Reviewerly/exHarmony huggingface dataset:
Analisis Penerapan Data Mining Terhadap Kasus Positif Covid-19 Menggunakan Metode K-Means Clustering

This study has problems such as the absence of the use of the K-means clustering algorithm for data on positive COVID-19 cases in the Indonesian province. The purpose of this study is to apply the K-means clustering method in finding the closest distance to produce the lowest and highest clusters of data on positive COVID-19 cases in the Indonesian province. K-means is one of the algorithms in the non-hierarchical Clustering technique that tries to partition the existing data in the form of one or more clusters. The results obtained from the k-means clustering method produced 2 clusters, namely the lowest cluster C1 = 30 items while the highest cluster C2 = 4 items. This research can be used as a reference and can be further developed with other clustering methods or algorithms such as k-medoid in order to get a comparison of results and steps to use algorithms related to clustering.
Development of Augmented Reality Learning Media in Chemistry Subject High School

This study aims to develop chemical bond Augmented Reality (AR) learning media based on Android applications and determine their feasibility. AR media is used in Chemistry class X SMA. Topics developed in this medium are covalent bonding materials and molecular shapes. This Research and Development research was conducted using the multimedia development life cycle (MDLC) model with the stages of concept, design, material collecting, assembly, testing, and distribution. At the testing stage, a feasibility test is carried out through two stages of the validation test, namely the alpha test and beta test. The results of this study indicate that: (1) AR learning media products in chemistry class X were successfully developed with covalent bonds and molecular shapes; (2) the results of testing AR learning media in chemistry Class X obtained very decent results with a percentage of 89.58% in media testing, 91.25% in material testing, and 80.20% in testing prospective users; and (3) this AR learning media received a positive response both from students as potential users and from the subject teacher concerned regarding the easy-to-understand material due to clear visualization and examples as well as an attractive appearance.
Network Nerves Mock Backpropagation Prediction Graduation Student Elementary School With Practice Values Exam

The backpropagation method is a computer technique to help predict and sort data. This method is usually used to change the connection between parts of the computer's brain in the hidden layer. Meanwhile, the Nervous System Network (ANN) is an information-processing system that is very similar to the function of human brain cells. Value is a benchmark for a student's graduation, if the student's score is getting better, the more opportunities for the student's graduation. In predicting this pass using the method of Artificial Neural Networks (ANN), namely Backpropagation, and using Matlab software with the MSE (Mean Square Error) result of 0.099512.
Multi-Layer Perceptron Model for Dota 2 Game Results from UCI Using MLP Classifier

Dota 2 is a genre game Moba in the PC (Personal Computer) system battle arena game online (online) with multiplayer ( bringing together 2 players in 1 machine ). Game Dota 2 consists of 2 opposing teams To get the victory, every team has 5 players who can choose hero 1 from 121 different heroes. Study This discusses the use of the Multi-Layer Perceptron (MLP) model to predict the results Dota 2 game. The author uses the UCI dataset containing historical data of Dota 2 matches, processed and trained with the MLP model using MLPClassifier from the scikit learn Python library. The data preprocessing process includes normalization features and handling of missing data. Training involves hyperparameter selection and validation cross To prevent overfitting. Although the MLP model is successful in predicting results with accuracy high, the author takes notes room For improvement, like additional features or the use of more models complex. In research, This obtained results with Accuracy Train results: 68.06%, Accuracy Test: 58.00%, Accuracy Precision: 58.53%, Accuracy Recall: 73.50%, Accuracy f1: 63.39%.
Identifying Improvement Strategic from User Application Reviews Group Using K-Means Clustering and TF-IDF Weighting

PT ABC is one of the companies that provide online ticket-purchasing facilities amidst the rise of the digitalization era. So, companies need to see how application users complain as a form of evaluation and improvement. The rating results given by application users show a score of 3.3 from 172,000 reviews. The review results that will be examined are user reviews from January 2022 to April 1, 2023, which is more or less the last year of user comments. This research aims to form a review group using K-Means Clustering, the Elbow method, TF-IDF weighting, and analysis of review improvement strategies. The Elbow method is used to determine the optimal number of clusters so as not just to use assumptions. The success of the Elbow method in processing categorical data can be supported by assigning weights based on word frequency sequences using TF-IDF. The research analysis results show the formation of 4 clusters, with two tending to have negative sentiment, one neutral sentiment, and one positive sentiment. Mapping is carried out on each cluster to find out the characteristics of each cluster and possible causes of reviews, as well as providing solutions and strategies as a form of improvement. The problem of negative reviews appearing in each review group is different. It can be corrected with the proposed strategies, such as improving the appearance of features at the registration, ordering, and payment stages, adding payment methods, and carrying out regular system maintenance.
PENGEMBANGAN MEDIAVIDEO ANIMASI DENGAN MENGGUNAKAN MODEL PEMBELAJARAN COOPERATIVE LEARNING PADA TEMA KEWAJIBAN DAN HAKKU KELAS III SD

