Reviewerly/exHarmony huggingface dataset:
Perancangan Aplikasi Multimedia Interaktif di SMK Negeri 7 Padang

This study aims to determine the Validity, Practicality, and Effectiveness of Interactive Multimedia Applications in the Subject of Basic Dance Movement in Class X Students of the Dance Department at SMK N 7 Padang. This research and design was carried out with 38 class X students of the Department of Dance at SMK N 7 Padang. This type of research is R&amp;D using the Four-D model. With the following steps. (1) define, (2) design, (3) development, and (4) disseminate. Overall the validity test assessment by the validator on application products is 89.87%, so that the validity level can be interpreted as Very Valid to use. The results of the practicality test assessment as a whole the practicality assessment of application products is 92.12%, so that the practicality level can be interpreted as Very Practical to use. The results of the effectiveness test obtained for application products amounted to 87.24% so that the level of effectiveness can be interpreted as very effective in use. It can be concluded that the Interactive Multimedia Application as a learning medium has been tested properly, is very practical and very effective to be used in the learning process in the subject of Basic Dance Movement class X, Department of Dance at SMK Negeri 7 Padang.
Efektivitas Aplikasi Media Pembelajaran Berbasis Augmented Reality pada Mata Pelajaran Geografi

This study aims to determine the effectiveness of making Android Learning Media Applications Based on Augmented Reality in Geography Subjects for Class X IPS at SMA Negeri 2 Bungo in the Academic Year 2022/2023. This study uses research development methods (research &amp; development). The research subjects were 72 people. The research model used is the development research model (ADDIE), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the overall effectiveness test assessment of the effectiveness of Augmented Reality-Based Android Learning Media in Geography Class X IPS at SMA Negeri 2 Bungo amounted to 88.06% so that the level of effectiveness can be interpreted to be very effective in use. In conclusion, based on the assessment along with expert input as well as the results of field trials of Augmented Reality-Based Android Learning Media as a learning medium, it has been tested for feasibility, superiority, and can be used in the learning process in Geography class X IPS at SMA Negeri 2 Bungo.
Pengembangan Aplikasi Modul Pembelajaran Berbasis Android pada Mata Pelajaran Administrasi Sistem Jaringan Untuk Siswa XI TKJ SMK Kartika 1-2 Padang

This is study aims to determine the Effectiveness of Android-Based Learning Module Application Design in the Network System Administration Subject for XI TKJ Students at SMK Kartika 1-2 Padang in the 2022/2023 Academic Year. This research uses the development method (Research &amp; Development). The research subjects were 43 people. The research model used is the development research model (ADDIE), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the overall effectiveness test assessment of the effectiveness of the Android-Based Learning Module in the subject of Class XI Network System Administration TKJ SMK Kartika 1-2 Padang amounted to 94.62% so that the level of effectiveness can be interpreted very well used. In conclusion, based on the assessment along with expert input as well as the results of field trials the Android-Based Learning Module as a learning medium has been tested for feasibility, superiority, and can be used in the learning process in the Network Systems Administration subject class XI TKJ SMK Kartika 1-2 Padang.
Praktikalitas Media Pembelajaran Android pada Mata Pelajaran Teknologi Jaringan Berbasis Luas

This study aims to determine the Practicality of Developing Android-Based Learning Media in WAN Broad-Based Network Technology Subjects for Class XI TKJ at SMKN 8 Padang. This study uses research development methods (research &amp; development). The research subjects totaled 36 people. The research model used is the development research model (ADDIE model), with the design development steps as follows. (1) Analyze, (2) design, (3) development, (4) Implementation and (5) Evaluate. The results of the validity test by the experts as a whole the validator test assessment of Android-Based Learning Media in Class XI Class XI WAN-Based Network Technology Subject at SMKN 8 Padang is 87.11%, so the validity level can be interpreted as very valid to use. The results of the practicality test assessment as a whole the practicality assessment of Android-Based Learning Media in Class XI WAN Broad-Based Network Technology Subject at SMKN 8 Padang is 96.12%, so that the level of practicality can be interpreted to be very practical to use. The results of the overall effectiveness test assessment of the effectiveness of Android-Based Learning Media in Class XI WAN Broad-Based Network Technology Subjects at SMKN 8 Padang amounted to 89.22% so that the level of effectiveness can be interpreted to be used very effectively. In conclusion, based on the assessment along with expert input as well as the results of field trials Android-Based Learning Media as a learning medium has been tested for feasibility, superiority, and can be used in the learning process in the Class XI WAN Broad-Based Network Technology subject at SMKN 8 Padang.
NEEDS ANALYSIS FOR DEVELOPING AN AUGMENTED REALITY-BASED ECOSYSTEM MODULE ASSISTED BY ASSEMBLR APPLICATION FOR GRADE V ELEMENTARY SCHOOL

