Reviewerly/exHarmony huggingface dataset:
Letter's recognition in early literacy through snakes and ladder games

This study aims to determine the process of applying the game of snakes and ladders in increasing letter recognition in children aged 4-5 years at the Pembina State Kindergarten of Langsa City and to see the activities of children in learning to recognize letters using the game of snakes and ladders. This research is a type of Classroom Action Research (CAR). The subjects in this study were the 17 children of group B of the Pembina State Kindergarten in Langsa City. The method used in data collection, namely, observation and interviews. Data collection techniques using descriptive quantitative. The results of the study showed that the game of snakes and ladders can improve children's ability to recognize letters. At the time of pre-action observation, the percentage of ability to recognize letters was 43% with indicators recognizing letter symbols 15%, making meaningful scribbles 15%, writing and speaking letters (A-Z) 11.7%. In the first cycle the percentage of increase in children's letter recognition was 66.4% with a category of 15 children starting to develop 2 children developing according to expectations (BSH) with indicators recognizing letter symbols 20.5%, making meaningful scribbles 23.5%, writing and writing. pronounce the letters (AZ) 22%. Furthermore, in cycle II there was a very significant increase, namely 98% with the criteria of 13 children developing as expected (BSH) and 4 children developing very well (BSB) with indicators recognizing letter symbols 33%, making meaningful scribbles 32%, writing and speaking letters (AZ) 32%. Based on the description of the results of the research before the action, cycle I and cycle II, it can be concluded that the snake and ladder game is able to improve the ability to recognize children's letters in the Pembina State Kindergarten of Langsa City.
Developing Writing Module “Retisa de Rikayat” South Sumatera

This research and development is motivated by the desire and hope of materializing learning materials that have relevance to the learning and psychological needs of Indonesian Language Education students, especially giving the effect of a writing culture embedded in students. The long-term goal is the formation of independent, creative, and productive student literacy characters in an effort to empower themselves to explore the ability to write literary works, especially folklore. The modules are developed based on the Rowntree development model. The procedure is divided into three main stages, namely needs analysis, developing draft modules, and evaluating expert lecturers. The subjects of this study were students of Indonesian Language Education FKIP, PGRI Palembang University who took the Literature Writing course. To measure the level of validation of the writing module, Retisa de Rikayat in supporting the mastery of the ability to write literary works was evaluated by expert lecturers in the field of Indonesian language. The writing module of Retisa de Rikayat is quite effective as an alternative complementary teaching material for writing literary works, especially learning to write folk tales. This is in accordance with the results of the assessment, this module has an average score of 76.8 from expert lecturers which is in the good category and is arranged according to the analysis of student needs.
Unorthodox Agreement in Turkish Copular Sentences

Turkish verbs agree with the subject in almost all cases. The same goes for the copular adjectival or nominal structures. However, if a nominal predicate is 2nd or 1st person whereas the subject is 3rd person the agreement, the agreement takes place with the predicate instead of the subject. Some features had been proposed in order to account for the different behavior of the persons, most famous of which being Harley &amp; Ritter’s (2002) three-way feature system. I will try to develop an economical argument using solely one feature: [ref]. It correctly explains some phenomena that previous feature-dependent accounts come short explaining. I will mostly build up on work of Ince &amp; Aygen &amp; Aydın (2015), spotting problems in their proposal and offering solutions.
FILM AS MEDIA TO TEACH WRITING AT THE ELEVENTH-GRADE STUDENTS OF SMA NEGERI TUGUMULYO

This study was entitled film as media to teach writing at the eleventh grade students of SMA Negeri Tugumulyo. The purpose of conducting this study was to examine whether this is a significant or not film as media to teach writing at the eleventh grade students of SMA Negeri Tugumulyo. This study used quantitative study, which focused on writing achievement at the eleventh grade students of SMA Negeri Tugumulyo. The writer formulated two hypotheses; there were null hypothesis (Ho) and the alternative hypothesis (Ha). There were 352 students from nine classes as the population of this study. The sample was taken through cluster random sampling was the class XI IA.2 which consists of 37 students. In this case, the writer collected the data by using writing test. Then, the techniques for analyzing the data were the students’ individual score and Match T-test to find out the t obtained . Based on the findings, the result showed that t obtained was 6.38, it was higherthan t table was 1.697 (t obtained &gt;t table ), it could be concluded that the Null Hypothesis (Ha) significantly effective film as media to teach writing at the eleventh grade students of SMA Negeri Tugumulyo.
Perancangan Website Profil Sekolah Madrasah Tsanawiyah Negeri 2 Medan

