affectiveAttitude and Values, of which the affective objective is the most important component. Nowadays, emotional education in language is still in a weak stage.We should clearly understand the important role of emotional education in the cultivation of talents. We should clearly recognise the important role of emotional education in the cultivation of talents.The direction of language education development is precisely language emotion education, which can promote students' physical and mental health and harmonious development, and cultivate students' noble and moral values.Emotional education in language can promote the healthy and harmonious development of students' body and mind, cultivate students' noble emotions and improve the quality of classroom teaching. In short, language emotion education is the key to the overall development of language teaching.In short, language emotion education is the key point for the comprehensive development of language teaching. In order to implement the essence of the objectives of the new curriculum, improve students' language literacy and promote the balanced and individualised development of students' overall quality, emotional education in language teaching has become an important topic worthy of in-depth study.In order to implement the objectives of the new curriculum, improve students' language literacy and promote the balanced and individual development of students' overall quality, emotional education in language teaching has become an important topic worthy of in-depth study.
Applied Ageing Adaptation for Older Communities Based on the Concept of New Development Patterns History of Talent Cultivation Research

In order to achieve the new stage of the centennial goal, adjusting the development strategy and positioning based on the main contradictionst,"he 14th Five-Year Plan" explicitly includes the "new development pattern" in the development programme, and the construction of the new development pattern is the most important task at present. Higher education, as its important support,needs to be repositioned. Taking the environmental design major as an example, we explore the cultivation of applied talents for the ageing transformation of old communities, taking the conceptual change of the new development pattern as a precursor, and innovating systematically at multiple levels from the design talent cultivation mode, the design of the environmental design curriculum system,the syllabus, the innovation of classroom teaching,and the guarantee of the teaching team.
Classroom Teaching Reform and Practice of Space Lattice in the Course of Crystallography

The space lattice in the course of Crystallography exhibits a close relationship with the equivalent points and unit cells within crystals. The foundational aspect of deriving a space lattice lies in the conceptual comprehension and precise assessment of equivalent points within crystal cells. However, conventional classroom teaching has only introduced a limited range of simple two-dimensional structural patterns, thereby neglecting the real-structure problems and impeding students' capacity for high order thinking. This study has presented the utilization of flash demonstration and multi-dimensional real crystals as instructional resources, aimed at fostering high order thinking skills. The process and methodology for deriving space lattice were thoroughly discussed. The derivation of the space lattice's three-step method was proposed. Enhancing the construction of classroom quality is beneficial in attaining the teaching objective of fostering high order thinking skills.