This research is a type of development research (research and development) with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data is a questionnaire. The data analysis technique is descriptive qualitative. The results of the research on the teacher's response to the media obtained a percentage of 93%. This percentage includes very valid criteria (very feasible) to be used as learning media for grade III elementary school students on the theme of My Obligations and Rights. The overall assessment of the media expert review received a percentage of 98%. This percentage includes very valid criteria (very feasible) to be used as media in learning activities for grade III elementary school students on the theme of My Obligations and Rights. The overall assessment of the material expert review received a percentage of 86%. This percentage includes valid criteria (feasible) to be used as media in learning activities for grade III elementary school students on the theme of My Obligations and Rights
PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS APLIKASI BOOK CREATOR PADA TEMA PERTUMBUHAN DAN PERKEMBANGAN MAKHLUK HIDUP KELAS III SD

This research is a type of development research (research and development) with reference to the 4D model which is an extension of Define, Design, Development and Dissemination. The instrument used to collect data is a questionnaire. The data analysis technique is descriptive qualitative. The development of teaching materials is carried out in several stages. In the initial stage, researchers chose the material based on the Core Competencies (KI), Basic Competencies (KD), and textbooks for third grade elementary school students on the theme of growth and development of living things. After selecting the material to be developed, then make the design of Book creator learning teaching materials. Book creator learning teaching materials that have been completed are then validated by teaching material experts, material experts and teacher responses. The results of teaching material validation obtained a percentage of 100%. The results of material validation obtained a percentage of 74%. The results of teacher response validation obtained a percentage of 98%. This percentage includes very valid criteria (very feasible) to be used as teaching materials in learning activities for grade III elementary school students on the theme of growth and development of living things.
PENGEMBANGAN MEDIA PEMBELAJARAN BIG BOOK PADA TEMA TUGASKU SEHARI-HARI KELAS II SD

This development research aims to determine the feasibility of big book learning media on the theme of my daily tasks in class II SD. This research is a Research and Development (R&amp;D) research with the 4D development model. The development steps taken by researchers are: 1) Pedefiisian stage (define), 2). Design stage, 3). Development stage, and 4). Dissemination stage with data collection techniques using a questionnaire. The data analysis technique uses descriptive qualitative. Validation was carried out by material experts, media experts, and learning experts. The overall results of the assessment by material experts obtained an average score of 78.75% with the criteria Valid (Eligible) to be used as learning media for grade II elementary school students on the theme of My Daily Tasks. The overall results of the assessment by media experts obtained an average score of 82% with very valid criteria to be used as learning media for grade II elementary school students on the theme of My Daily Tasks. And the overall results by learning experts obtained an average score of 88.75%. This percentage includes very valid criteria to be used as learning media in the learning activities of grade II elementary school students on the theme of My Daily Tasks.
Inquiry-Based Learning With Abcde Methods In Early Childhood Education

&lt;em&gt;&lt;span lang="EN-US"&gt;Early childhood has privileges to play. To make them enjoy their learning process, the teacher has to make it more fun for them with play activities. Inquiry-based learning is one of the methods to support children playing while learning. Teachers should make the early childhood curriculum interesting for them. The Purpose of this study is to &lt;a name="_Hlk155788463"&gt;&lt;/a&gt;describe the Inquiry-based Learning with ABCDE Methods in Early Childhood Education. Besides that, the researcher wants to find out how the Inquiry-based Learning keep playing activities in learning process. The researcher collected data through interviews, observations, and documents. The researcher takes interviews with the Principal, The teacher, and the Co-Teacher. This Field Research site is RA Banat Kudus. Qualitative Method was adopted to analyze research data. The result of the Research are (1) The step of implementing the Inquiry-based Learning are observing, asking, telling, discussing and evaluation (ABCDE Methods) (2) With a right play activities, learning is more fun.&lt;/span&gt;&lt;/em&gt;
EXPLORING THE EXPERIENCES OF ENGLISH-EDUCATED PARENTS IN SUPPORTING THEIR VERY YOUNG CHILDREN'S ENGLISH LEARNING