In Madrasah Tsanawiyah Negeri 2 Medan, the process of school profile information still uses brochures, pamphlets, banners and delivery through the students themselves so that the scope of promotion does not extend to other areas. To make it easy for the community to see the profile of the Mtsn 2 School and to make it easy for employees to input school profile information data, the authors designed a Web-based system. In the process of collecting data with the aim of solving problems, the authors used descriptive data collection methods, namely observation and interviews. Here the author uses a Web-based system. This website was developed using PHP and MYSQL software. This website contains the vision and mission, organizational structure, teacher data, employee data, academic, non-academic activity data and facility data. Which aims to introduce the Mtsn 2 Medan school to the general public. Based on the results of the tests that have been carried out, this Web-based school profile system can help Mtsn 2 Medan School in promoting the school to the wider community and is able to facilitate employee work
Pendekatan Kualitatif dalam Ilmu Sejarah: Sebuah Telaah Konseptual

The popularity of the qualitative approach has recently increased. Especially in the social sciences (including the humanities), where this approach has its own place, although, the most important substance in science, namely the theory itself, is actually qualitative. This is further strengthened by the essence of a qualitative approach (in the social sciences of the humanities) which emphasizes the investigation of a social phenomenon and human problem. This article describes how a qualitative approach is used (particularly) in the science of history, as well as the various characteristics inherent in qualitative research which is so closely related to the science of history. This article was written using descriptive analytical method supported by literature study as the data mining process. From the results of the description, it is known that history as a family of humanities will inevitably (still) use a qualitative approach in its scientific description. This qualitative approach is in the form of a narrative-descriptive-analytical explanation of history, which makes history, apart from being a science, also a story. The task of history is to tell stories through narrative texts, so that a qualitative approach is embedded in the science of history.Keywords: Approach, Qualitative, Historical Science
Identifikasi Extranous Cognitive Load Siswa Dalam Mengembangkan Computational Thinking Skill Melalui Pembelajaran Jaring-Jaring Makanan Berbasis Snap!

Food webs learning using the Snap! is one of the learning strategies that are expected to help improve students' computational thinking. For students, this learning strategy were something new and can cause Extraneous Cognitive Load (ECL). The purpose of this study was to identify students' ECL in food web learning using the Snap! to develop computational thinking skills. The research method used in this study was a pre-experimental design with a modified research design from an iterative action design. The sampling technique was purposive sampling. The sample in this study consisted of 30 seventh grade students at SMPN 2 Bandung. The research instrument used in this study was a student mental effort questionnaire to measure ECL, field notes, and a computational thinking test. Based on the results of the study, students' ECL was relatively low and increased at each meeting, except for the second meeting. Students experience an increase in their computational thinking skills after participating in food web learning using the Snap! computational model. The results of the N-Gain analysis also show that the improvement of students' computational thinking is in the moderate category and is quite effective.
The Enhance Engagement Students Through Kahoot! In Online Lecture During Pandemi Covid-19

Numerous schools worldwide have closed during Covid-19 pandemic but students has several distraction when they study from home. Schools and universities have to continue with preparing learning method in any occasion like online lecture. Some study results show an increase in linkages using digital applications, one of which is Kahoot. Therefore, this study aims to analyze the acceptance and relationship of students with lectures through Kahoot in online lecture. In this study, 67 students of pre-service Madrasah/ Primary teachers at a Siliwangi Islamic College were chosen as a participant. The age of the students ranged from 19 to 30 years and they were students who were taught by the researcher. The research conducted of two phases. In the first phases, consist of an introduction, lectures, and Kahoot! Quiz each chapter. In the second phase students answering the questionnaire-based online using google form. Question points in the questionnaire included usability, ease of use, attitude, engagement skills, and interaction. The findings show that a whole respondents agree that Kahoot can improve their learning performance. In spite of encourage in taking a good notes and listening carefully in classroom, Kahoot is contribute students to having fun in the online lecture.
Psychological and emotional complex of piano accompanist as a reflection of the PROFESSION EVOLUTION

