Reviewerly/exHarmony huggingface dataset:
A Case Study on the Application of ChatGPT in the Start-up Course in University

The purpose of this study was to derive implications for the application of ChatGPT's educational method in regular subject classes in higher education institutions through the educational use of ChatGPT. As a result, first, the satisfaction level of ChatGPT's problem-solving assistance was 4.18, the learner's perception of ChatGPT's accuracy was 3.27, and the intention to reuse was 3.91. Second, the difference between the engineering major and the humanities and social sciences was high in all items of ChatGPT's problem-solving help satisfaction, accuracy, and reuse intention, and statistically significant differences were found in ChatGPT's problem-solving help satisfaction and reuse intention. Third, the best thing about the use of ChatGPT was that it quickly suggested answers to any questions, and the most useful thing was that it made questions well, and the inconvenience was that it was inaccurate in data or figures, and in terms of utilization, improvement requirements were shown as securing the accuracy of the data and indicating accuracy. This study is significant in that it provided implications for the educational use of ChatGPT in college start-up classes. The results of this study are expected to be used as evidence for the effective educational use of ChatGPT in the field of university start-up education.
THE ROLE OF TRAINING HIGH-TECH MAJORS IN UNIVERSITIES FOR BUILDING A DEVELOPED INDUSTRY - LESSONS FROM ITALY AND EUROPE

Standing on the threshold of the 4.0 industrial revolution, many European countries have had strategies to cope with and adapt to the development process of science and technology, with special emphasis on human development. high technology force. This study points out the role of high-tech human resource training in higher education institutions in building a developed industry. In addition, the article also offers some experiences from Italy and Europe in training human resources for the high-tech industry: applying the Triple Hilex model, enhancing eSkill development for students, and developing professionals. smart machines... From there, the article proposes some suggestions for developing high-tech human resources for Vietnam and developing countries.
Perancangan Sistem Pakar Untuk Mendiagnosa Penyakit Asam Lambung Dengan Metode Certainty Factor

An expert system is a computer-based system that can match or mimic the ability of an expert to solve a problem. This system is designed to mimic the expertise of an expert to answer questions and solve problems in the fields of health or medicine, business, economics and so on. The important role of an expert can be replaced by a computer program whose working principle is to provide solutions as done by the expert. Certainty Factor is a method that defines a measure of certainty of facts or rules to describe an expert's belief in the problem at hand. This system is web-based, so that later this system can be accessed by the wider community online via the internet anywhere and anytime. In dealing with a problem, answers are often found that do not have full certainty.1 This research aims to find out what factors cause the appearance of stomach acid disease through the Certainty Factor method.
Descriptive Analysis of Verbal Interaction between Teacher and Students in the Classroom by Using FLINT System at the Eighth Grade of UPTD SMP Negeri 3 Gunungsitoli Utara in 2022/2023

Effective interaction affects the achievement of learning quality, where students are expected to be more active in the classroom than teacher. However, in the learning process that occurred at UPTD SMP Negeri 3 Gunungsitoli Utara, the teacher was more active than the students. Therefore, the research objectives were to describe the types of verbal interactions between the teacher and the students, to find out the most dominant indicator of verbal interactions and the factors of students responding in their own way, and to analyze verbal interactions between the teacher and the students that occurred in the classroom at the eighth grade of UPTD SMP Negeri 3 Gunungsitoli Utara in 2022/2023. The researchers used the descriptive qualitative. Data were obtained from video recordings, field notes, and interviews, and then analyzed using FLINT System. The research results showed that the type of interaction carried out was teacher-learner interaction and the most dominant indicator were Giving Direction and Asking Questions. During the learning process, teacher talk was more dominant, the students interacted when the stimulus was given by the teacher and there were several times when the students were silent. The influencing factors were limited L2 experience, lack of knowledge, students' personality, teaching style and technique, environmental support, topic selection, and class time and size.
GAME EDUKASI MATCH PUZZLE MENGGUNAKAN ALGORITMA FISHER-YATES SHUFFLE BERBASIS ANDROID

