Reviewerly/exHarmony huggingface dataset:
STUDI LITERATUR MEDIA PEMBELAJARAN YANG DIGUNAKAN PADA MODEL PEMBELAJARAN PROBLEM BASED LEARNING

This research aims to describe the analysis result of the use of learning media in the Problem Based Learning model. The methods used in this research is literature study of 6 sources consists of 3 thesis and 3 journals discuss the use of learning media in the Problem Based Learning model in Indonesia published in the span of 2016-2022. From the calculation of the effect size, the average value is 0.79 which is categorized in the medium category. This shows that the use of learning media with Problem Based Learning in mathematics learning had a positive effect on improving the mathematical ability of students and the effect obtained is in the medium category. The mathematical ability could be improved based on the literature study such as student’s mathematical connection ability, student’s mathematical problem soving ability dan student’s mathematical numeracy literacy ability. The type of learning media according this research are animation, geogebra, microsoft power point, fun math book, cabri 3D v2 dan youtube. Hope for further research can be analyzed more deeply by using more sources so the result will be more maximal and varied.
The Development of Interactive PowerPoint Game Media (POPOIN) in Jepara District Kindergarten

The issue with online learning is that children must study at home, thus teachers are expected to develop innovative and creative learning so that kindergarten students enjoy it. The objective of this research was to explore the methods involved in developing Interactive PowerPoint Game Media (POPOIN) for children aged 4 to 6 in Jepara Regency kindergartens. The research method was using research and development which was adopted from media development by Sugiyon. The research procedure has ten steps, but this study only uses four: (1) potential problems, (2) finding information, (3) product design, (4) design validation, and data collection techniques such as observation, student questionnaires, and evaluation tests. The sources of data are from teachers and students in Al-Hikmah Kindergarten, Kuwasen Kindergarten, Baitul Makmur Kindergarten, and East Suwawal Kindergarten IV at Jepara Regency. Techniques for collecting data include observation, questionnaires, and documentation. Data analysis used descriptive and qualitative descriptive analysis. The findings showed that media and material experts were validated using proper criteria. The score for the material expert is 80 and for the media, the expert is 83. This means that the development of interactive PowerPoint is suitable for learning of kindergarten in Jepara Regency.
Application of Knowledge Management in The Sudanese Universities: An Analytical Study

Knowledge management (KM) is becoming a very important issue in higher education, which drives the ability to collect and analyze information, transform knowledge and apply novelties. Therefore, this paper aimed at introducing a framework of thoughts for applying knowledge management in the Sudanese universities, depending on the analysis of the theoretical studies and the available literature related to the topic. In doing so, the researchers followed a qualitative and analytical type of research. To collect data, previous studies and papers, especially those related to higher education institutions are reviewed. The paper covered the basic concepts, definitions, justifications, and domains, besides the application of (KM) in the Sudanese universities. The main factors that can help in relieving difficulties facing (KM) are also discussed. The paper concluded that Sudanese Universities are considered the most suitable institutions to apply (KM), as they have a strong infrastructure that is favorable to the production and application of knowledge through the venues of investment in scientific research. The paper recommended the utmost necessity of adopting (KM) in the Sudanese universities as an approach to developing the individual and the official administrative to improve the level of outputs and to increase its capacity to adapt to all the prevalent changes and challenges. The use of knowledge management, according to this paper's inference, promotes staff members to advance both themselves and their universities by using this information to scientific research and studies.
The Influence of Digital Literacy Levels on Social Media Use Among Students

The level of internet penetration and contribution in Indonesia is on the island of Java; the penetration rate is 81.83%, and the contribution rate is 58.51%. Of these internet users, the majority of users are university students (S1/S2). Previous research explained the influence of Facebook social media on deviant teenage behaviour (cyberbullying). The method used in this study is quantitative with a correlational approach because it demonstrates the relationship between variables. The sample of this study included 200 students from Yogyakarta. Hypothesis testing using a t-test is performed to determine the results of the predetermined hypotheses. The t-test results show that in this study, there is a significant influence between digital literacy level and social media use.
COMPUTER-INFORMATION CRIME SCREENING TACTICS

The article explains the tactics of conducting an inspection of crimes in the field of computer information, the concept of computer-technical tools and the tools included in it, the goals and procedure of the inspection of computer facilities are described.
Development of Articulate Storyline 3-Based for Chemical Bonding Teaching Materials