Background. The article studies the accompanist culture as an artistic phenomenon. The accompanist art development processes at the given stage are distinguished by an intensive search for renewal of the content and means of musical expression, coupled with discoveries in composition practices, which puts forward new performance requirements. Scientific novelty is pre-determined by the tasks of detecting the historical origin of the organization of the “backgroundrelief” type in musical structures, specifying the stages of their development. Tracing back the origins of the art of accompanying allows us to reveal a variety of relationship models between the solo singing and accompanying function, which co-exist in various forms in modern artistic practices, thereby depicting the main professional qualities and skills of a piano accompanist. The purpose of this article is to discover the genesis of the types of accompanist art, their historical development, as well as to determine the components that form the basis of the professional activity of the accompanist and to identify major personal qualities characteristic to this profession. It should be noted that the issue of accompanist art is currently only passing the way of scientific comprehension, and we can distinguish a certain historical dynamics: from methodological developments to comprehending the role of an accompanist as an equal member of the ensemble, teacher and creator of original interpretations of compositions. Results of the research. The phenomenon of accompanist art is considered in the paper in terms of its connection with the general history of music. The history of accompaniment and the work of an accompanist should be recognized and studied, since the nature and role of the accompaniment depend on the era, nationality of music and its style. Concertmastering is one of those professions where the duties and modes of action are not clearly expressed, leaving the professional with the right to choose. A striking distinctive feature is the individual path of improvement and the final “bar” of mastery, determined by the traits of the character and personal aspirations of each accompanist. The article discusses the issue of the specific musical and psychological abilities of a concertmaster, which ensure compliance with professional requirements. Conclusions. The development of a theoretical concept of accompanist art will allow this profession to acquire the necessary completeness of permanent features and will open up new prospects for further study of methodological, practical and artistic aspects.
Pengaruh Pergaulan Teman Sebaya Tehadap Motivasi Belajar

The purpose of this study was to determine how peer association affects motivation to study at the State University of Gorontalo. The population in this study was all students who took the Introduction to Macroeconomics course in the odd semester of the 2020/2021 academic year at the Economics Education Study Program, Faculty of Economics, State University of Gorontalo. We used a technique called "saturated sampling" in this study. In other words, sample all populations. In this study, the independent variable is the association between peers and the dependent variable is students' learning motivation. The data analysis technique used is simple regression analysis. The results of this study indicate that peer association has a positive effect on learning motivation.
Development of computer barcode detector based on one chip microcomputer

The barcode technology is the technical basis for the implementation of POS systems, POS (Point of Sale) is a hardware and software complex operating on the basis of a fiscal registrar, a typical set of cash functions is fixed by the POS system: accounting and dispensing of goods, receiving and issuing money, cancellation of the fact of purchase, etc. Usually POS-computer, POS-monitor, receipt printer, fiscal registrar, POS-keyboard, customer display, cash drawer, magnetic card reader are called POS-system components. EDI (Electronic data interchange) transfer of structured digital information between organizations, based on certain standards and conventions, regulations and formats of transmitted messages. The main task of EDI is to provide a standardized exchange of transactions and other digital information, to provide opportunities for programmatic interaction between computer systems of various segments and organizations. E-commerce and supply chain management. At the same time, it is also an important technical means for modernizing logistics management. This design is based on ST89C52RC microcontroller, using YHDAAM100 barcode scan sensor to collect data, and finally display barcode data through LCD1602 liquid crystal. A liquid crystal display is an electronic device for visual display of information (display), the principle of operation of which is based on the phenomenon of the electrical transition of Fredericksz in liquid crystals. The display consists of an arbitrary number of colored or monochrome dots (pixels), and light sources or a reflector (reflector). This design realizes the scan code to function at a very low cost. The device has a small size and low power consumption. It can not only be used in portable barcode collection programs, but also has broad application prospects.
NATIONAL RESEARCH AND EDUCATION NETWORK OF RUSSIA: DIRECTIONS OF DEVELOPMENT IN THE CONTEXT OF EXPANDING OF INTERNATIONAL COOPERATION

The paper is devoted to certain aspects of the current functioning and development of NationalResearch Computer Network (NIKS) in the status of National Research and Education Network(NREN) of Russia. The main emphasis is made on the discussion of foreign network connectivity ofNIKS, the planned technological modernization and expansion of international cooperation withNRENs of the EAEU countries, the intensification of network and service interaction with leadingEuropean research and education consortia GÉANT and NORDUnet.
PENGENALAN TOKOH PAHLAWAN PADA UANG KERTAS EDISI 2014 BERBASIS AUGMENTED REALITY

History lessons in Indonesia are taught starting from Elementary School (SD) level. One of materials taught in elementary schools is a national hero figure who has greatly contributed to Indonesian nation. Several images of heroes were immortalized on Indonesian banknotes. The learning method that is carried out only with printed books and lectures tends to make students bored and quickly feel sleepy. In a site like this, interesting learning media is needed. This study seeks to build an android-based application using Augmented Reality technology, using banknotes as markers to produce 3D animation applications that speak about heroes and their historical backgrounds. This application development methodology uses an Incremental model which consists of 4 stages, namely: Analysis, design, code, and testing. Distributed questionnaires get results; Strongly Disagree = 0%, Disagree = 0%, Agree = 43%, and Strongly Agree = 57%. These results indicate that the overall system is running well and feasible to use
Media Promosi Gudnyus.id Berbasis Motion Graphic