&lt;em&gt;Games are one of the entertainment facilities that are in great demand by various groups and ages. Not just games, games can also be an interesting learning intermediary so that the learning process becomes more enjoyable. The use of games as a learning intermediary can improve the quality of learning because children are not easily bored in teaching and learning activities. A game that is suitable to support the quality of children's learning is a puzzle game where puzzle games train children to focus and solve the puzzles. The algorithm used to create the puzzle game is Fisher-Yates Shuffle. The Fisher-Yates Shuffle method is an algorithm that generates random permutations of an infinite set, in other words to randomize a set. The result of this research is an android-based puzzle educational game that implements the Fisher-Yates Shuffle algorithm to randomize puzzle objects so that users cannot memorize the position of objects. &lt;/em&gt;
ARTIFICIAL INTELLIGENCE FACE RECOGNITION: SECURITY SYSTEM

Face recognition has recently been a popular study topic as a result of the growing demand for security. Security systems, identity verification, access control, surveillance systems, and social networks are just a few of the applications that can be expanded from facial recognition. However, as passwords and fingerprint scanners are supplanted by improved computer technology and more precise algorithms, facial recognition is becoming increasingly popular. Facial recognition technology is the simplest and most coherent of all the techniques. Face recognition does not necessitate an individual’s active participation. Face recognition systems are theoretically capable of minimizing risk and eventually avoiding future attacks in places where identity identification is necessary, such as airports and border crossings. If there are criminals on the loose, the same justification can be made as with surveillance devices. Surveillance cameras with face recognition capabilities will aid in the identification of these individuals. Alternatively, these surveillance systems can be used to track down the whereabouts of missing persons, although this is contingent on the use of powerful facial recognition algorithms and a fully built facial database. Face detection, facial feature extraction (image normalization), face identification, and results are the major operations to be conducted for face recognition.
CFAR++: Enhancing Rule Based Classifier

Over the last few years, associative classifiers have shown massive success in mining patterns using association rules. These rule-based classifiers offer a level of human interpretability, addressing a common concern stemming from several deep learning models. Various associative classifiers have been proposed over the past that have shown state-of-the-art performance. However, those classifiers suffer the limitation of requiring parametric values which vary across different datasets. Furthermore, those frameworks do not consider the statistical significance of the rules. Recently, some works have addressed this limitation by proposing an associative classifier that incorporates the idea of using statistical significance to mine association classification rules. Though the recent associative classifiers show good performance, their performance is greatly affected by the dimension of the data. In this study, we explore the weakness of the recent associative classification models and experiment with using ensemble models to overcome such limitations, particularly on aggregating the ensemble models in a concise but effective predictor. We use 10 UCI datasets for evaluation of our new approach. From our study, we find the results based on the ensemble model with a delayed pruning are very competitive and can better handle large dimensional data spaces.
Implementation of Single Linked on Machine Learning for Clustering Student Scientific Fields

Machine Learning in classifying scientific fields according to the competence of students. Currently STMIK Triguna Dharma is quite difficult to map the scientific fields that will be used by students in submitting titles, so that the results of the thesis made are less than optimal. For this reason, it is necessary to map this concentration to assist students in completing theses through specialization classes. The Mechanical Learning technique used in solving this problem is to use the Single Linkage Technique. The process of testing the method begins with determining the standard data used and then looking for the proximity value using Euclidean so that later cluster results will be obtained from mapping scientific fields. From the Single Linkage Technique process that has been carried out, several cluster results will be obtained, namely clusters that map groups of STMIK Triguna Dharma students who have competence and clusters that map groups of STMIK Triguna Dharma students who lack competence. From the results of this grouping, the institution will make specialization classes according to the resulting cluster. Thus creating a specialization class that is in accordance with the competencies possessed by STMIK Triguna Dharma students
Analisis Sistem Informasi Akuntansi Penjualan Kredit Pada PT. SMS Surabaya

This line research aims to find out the lcredit sales laccounting information lsystems at LPT. lMS lSurabaya and ln ln to lnd out lhow lshould l lpt lpt lpt lpt lpt lpt lpt. lSurabaya SMS. The research method used is qualitative-descriptive, which is in nature to describe, describe, compare, some data and conditions as well as explain a situation in such a way that a conclusion can be drawn. The types of data used are qualitative data and quantitative data, with data sources namely primary data and secondary data which are collected using interview, observation, and documentation techniques. The results showed that the credit sales system at PT SMS did not function properly where the marketing department carried out credit sales transactions without a supervisor's account and direct billing to customers. Therefore, the application of a credit sales system according to theory is very necessary because there are 6 different functions in the credit sales system where each function is a controller or internal control.
Emerging technology and pedagogical application in Design Education