&lt;p&gt;&lt;em&gt;This research aims to examine the experiences of parents with an English educational background in supporting early childhood English learning. This research used a descriptive method, with the number of participants being 5 parents, with an English educational background, who had children aged 4-6 years in PAUD. Data was obtained from questionnaires sent via the Google Form platform which were analyzed descriptively. The research results show that parental support is in the form of providing various media to introduce English vocabulary, carrying out social interactions by talking with children, and creating 'family time' through watching videos and singing songs together as part of language enrichment at home even though it is not routine. in terms of time. From these findings, it is necessary for parents to be able to utilize a variety of media, increase social interaction, utilize 'family time', integrate learning into routines, develop creativity in learning, play an active role in communication, and be able to support children's language. more effective development at home.&lt;/em&gt;&lt;/p&gt;
THE IMPLEMENTATION OF INFORMATION GAP ACTIVITY AND JUMBLED SENTENCE GAME IN TEACHING READING COMPREHENSION

The implementation of Information Gap Activity and Jumbled Sentences Game in Teaching Reading Comprehension at Eight Grade Smp Muhammadiyah 2 Mariyai Sorong Regency Thesis English Education Department faculty of language social and sport education university of pendidikan muhammadiyah sorong,May 2023.The objective of this research is to know whether the implementation of information gap Activity and jumble sentence game has impact or not on students’ reading at smp muhammadiyah 2 mariyai sorong regency. The research used pre-experimental quantitative research design with design is one group pretest-posttest. The population of this research was the eighth grade students’ at Smp Muhammadiyah 2 Mariyai Sorong Regency . The researcher chose this class because there are some problems with students' reading. In the collecting data researcher used multiple choice with 20 questions for the pretest and posttest. To analyze the data the researcher uses the SPSS 20 version. The result finding of the research showed that the result of pair sample T test(0,00) the categorized was impact .In addition to the result of the pair sample T-test is P value (0.00)&lt;(0,05).it means that HO was rejected and Ha was accepted. The alternative hypothesis (Ha) was there is an impact in teaching reading using information gap and jumbled sentence games.
The evolution of the it profession navigating by exponential growth in the era of ai and digitalization

The article is dedicated to exploring the strategic methods for the survival of IT professionals amidst the exponential proliferation of artificial intelligence and digitalization. The purpose of this article is to analyze the evolving strategies that IT experts can adopt to navigate and thrive in an environment characterized by the rapid advancement of AI and digitalization. The object of this study is the strategic approaches employed by IT professionals to adapt to the changing landscape of technological evolution. The subject is the formulation of effective survival strategies tailored to the challenges posed by the expanding domain of artificial intelligence and digital transformation. Tasks to be solved include evaluating the impact of exponential growth in AI and digitalization on traditional IT roles, formulating adaptive strategies for IT professionals, and proposing methods for skill enhancement and career sustainability in this dynamic environment. Methods employed encompass a comprehensive analysis of the impact of AI and digitalization on IT roles, strategic planning, empirical studies on the evolving skill sets demanded by the industry, and the examination of case studies illustrating successful adaptation strategies. The following results were obtained: identification of the transforming landscape for IT professionals due to the rise of AI and digitalization, formulation of adaptive strategies catering to the changing demands, insights into skill development, and continuous learning necessary for survival in the rapidly changing IT landscape. Conclusions drawn from this research emphasize the crucial need for IT professionals to adopt a proactive stance towards skill enhancement, continuous learning, development of soft skills, and adaptation to the evolving technological paradigms to ensure career sustainability.
Design Get up Application E-Commerce Based Web Using the Agile Kanban Method ( Case Study at Bandung Digital Marketing Friends )