&#x0D; &#x0D; &#x0D; &#x0D; Gudnyus.id is an online media and social news website concept. To support its popularity and bring out its existence, a promotional medium is needed. Based on the questionnaire that the author has distributed online via google form with the target of general public respondents in the urban center of Batam, information is obtained from the questionnaire, 60.6% of the public does not know while 39.4% knows, but only sees Gudnyus. Id posters or flyers on social media. Consequently, Gudnyus.id requires promotional support in the form of video, which is chosen because Gudnyus.id has no promotional support in the form of videos, particularly animated videos. In the production of promotional videos, the author uses the Villamil-Molina search method to support the design. There are five phases: development, pre-production, production, postproduction and delivery. The author uses the epic model method as an analysis to test the efficacy of Gudnyus.id's promotional media based on motion graphs. The information in the promotional video includes an introduction to Gudnyus.id as an online media, website heading, and the social media used by Gudnyus.id to transmit the information. from the output of the efficacy analysis using epic model, it’s known that the promotional video of Gudnyus.id based on the movement charts was found to be effective with an average value of 4.05 empathy, 4.26 persuasion, 4.0 impact, 4.22 Communication.&#x0D; &#x0D; &#x0D; &#x0D;
Implementation of Online Learning Management For Elementary School Students in Rural Times During The Covid-19 Pandemic

The focus of research is on teachers as managers in managing online learning during the Covid-19 pandemic. This study uses a descriptive-qualitative approach, namely describing and revealing existing facts and then describing them descriptively with words or descriptions. The results of the study indicate that the application of management functions can minimize the impact of online learning in the village. The existence of innovative learning methods that are considered effective in teaching and learning activities. Troubleshooting the flow of communication between schools and parents. The research was conducted in a rural area, namely SDN Negla (Kertasari) Bandung Regency, West Java Province. What is new in this research is that it is carried out in rural areas where the majority of human resources have minimal technological knowledge.
Case technologies in the system of training future leaders of educational institutions for the application of pedagogical management technologies

The article analyzes the features of the use of case technology in the process of preparing future heads of general secondary education institutions for use in further practical activities of pedagogical management technologies. The purpose, algorithm of application are defined, the example of a case with reflective questions to it is resulted, efficiency is outlined, shortcomings and advantages of application of case technology in professional training are specified. It is revealed that this technology is a set of a whole system of methods. Among them: modeling, structuring, algorithmization, analysis, synthesis, role play of the situation, abstraction, concretization, idealization, decomposition, imaginary experiment, problem method, discussion, compromise, comparison, argumentation, generalization, etc. It was found that the use of case technology in the system of training future heads of general secondary education on the one hand, allows to establish a synergy of theoretical and practical aspects of learning, stimulates individual activity of applicants, forms a positive motivation to learn, interest in management, reduces the number of �passive� and insecure students, provides high efficiency of training and development of future professionals, forms certain personal and managerial qualities and competencies; and on the other hand, it enables the teacher himself: to improve himself, to think and act differently and to modernize his own professional potential. Key words: case, technology, professional training, future leader, pedagogical management.
Possibilities of gamification in online learning at the University of Žilina

Research background: The current classical education system also used at the University of Žilina has certain gamification elements. However, it does not meet needs of most students, and is even very demotivating for a large proportion of students. Students perceive studying only as their duty, instead of perceiving it as something they enjoy and like to do. With the advent of modern technologies, the way of teaching without them is beginning to seem uninteresting and often ineffective. Purpose of the article: The COVID-19 global pandemic and the necessary national measures taken to combat the spread of the virus can significantly disrupt the provision of education. According to Resolution on the future of European education in the context of Covid-19 now is the right time to rethink and modernize curricula and procedures and accelerate change, by promoting digitization and innovation through gamification as well. The purpose of the paper is detect the possibilities of gamification in online learning at the University of Žilina. Methods: The survey was conducted to obtain the necessary primary data. It was statistically tested by one-way ANOVA, which represents the option of analysis of variance. Findings &amp; Value added: The aim of the paper is to find a statistically significantly different segment of students from the University of Žilina, who have greatly expressed interest in gamification in online learning in order to increase their motivation.