The development of Articulate Storyline 3 (AS3)-based chemistry teaching resources on chemical bonding is the aim of this research. the subject of research was 10th-grade senior high school students. This research was conducted to investigate the form of creation and viability of chemical bonding teaching materials using the AS3 application. Minor modifications are made to the Borg and Gall method for instructional design for the production of AS3-based chemical bonding teaching materials. The technique consists of five steps: preliminary studies, product design plan (planning and development), product validation (validation design and revision), field trials, and final product dissemination. The instruments used in this study were interview sheets, questionnaires in the form of instrument validation for material experts, and media experts, tests for students, and documentation. Material expert data, media, and student responses were obtained and analyzed to describe the validity and feasibility of teaching materials. The findings indicated that the optimal percentage was 96.42%, while the very excellent percentage was 96.66%. The results of the evaluation of the feasibility of teaching materials by material specialists and media specialists were 83.07% and 84.61 %, respectively, in the very excellent category. According to the findings of expert evaluations and field testing of chemical teaching materials based on AS3, this chemical bond material is very appropriate for use in educational settings.
Utilizing Computational Linguistics Tools for Enhanced Poetic Interpretation

This paper explores the functionalities of Python libraries, such as SpaCy and TextBlob, and pairs them with the ChatGPT-4 to undertake an analytical expedition into the realm of poetry. The study found that Python's tools adeptly handle tokenization, sentiment detection, and semantic analysis but are confined to analyzing specific text within the boundaries of their pre-trained models. In contrast, ChatGPT-4 merges advanced natural language processing (NLP) techniques with state-of-the-art machine learning paradigms, enabling a more comprehensive range of analyses covering thematic, imagery, and contextual dimensions. This fusion of traditional literary methodologies with advanced computational techniques illuminates the prospect of deciphering the nuanced linguistic constructs and profound thematic layers crafted by poets, thus offering layered insights into poetry. Acknowledging the restrictions posed by Python's modular libraries, our study was meticulous in the text selection. The paper analyzes an original poem by the author, performing NLP tasks such as sentiment analysis, emotion and tone detection, and dependency parsing using Python. In comparison, ChatGPT-4 showcases its prowess by not only capturing the surface-level natural imagery within the poem but also highlighting its underlying tribute to national pride and the contemplation it invites on the essence of freedom. The paper concludes by discussing the inherent limitations of Python-based NLP and ChatGPT-4 and suggests future research directions to bridge the gap between human intuition and technological innovation for deeper poetic insights.
Use of Toponym Ontologies in Web Gazetteer Entities

Toponyms presented in web gazetteers have various applications such as land registration, defense mapping, cultural heritage, memory inscription and topographic representation. This study aims to demonstrate the application of geographical ontology in the study of toponyms in a multilingual space of individual entities or classes in gazetteers and user interactions. The display of toponyms on the web platforms must be appealing and easy to read for ease of comparison of entities. To capture user attention, processes that users are familiar with and knowledge systems for geographic information retrieval must be used to efficiently present toponym information. In reviewing the user experience, the gazetteer service was evaluated based on the language, the country, acquisition, platform, browser, and operating system. Content, type, location, regularity, extinction, and ethnographic associations in Kenya were integrated as part of mappings to form an integrative approach in dealing with open data. The study’s findings show that users’ perceptions of toponym gazetteer services are influenced by the visual features and information given. The results of this study may help in the future design of gazetteer entities that incorporate toponymy aspects in dealing with the increasing complexity of searching for entities and retrieval geographic information gazetteer.
Analysis of the Content Validity of the Elementary Teacher Belief Instrument on TPACK and Its Use in Distance Learning

Teachers are required to have adequate technological, pedagogical, and content knowledge (TPACK) in supporting distance learning. The purpose of this study is to prove validity of instrument content 1) to identify the elementary school teachers’ towards the use of TPACK, and 2) the use of TPACK in distance learning. The two instruments in this study were developed into 7 indicators. This research method is a descriptive research method using quantitative descriptive analysis techniques. Where the results of proving the validity of the contents were carried out by experts and analyzed using Aiken's V formula with a minimum standard of V Aiken is ? 0.88. The results showed that the coefficient of validity of the contents of 30 aitems in the teacher's belief instrument against TPACK there were 28 aitems that were declared valid with a value of ? 0.82, while the instrument of use of TPACK in distance learning obtained for the coefficient of validity of the contents of 30 aitems there were 24 aitems that were declared valid with a ? value of 0.76. Therefore, this instrument can be used to identify the elementary school teachers’ belief in Indonesia and Malaysia towards TPACK and its use in distance learning
Academic and Social Engagement: The Effect of Flipped Classroom on Physical Fitness by Using Teaching Game for Understanding Strategy