Technology is developing very rapidly and impacts all aspects, one of which is education. Based on these conditions, teachers must be able to conduct learning that is adaptive to technology. One of the utilization of technology in learning is learning media. IT-based learning media is very popular with students because it looks attractive and facilitates student understanding when learning. However, based on the facts, using technology media is not optimal. Based on these problems, this study aims to analyze the need for AR-based module development assisted by the Assemblr application. Researchers use qualitative methods. The data accumulation used by researchers is interviews, observations, and filling out online questionnaires. The results showed that 1) Students are already proficient in using cell phones and depend on gadgets. 2) Students like science learning on ecosystem material. 3) Students like colorful media such as videos. 4) The school needs to have its module. 5) Teachers and students must become more familiar with Augmented Reality technology. 6) Learning media that is often used package books and PPT so that it is less varied.
The Effect of Use Of Matching Word Games Towards Students' Vocabulary Mastery At Mts Muhammadiyah Tanjung Belit Airtiris

This experimental research was carried out in eighth grade at MTs Muhammadiyah Tanjung Belit Airtiris. This research aims to determine the effect of the Matching Word Game on students' vocabulary mastery. This research methodology uses a quasi-experimental design. The sample for this research was class VII A as the experimental class and VII B as the control class. The experimental class consists of 17 students and the control class consists of 17 students. The instrument used in the research was a vocabulary test. Data were analyzed using the SPSS 25 program. Based on the research results, the average student score in the experimental class was 65.15 and 52.15 in the control class. Data analysis shows significance (2-tailed) 0000 &lt; 0.05, which means Ha is accepted. It can be concluded that there is an influence on the use of the Matching Word Game on students' vocabulary mastery.&#x0D; &#x0D; Keywords: Vocabulary Mastery, Quasi Experimental, Matching Word Game.
Mangrove Land Mapping and the Potential for Bivalve Diversity with Remote Sensing in the Pulau Dua Nature Reserve (As an Initial Study for the Development of Class X High School Ecosystem Biology Subconcept Learning Devices)

Bivalvia is an invertebrate animal that has a high level of diversity and a marine biological resource that has significant economic value. This research was conducted in November 2021, aiming to determine bivalve diversity, mapping of manrove land and the potential for bivalve diversity, the relationship between the results of analysis of the presence of water on bivalves diversity in the Pulau Dua Nature Reserve and the implications of research results in the field of education. The method used is the roaming method to determine bivalves diversity and remote sensing methods to map areas of potential bivalve diversity in Pulau Dua Nature Reserve. The results of observations found that the diversity of bivalves in Pulau Dua Nature Reserve was included in the medium diversity category with a value of 1.085. The results of the relationship between bivalve diversity and MNDWI are classified as having a strong relationship, namely the correlation coefficient (r) is 0.668. In the Pulau Dua Nature Reserve, it was found that areas with a high potential for bivalve diversity were found at coordinates 106.198956 6.018374. The results of this research were then carried out to analyze the material at KD 3.10 and KD 4.10 for class X SMA at school.
Teachers' Perception towards Students' Learning Behavior after Online Learning

This research aims to determine teachers' perceptions of students' learning behavior after online learning at MTs Negeri 2 Sekadau. The research approach used is descriptive qualitative research. The data sources used are primary and secondary data. The primary data includes three teachers and the headmaster of MTs Negeri 2 Sekadau, while the secondary data consists of document archives related to the research. The data collection techniques used in this research are observation, interviews, and documentation. The documentation is done using a mobile phone camera. The data analysis techniques include data reduction, presentation, and conclusion drawing. The results of this research indicate that the students' learning behavior after online learning has shown positive and negative changes. The positive aspect is that the students are able to learn independently even after online learning, making it easier for teachers to deliver learning materials. The negative changes in learning behavior include laziness, failure to complete assignments, late attendance, and lack of focus during learning. However, the teachers and the school have tried to improve the students' learning behavior after online learning, such as providing advice and imposing sanctions on students who frequently skip classes and rarely submit assignments.
Information Literacy Challenges in Rural: A Qualitative Study on Access and Use of Information Sources in the Village of Bandar Setia