This research paper investigates the emerging technologies and pedagogical applications in design education. The rapid development of technology has opened up new possibilities for design education, and it is important to explore how these emerging technologies can be used to enhance pedagogical practices. This paper aims to provide a comprehensive understanding of the potential of emerging technologies in design education and their impact on pedagogical practices.
School, Family, and Community Dynamics: Challenges and Opportunities from Pandemic to Post-Pandemic

Two consecutive years have passed since educational institutions globally were closed due to the Covid-19 pandemic. In the first quarter of 2020, classes at all levels in the Philippines were suspended, and alternative means of completing the respective school year have been very challenging. Implementing Modular Distance Learning (MDL) was the best option for the Department of Education to continue learning. This phenomenological research described the school, family, and community dynamics, the challenges experienced, and the opportunities encountered in transitioning to face-to-face classes in Bislig City Division. The researcher used an interview guide to gather the responses from individual interviews and focus group discussions. Word cloud applications for the categorization of themes were also used. Findings showed that the COVID-19 pandemic has snatched the students' significant mental, emotional, and physical health; challenges of infection, adjustment to the new normal, and learning gaps brought about by the distance learning modality were related. However, assurance of students’ holistic preparedness and support to school were the major themes that emerged. Thus, the role of family, school, and community were interconnected and deemed essential in promoting better learning outcomes. Opportunities were also evident amidst the educational crisis. Its advantages were strong collaboration among stakeholders, promotion of economic activities, and a safe learning environment.
Penerapan 12 Prinsip Animasi Dan Motion Graphics Dalam Multimedia

Multimedia is an amalgamation of several components, namely text, audio, animation and video with digital processes managed by computers. Animation is one of the components contained in multimedia, to convey information and as a means of entertainment. In animation, there are various kinds of images that are given commands so as to form movements or movements according to the specified duration so as to create the illusion of motion of the image. Along with the development of technology and scientific branches, the development of animation also has an impact. One of them is how the animation technique is presented so that it looks lively, interesting, and has a deep meaning so that it is easier for the audience to understand. This study aims as a case study to present the stages that can be done in order to create an interesting animation by adhering to the 12 principles of animation by Frank Thomas and Ollie Johnston Disney animators as well as the application of the motion graphic method, namely pieces of digital recording combined with the illusion of motion and images in animation using qualitative descriptive methods.
Media Pembelajaran Pengenalan Nama Buah Menggunakan Macromedia Flash 8 Di TK Ulul Ilmi Kecamatan Sidamanik Kota Pematang Siantar

This study discusses the design and manufacture of Learning Multimedia Applications to Know Fruit Names Based on Macromedia Flash 8 Applications in Ulul Ilmi Kindergarten, Sidamanik District, Pematang Siantar City. The delivery of learning material for the introduction of fruit names in scientific kindergarten still seems monotonous. In his learning, the teacher only relies on books, pictures, and oral media. Not relying on effective learning media and attracting more students' attention by utilizing technological developments through multimedia-based PCs/Laptops. Making this Fruit Name Recognition Multimedia Application using macromedia flash 8-based software. The development of this application uses the media waterfall which starts from needs analysis to system implementation and maintenance. This application helps students to be more expressive in knowing the names of fruits, by displaying pictures of fruit and leading to learning quizzes. Based on the trial results, this application can run well on multimedia-based devices with the Macromedia Flash 8 version.
Pemrograman Multimedia Menggunakan Macromedia Flash

Multimedia is the use of computers to present and combine text, sound, images, animation, audio, and video with tools and links to enable users to navigate, interact, create, and communicate. Programming and multimedia are a combination that connects how we design a program. which will be in the form of a multimedia. Macromedia Flash 8 is a very important plug-in in making animations and others. According to Akhmad in 2014, the Macromedia Flash application is a software plugin whose benefits are for opening or viewing animated images, videos as well as games that are on one of the website system plugins.
Perancangan Aplikasi Pembelajaran Anatomi Tubuh Manusia Untuk SD Menggunakan Adobe Flash

During this digital era, technology has had a huge impact on the way we create, process and enjoy media. The development of multimedia has allowed us to combine various types of media, such as text, images, audio and video, into one interactive and engaging platform. Technology has also made media processing easier and more efficient, allowing us to more quickly and effectively access and enjoy media content. In this article, we will review the development and application of technology in media processing, and discuss how this affects the way we create and enjoy media content. We will also review some case examples that show how technology has changed the multimedia industry and the way we access media content.
Developing Speaking Material Based on Essential Basic Competencies at Muhammadiyah 1 High School Yogyakarta