The research aimed to analyze the implementation of flipped classrooms with the Teaching Game of Understanding Strategy in Sports Teaching to strengthen students’ Academic and social engagement in improving Physical Fitness in playing volleyball. This study used experimental-quantitative research with survey methods. The sample of this study is fifth-grade students of Fifth-grade of Elementary School of Sungai Sariak 11 Padang Pariaman as many as 40 people. Students’ academic and social engagement data were collected by using questionnaires with a 5-point Likert scale and physical fitness data were collected by using Indonesian Physical Fitness Test. The data analysis used multiple linear regression tests. Research findings reported that the implementation of the Teaching Game of Understanding to strengthen students’ Academic and social engagement in improving students’ Physical Fitness in playing volleyball in the line of socialization; personality and self-control have significant relation with students’ physical fitness and Academic engagement also showed significant relation with students’ physical fitness covered to PUC, TIR, EVN and LMR group. Sports teachers can utilize the Teaching Game of Understanding model to volleyball learners improve their physical fitness.
INTENTIONAL ANACHRONISM AS AN ACTUAL HISTORICAL EXPERIENCE (ON THE EXAMPLE OF THE INTERNET COMMUNITY “SUFFERING MIDDLE AGES”)

The article formulates the concept of “deliberate anachronism”, which describes the widespread practice in modern culture of a mixing of different layers of time, the rejection of authenticity and the principles of historicism. Using the example of the community of the Suffering Middle Ages, it will be shown how elements of the past are used in the formulation of the present. The Suffering Middle Ages is a community that initially appeared on the Vkontakte social network and then spread widely. The main principle of the emerging materials – pictures with inscriptions – is the deliberate mixing of any medieval image with a short text corresponding to the present time. At the initial stage, the publications were associated with the culture of “funny pictures on the Internet”, ridiculing everyday, domestic situations. However, later, a significant part of the publications began to be made up of pictures that responded to the events taking place in society. This article will analyze this using the coronavirus pandemic as an example. Thus, a deliberate anachronism that “violates” historical time expresses modern historical experience, which, in the words of F.R. Ankersmit is a postmodern historical experience. Postmodern historical experience is understood as a concentration on the gap between the present and the past (some theorists call this phenomenon presentism), which becomes the basis of historical experience instead of the “independence of the past” in historicism. This mode of historical experience allows the materials of the community of the Suffering Middle Ages to become a successful system for formulating the present in the language of the past.
The Effect of Using Edpuzzle-Based Video in Electrolyte and Nonelectrolyte Solutions Learning on Student Learning Outcomes

The limitation of using learning media atSMAN 1 Kalasan causes the learning of electrolyte and nonelectrolyte solutions to be less interesting and less effective. Therefore, learning can be supported by attractive video design in the form of Edpuzzle which hasthe potential to build better learning processes and outcomes. This research aims to evaluate the effect of Edpuzzle-based video implementation in electrolyte and nonelectrolyte solutions lessons on student learning outcomes. In form ofa Quasi-Experimental Design, this research was carried out by One-Group Pretest-Posttest Design. The research sample is students of X MIPA 2 that selected by simple random sampling. The instruments used were validation sheets, lesson plans, pretest, and posttest items, questions in Edpuzzle video, an observation sheet of Edpuzzle-based video implementation, and a students’ response questionnaire. Research data were analyzed by SPSS 25, Aiken’s Statistics, and descriptively. The results showed that using Edpuzzle-based video had an influence on students’ learning outcomes that support by Sig value. (2-tailed) &lt; 0.05 andthe average of N-Gain is 0.8 (high). The average post-test is 96.7 (excellent). During Edpuzzle video implementation on learning, the cognitive achievement of C1, C2, and C3respectively levelcompleted are 100%, 100%, and 91.66%, while, C4 and C5 are respectively 22.22% and 41.66%, In addition, the achievement of learning outcomes indicator is also supported by observation for psychomotor and affective domains, with a respectively average scores 96.06% and 95.48%. Edpuzzle-based video can be used as support for electrolyte and nonelectrolyte learning in senior high school.
Validity of Structured Assignment Sheet to Train Argumentation Skills on Buffer Solution

The purpose of this study was to produce structured task sheets to practice argumentation skills on buffer solution material. This research is a development research to produce products with the ADDIE development model which is limited to the design and development analysis stage. The developed structured assignment sheet contains enriched questions to practice argumentation skills on buffer solution material. The data obtained in this study is the feasibility of the validity aspect. The instruments used to obtain content and construct validity data were validation sheets assessed by three validators. Learning devices are declared to meet the validity criteria (based on content and construct) if they get a minimum rating mode (Mo) of 4 (valid) from the range 1 to 5 on a Likert scale. The results showed that according to the assessment component, both content and construct validity got an assessment mode (Mo) of 5 (very valid). The developed structured task sheets are declared valid to train argumentation skills.
The Effect of Using Zenius.Net-Based Learning Video Media on Student Chemistry Learning Outcomes at MA Anshor