This research aims to determine the challenges of information literacy in the community regarding access and use of information sources in Bandar Setia village. The purpose of this research is to determine the challenges of information literacy regarding asking access and the use of information literacy in the Bandar Setia village community. The research method used in this research is qualitative. The research results show that the challenges of information literacy regarding access and use of information sources are very dynamic, because each society experiences changes in access behavior because it is influenced by technological developments as well as internal and external characteristic factors in each generation. The stages of starting, chaining, exploration, collecting, extracting, verifying and ending may not be passed or carried out by young people and old people if the information they access is not scientific information.
Introduction to Educational Game Learning Media through Word Wall at SD Negeri 200118 Padangsidimpuan

The team from the Tadris Mathematics Study Program, Faculty of Tarbiyah and Teacher Training UIN Syekh Ali Hasan Ahmad Addary Padangsidimpuan organized community service in the form of training on the use of wordwall applications. This training aims to create interactive learning media. This activity was held at a school that had collaborated with the organizers. This service was held with the aim of providing guidance on the use of the Wordwall application in compiling interactive learning media. This is expected to be a solution to create interesting learning by combining theory and practice.In this activity, participants were given theoretical information about Wordwall through slide presentations from presenters, which were then followed by direct practice by the participants. The result of this training is an increase in teachers' understanding of the latest innovations in the use of interactive learning media. After the training, teachers can apply Wordwall to create teaching materials, learning media, and evaluation tools with their own creativity. Previously, the majority of teachers were not familiar with the theory and practice of using Wordwall, but after training, almost all teachers who participated in this activity were able to understand the theory and apply Wordwall in their learning. The positive impact of this service activity is that teachers can design various educational games with wordwalls according to the material taught, the establishment of cooperation between the service team and the SD Negeri 200118 Padangsidimpuan.
The Implementation of Bahasa Inggris Pemula In Enhancing Students’ Vocabulary Mastery Improving

The purpose of this study was to determine the increase in vocabulary of class XI students through the implementation of bahasa inggris pemula applications at SMK Negeri 4 Palopo City, with a quantitative approach and a single group pretest posttest type of research. The data analysis technique used in this study is the t test. The results showed that the significance value of the t-test was less than 0.05, namely 0.000, and the t-count results were greater than t-table, namely t-count with a value of 5.080, which was greater than the t-table value of 2.093. Thus it was concluded that there was an effect of using Bahasa Inggris Pemula applications on the level of students' English vocabulary mastery.
Addressing Students’ Different Learning Style in Teaching Vocabulary through Spelling Bee

In Indonesia, drills, question and answer technique, translation technique and minimal use of media are still in existence to teach vocabulary. These might lead to students’ boredom and learning disengagement. This qualitative study aims to report on teacher's experience when integrating Spelling Bee as a monitoring assessment of vocabulary mastery and as a consideration to specify possible teaching instruction. The action research method was employed to prescribe a set of sequential steps: reflect, get data, plan, act, and analyze. The steps are fluid, flexible and iterative at any point when necessary. Data triangulation was used to validate multiple data sources collected. There were two main findings after the second cycle was complete i.e., students’ level of engagement and students score increased by integrating Spelling Bee in the activity. Spelling Bee to equip students with meaningful activities has been achieved especially to serve the purposes of a warm up and an occasional touch to reflect DI implementation. Yet, the time allocation for the integration was inefficiency. Therefore, the integration successfully addresses young students’ style of learning and it can be less effective for more higher level of junior high school students.
Academic Cultural Study of Reading Interest in State Madrasah Aliyah Jambi City

This research aims to describe the challenges and efforts of educational institutions in developing an academic culture of interest in reading in their students. This research uses a qualitative approach with the case study method as a strategy of inquiry. The focus and subjects of the research were among madrasa heads, teachers, and students at three State Madrasah Aliyahs in Jambi City. Primary data was collected by distributing questionnaires, in-depth interviews and observations. Meanwhile, secondary data was collected through extensive document study. This research shows that the academic and cultural challenges of interest in reading in the three state aliyah madrasahs in Jambi City are almost the same, namely the lack of monitoring of reading habits in the madrasah arena. Even though madrasas face challenges, efforts to develop an academic culture of interest in reading continue to be carried out in each madrasa in Jambi City.
The Use of Duolingo Application to Enhance Junior High School Students’ Speaking ability