Study This gives a clear view of How a company can face problem displacement sales from marketplaces to e-commerce websites, companies realize that depending on the marketplace it has a number of limitations and challenges.From the problems mentioned above, then _ proposed For building purposeful web application For design and develop web-based e-commerce application. In this process, System web applications use modeling Draw Io system, with PHP programming language, and phpMyAdmin database, PHP Framework Laravel 9.Test results on the system This shows that from the results Index percentage earned on each _ statement pointed out average results the percentage is 74.66% With results, then it is stated in testing to achievement utility application stated worthy accepted with Satisfactory status
Implementation Network Nerves Imitation Using the Backpropagation Method For Prediction Sale Groceries

Abstract&#x0D; The sale of groceries is one of the important things _ in the retail industry, Predicting the sale of groceries accurately can help the company in planning supplies, and making decisions for business. In implementing network nerves imitation backpropagation method as tool predictions For sale basic food.Method This can used To practice network nerve imitation to recognize patterns and relationships between influencing factors _ _ in the sale of groceries, like price, promotion, and economic factors. Data sale collected groceries _ from periods previously used as a training dataset For practice network nerves imitation. Aside from That For shows that implementation network nerves imitation with backpropagation method can give predictions of sales enough basic necessities accurate predictions This is also used by other companies for optimizing inventory, managing promotional strategies, and responding to change conditions company with more effectively. .
Árboles semánticos para la lógica de términos libre

Assuming that Term Functor Logic behaves as a free logic, in this contribution we modify its tableaux proof method in order to accommodate typical (in)valid inferences of free logic.
About Internal Sources of Reforming the Russian Higher Education System: System-Thought-Activity Methodology of G.P. Shchedrovitsky

The article analyzes the internal sources of reform in the Russian higher education system in the post-Soviet period. The ideological design of the reforms is in line with the popular concept of University 3.0. But behind the facade of this Western model, internal sources of reform are also quite clearly revealed. The main topic of discussion is the ideas of G.P. Shchedrovitsky, which are now shaping ongoing reforms. Different followers have embraced their impact on the transformation of pedagogical science. Among the reforms is the emphasis in teaching on the method (competence) rather than the subject (knowledge). G.P. Shchedrovitsky especially emphasizes the popular and relevant idea of "continuous (conjunctural) education" today, suggesting that in conditions of high social mobility, a modern person is forced to regularly change the scope of his professional activity and constantly receive additional education. Therefore, the educational process should move not from the subject but from the method. Subject knowledge has become too broad; it is impossible to teach it to everyone in a reasonable time. At the same time, reference databases exist and are easily accessible, so they can always be consulted. Therefore, from the point of view of G.P. Shchedrovitsky, a real alternative is the methodological rationalization of the learning process, a transfer to the so-called active methods of teaching and education. But for this to happen, pedagogical science itself must be purposefully designed and constructed in the same way that a design engineer builds a machine. The basis of the new pedagogy should be the study of the psychological characteristics of the learning process and the acquisition of new knowledge and skills. Understanding the psychology of the learning process should be embodied in the instrumental technology of the educational process. Thus, we can talk, at a minimum, about the coincidence and synergy of internal sources of reforming education and science with attempts to integrate Russia into the Western cultural space in the post-Soviet period.
Digital Technologies as a Means of Social Engineering

The article discusses the methodological problems of innovation, a new branch of knowledge that has both a scientific and applied character, and also explores such a variety of technical and technological innovations as information and digital technologies, which today determine social dynamics and permeate all spheres of human life, putting forward new requirements for their knowledge and skills. The term "digital society" is analyzed in the conceptual grid of such concepts as "post-industrial society" and "information society". In the course of analyzing the features of the digital society and the socio-cultural effects of the development of digital technologies, the authors focus on the analysis of social, cognitive, psychological, and anthropological risks, including the threat of the loss of attributive personality traits. It is substantiated that in the context of increasing trends in the total mediatization of society, the importance of social and humanitarian expertise, which allows assessing the risks posed by information and digital technologies, is of particular importance. The author substantiates the conclusion that it is necessary to institutionalize the mandatory ethical and humanitarian expertise of large innovative projects and the participation of public organizations and civil society in it. The article raises the question of the need to predict undesirable consequences from the introduction of certain technical and technological innovations and the role of the humanities in this process. Particular attention is paid to the little-developed interdisciplinary and transdisciplinary research area called "social assessment of technology", a new area of such a branch of philosophy as the philosophy of technology, which has an institutional character in the West but has not yet received sufficient distribution in our country, as well as the "precautionary principle" and various interpretations of its status in those countries where it is included in legislative documents.