Abstract: The objectives of this research are to find out the students’ needs of using material at SMA Muhammadiyah 1 Yogyakarta toward English speaking material due to Covid-19 disease, to find out teachers’ needs towards English speaking material, and to find out the development of English speaking material based on essential basic competencies.This research employs Research and Development. The population was all XI students at SMA Muhammadiyah 1 Yogyakarta and the sample was chosen purposively only 35 students of class XI MIPA 8. The data were gathered through interviews with teachers to find out the existence of the use of English speaking materials. In addition, researchers have also distributed questionnaires to students of class XI MIPA 8 to find out the students' need for appropriate modules to improve speaking skills. The data was analyzed by based on the theme of the research questions.The results of this study indicate that the existing material is in line with the pandemic conditions, such as the module design being attractive, the content in the module in line with the latest syllabus (essential basic competencies), and the module being converted into the online form, thus students can study anywhere and anytime. The students' need for the material developed showed very varied results. As for the module development process, the researcher follows the stages under the Research and Development method.
Integration of Gender Equality Values Through Innovative Development of Interactive E-Modules in Social Studies Subject

Amidst the necessity for inclusive educational materials, this study endeavors to develop an E-Module that seamlessly integrates Gender Equality Values into the junior high school Social Studies curriculum.. The research product is an electronic module built using software and undergoes evaluation by experts, alongside feedback from teachers and students. Employing a Research and Development (R&amp;D) approach, following the ADDIE model, the e-learning module undergoes a validation process. This validation process involves two subject matter experts: one specializing in gender studies and another in history, along with a media expert and a Social Studies teacher. The results of the validation indicate the high validity of the Interactive E-Module, with all involved parties providing strong validation scores. On average, expert and teacher assessments resulted in a validity score of 94.7%. Each party consistently achieved an average of 90% for both content and E-Module design. These results underscore the e-learning module's suitability for use, making it a highly recommended resource for Social Studies teachers at the junior high school level.
School culture as a starting point for school development

School culture as a determinant for the functioning and development of a school plays a crucial role in shaping the identity, values, and norms within the school context. The primary objective of this paper is to emphasize the significance of a positive school culture for the development of modern schools. Accordingly, the paper provides an overview and analysis of recent discussions regarding various aspects of school culture and the roles of key stakeholders, primarily teachers and school leaders, in shaping and developing it. The paper highlights the connection between school culture and reform processes directed towards current changes in the educational environment. In line with this, desirable strategies for promoting fundamental values in the school context are discussed and recommendations are given for creating educational institutions that support the learning, growth, and development of all participants in the educational process. The concluding section of the paper emphasizes that understanding and enhancing school culture has a profound and lasting impact on the entire educational process in schools. Therefore, the pedagogical implications of this paper can be of significance for both educational policy makers and practitioners working in schools.
MODERN CONCEPTS OF VOCATIONAL EDUCATION TEACHER TRAINING: PEDAGOGICAL SUPPORT AND FACILITATION

In the study, taking into account the current circumstances of ensuring the effectiveness and quality of future teacher training of the country’s professional council system in wartime conditions, the emphasis is on the well-known but insufficiently implemented concepts of pedagogical support and facilitation, which ensure the orientation of the training process to the realization of the individual potential of each student, his independence, aspirations to self-improvement in the chosen profession throughout life.&#x0D; The purpose of the article is the theoretical search, systematization, and characterization of external and internal conditions for the implementation of the concepts of pedagogical support and facilitation in the process of professional future vocational education teacher training in Ukrainian higher education institutions. These conditions include the following: personal knowledge, practical experience of humane interaction, subjective experience of an individual, and students’ social and cognitive activities. The external conditions of the process of training future teachers for the manifestation of pedagogical support include the content of training, which involves knowledge of existential security, humanistic foundations of educational sciences and psychology; the organization of the educational process focused on the usage of interactive and personally relevant technologies that model the social and subject content of future professional activity; creation of dialogic interaction between the teacher and students, which is based on orientation to the personality of each future vocational education teacher.&#x0D; It emphasizes the need to instruct the methodological and theoretical foundations of the introduction of modern concepts of future vocational education teacher training at the master’s level of ethical, existential, and ontological aspects of content and professional activity; these aspects are classified as promising areas of research.