The study explored the use of the Duolingo application in junior high school language education to improve speaking ability. The research used a quasi-experimental design, dividing students into two groups: one receiving traditional instruction and the other using Duolingo as a supplementary tool. Data was collected through speaking assessments, student surveys, and classroom observations. The results showed a significant improvement in speaking ability among the Duolingo group compared to the traditional instruction group. The application's interactive features, gamified elements, and accessibility make it an engaging and effective learning experience. Student feedback also indicated increased motivation and interest in language learning. The study highlighted the potential of integrating Duolingo into language education and its implications for curriculum design, technology role in language learning, and addressing diverse learning styles. It provides valuable insights into the effectiveness of using Duolingo as a supplementary tool for enhancing speaking ability in junior high school language education. Further research is recommended to explore the long-term impact and scalability of Duolingo in diverse educational settings.
The Effectiveness of the Internet of Things in Increasing Students Creativity

This study aims to determine the effectiveness of the Internet of Things to increase student creativity. This type of research is a meta-analysis. The research data came from searching the databases of Google Scholar, ScienceDirect, Researchgate and Springer. The inclusion criteria in the research are research published in international journals or proceedings indexed by Scopus, Wos and Sinta, Research related to the Internet of Things to increase student creativity, research must be published 2020-2024, and research has complete data to calculate the value of effect size. Statistical analysis in research with JSAP application .0.8.5. The results of the study concluded that the implementation of the Internet of Things (IoT) had a significant effect on student creativity with a very high summary effect size (rRE = 1.117) in the effect size category. These findings explain that the Internet of Things is effective in helping students increase their learning creativity in schools.
ANALYSIS OF THE INNER CONFLICT OF THE MAIN CHARACTER IN THE NOVEL "GADIS PANTAI" BY PRAMOEDYA ANANTA TOER AND ITS UTILIZATION IN THE ENRICHMENT BOOK FOR 12TH GRADE HIGH SCHOOL NOVELS

The world of literature, particularly the novel, serves as an indispensable contribution that delves into the profound aspects of the human experience. Literary psychology, as a branch of literary studies, delves into the intricate psychological facets experienced by characters within novels. In this context, Sigmund Freud's psychoanalytic theory identifies three fundamental elements of inner conflict: the Id, Ego, and Super Ego. Simultaneously, the emotional classifications elucidated by Albetrine Minderop encompass emotions such as guilt, self-punishment, shame, sadness, hatred, and love. This research endeavors to reveal and dissect the emotional classifications delineated by Albetrine Minderop. Employing qualitative descriptive research methodology, this study aims to scrutinize the conditions, circumstances, or aspects previously delineated, with the findings presented in the form of a comprehensive research report. The analysis within this study revolves around the inner conflicts experienced by the central character in Pramoedya Ananta Toer's novel, "Gadis Pantai." This research offers an intriguing perspective through the lens of literary psychology, providing a platform for new perspectives and insights.
A study on the style elements of Chinese native 3D-animation movies and their health education significance

With the advent of the 21st century, the widespread introduction of media technologies and the transformation of the education system have led to a change in educational concepts in the field of cinema in China. This article is addressed to the theory of ecological systems; a social network model was created to synthesize the practice of aesthetic education in the field of cinema with the needs of the school and society at the micro-, meso- and macro-ecological levels; the features of the influence of three animated films in Chinese on aesthetic education are studied. The article analyzes the functions of aesthetic education and features of films in the modern era.
Tinjauan Ketepatan Kode Diagnosa dan External Cause Kecelakaan Lalu Lintas di IGD RSIJ Pondok Kopi

Codification is the activity of classifying diseases based on certain criteria. Coding of disease diagnoses according to ICD-10 rules. One form of classification coding is using External Cause, which is a code used to classify the external cause of a disease caused by accidents, injuries, poisoning, burns, or side effects of drugs. This study was conducted at the Emergency Department of the Jakarta Islamic Hospital Pondok Kopi with the aim of the study to determine the percentage of accuracy of diagnosis and external cause codes and identify SPO related to classification coding. This study uses a quantitative descriptive method, with the technique of taking total sampling or saturated samples on 66 medical records for the period July 2022. The results of the research obtained with 66 samples related to traffic accident patients. Obtained the results of the accuracy of 66 appropriate injury diagnosis codes (100%) and 0 inappropriate (0%). The results of the accuracy of the external cause code obtained 66 (0%) external cause codes cannot be assessed because external cause coding activities have not been carried out. Only have SPO specifically for coding diagnoses in general, SPO specifically for external causes is not yet available. Of the 5 inhibiting factors studied, 3 inhibiting factors were obtained that caused the inaccuracy of external cause coding, namely Man, Money, and Material.