The purpose of this study was to determine the effect of the use of Zenius.Net based learning video media on student chemistry learning outcomes. This type of research is descriptive quantitative. This research was carried out using the One Group Pretest-Posttest Design method which means that there is only one research group used. This research was conducted at MA Anshor with a total of 15 students, namely 10th grade as many as 8 people, and 11th grade as many as 7 people. Learning outcome data is taken based on students' cognitive tests. The data analysis technique used in this study combines descriptive data analysis for mean measurement and inferential statistics for significance testing of t-test values. The significance of the N-gain value is tested using a t-test (paired samples t-test). The average score obtained by students after using zenius.net-based learning videos of 76.47 is greater than the average score obtained by students before being given.
Development of Android-Based Marbles Chem Hydrocarbon Mobile Game Media to Improve Motivation and Learning Outcomes of 11th Grade Science Students

One of the uses of ICT in the world of education can be in the form of game media because students are actively involved in learning so that it can increase motivation. Learning outcomes are related to motivation, if the motivation given is more appropriate, the more successful the learning will be. This study aims to obtain feasible Marbles Chem Hydrocarbon media to increase student motivation and learning outcomes based on three aspects, namely validity, practicality, and effectiveness. The research method used is research and development / Research and Development (R&amp;D) adaptation from Plomp (2013), consisting of three phases, namely the Preliminer Phase, the Prototype Making Phase, and the Evaluation Phase. Limited trials were conducted in 11th Grade Science (MIPA) of State Senior High School (SMAN) 20 Surabaya. Validity is obtained from three validators. Practicality is obtained from the results of response questionnaires, observation of student activities, and the implementation of learning. effectiveness is obtained from ARCS motivation questionnaire sheets and student learning outcomes. Media validity on content validity and construct validity barada in the range of scores 4 and 5 with valid and very valid criteria. Practicality is reviewed based on observations of learning implementation, student response questionnaires, and observations of student activities with an average percentage of 98.47%, 96.98%, and the results of observations of relevant activities are greater than irrelevant activities, namely 205.16 &gt; 6.43. The effectiveness of the media obtained pretest-posttest increased from 60 incomplete categories to 87.69 complete categories and the ARCS motivational questionnaire increased from 55.32 with the moderately effective category to 95.85 very effective categories. Based on the results of validity, practicality and effectiveness, Marbles Chem Hydrocarbon media is suitable to be used as a learning medium on Hydrocarbon material.
AN EVALUATION OF DATA ANONYMIZATION METHODS FOR DATA PUBLISHING

Data anonymization approaches have been the focus of research recently for several types of structured data, including tabular, graph, and item set data. In this article, we provide a succinct yet thorough assessment of a number of anonymization approaches, including generalisation and bucketization, which have been created for publishing microdata while protecting privacy. Recent research has demonstrated that generalisation results in significant information loss, particularly for high-dimensional data. Bucketization, however, does not stop membership disclosure. While slicing both prevents membership disclosure and preserves the data’s superior utility than generalisation. The practical methods that can be employed to provide improved data utility and handle high-dimensional data are the main emphasis of this research.
Development of E-LKPD Using POE-Based Liveworksheets on Acid-Base Concept

The purpose of this study was to develop an electronic worksheet (E-LKPD) based on the POE-based Live worksheet concept for the acid-base topic. The Plomp model research and development (R&amp;D) design was employed in this research. The validity of the E-LKPD was assessed through validation sheets and user response questionnaires. Results of the validation conducted by three experts indicated that the E-LKPD was deemed valid for both material and media aspects, with average scores of 97.25% and 95.14%, respectively. Additionally, students and chemistry teachers had positive responses to the E-LKPD, with average scores of 82.33% and 88.89%, respectively. These results suggest that the developed E-LKPD is a feasible tool for learning.
Implementation of Expository Learning Integrated with Active Students Learning Strategy to Improve Learning Outcomes in Stoichiometry

Stoichiometry material is often still considered difficult for students in learning chemistry, causing low learning outcomes. This study aims to determine the effect of integrating the Expository Learning with the Active Student Learning on student learning outcomes in stoichiometry material in class X-4 SMA Negeri 1 Kediri. This research involved 36 students of class X-4 SMA Negeri 1 Kediri as research subjects. This research used classroom action research method with two cycles. The results showed an increase in the average learning outcomes of students. Before the research (T0), the average score was 65.33, categorized as low, with a learning completeness rate of 55.56%. In cycle 1 (T1), the average score increased to 80.56, classified as good, with a learning completeness rate of 75%. In cycle 2 (T2), the average score increased to 88.47, classified as very good, with a learning completeness rate of 88.89%. Based on these results, the integration of the expository learning with active student learning can be considered for use in students who have a low understanding of chemical concepts in order to improve their learning outcomes on stoichiometry material.