Reviewerly/exHarmony huggingface dataset:
Development of Android-Based Chemistry Virtual Laboratory Media on Acid-Base Materials for 11th Grade High School Students

This study aimed to develop an Android-based virtual laboratory media for chemistry, assess its validity, and determine students' responses to it. The research methodology employed was research and development (R&amp;D) with the 4D development model (Four D Models) according to Thiagarajan, which comprises four stages: define, design, develop, and disseminate. The study was carried out until the development stage. The research instruments used included interview guides, validation sheets, and questionnaires. The media products developed were validated by material and media expert validators consisting of two chemistry lecturers and one chemistry teacher. Limited trials were conducted with a total of 32 11th grade students from Mathematics and Science (MIPA) 3 class at State Islamic Senior High School (MAN) Blitar City. Data analysis techniques involved both qualitative and quantitative methods. The results indicate that the validation scores from the material and media experts were very valid, with an average percentage score of 98% and 95%, respectively. The student's responses to the limited trials were also very good, with an average percentage score of 88%. Overall, the study demonstrated the potential of the developed Android-based virtual laboratory media for chemistry education.
Persepsi Mahasiswa Pendidikan Biologi Universitas Katolik Widya Mandira Terhadap E-Learning Pada Masa Pandemi Covid-19

The learning process using electronic learning (e-learning) can be done remotely, without having to meet face to face in the room directly, and the learning time is more flexible. Biology Education Widya Mandira Catholic University is one of the parties who feel learning using e-learning, but in reality there are still many students who do not understand the use of e-learning in the learning process, this of course will affect the learning process carried out by lecturers and students if not overcome. The purpose of this study was to determine student perceptions of the Widya Mandira Catholic University Biology Education Study Program towards Learning using e-learning during the Covid 19 Pandemic. This study uses a qualitative approach, sampling is done by purposive sampling technique, data collection techniques are carried out by filling out questionnaires through google forms and interviews to find out obstacles in learning using e-learning. The results showed that the perception of students of the Widya Mandira Catholic University Biology Education Study Program towards learning using e-learning obtained an average perception score of 59,69% with a good category. The conclusion of this study is the students' perception of learning using e-learning is in a fairly good category with an average perception value of 59,69% this is because some students feel they do not understand the learning materials, the time provided is not in accordance with the existing credits, learning using e-learning requires internet or wifi packages, and lack of interaction between lecturers and students.
Move Analysis of Awards Acceptance Speeches in The 22nd Vodafone Ghana Music Awards Ceremony

It has become a tradition that any musician who wins an award delivers a speech to acknowledge those who contributed to the award’s success. This has led to the emergence of Awards Acceptance Speeches (AASs). Despite the recent popularity of genre analysis on professional genres, AASs as a genre, have not been researched, especially in the Ghanaian context. To this end, this paper sought to examine the generic structure of the AASs of Ghanaian musicians in the 22nd Vodafone Ghana Music Awards Ceremony. 20 AASs were sampled for the study. The study adopted Swales’ (1990) approach to move analysis, focusing on the generic structure. The analysis revealed that Thanking move was the most frequent. A 6 move-structure was identified. The study concluded with implications for successful acculturation of musicians and other entertainment industry players in their discourse communities and recommendations for further studies.
PERBANDINGAN CITRA RGB DAN GRAYSCALE UNTUK KLASIFIKASI WAJAH BERMASKER MENGGUNAKAN METODE CONVOLUTIONAL NEURAL NETWORK

significance of mask usage, many individuals have not been using them correctly. In order to address this issue, a system for image processing was developed using Convolutional Neural Network (CNN) capable of identifying three categories: wearing masks correctly, wearing masks incorrectly, and not wearing a mask. The dataset employed consists of 500 images for each category. Additionally, a comparison between using RGB and grayscale images was conducted, revealing that the RGB-based image model achieved an accuracy of 94.78%, while the Grayscale image reached an accuracy of 89.22%. These results confirm the importance of color information in the mask-wearing position detection process. Through this research, it is hoped to contribute to raising public awareness regarding the significance of proper mask usage in the efforts against Covid-19.
CEFR Informed Development of Digital Expository Text Resources for High School Students in Cirebon, Indonesia

Indonesia's English Proficiency Index (EPI) has declined significantly over the past 11 years, according to Education First's annual report. The country's latest ranking is 81st out of 111 countries, indicating poor English performance. One of the contributing factors is the conventional pedagogy that focuses mainly on grammar, while the disregard of various forms of English literature, such as expository texts, impedes students' writing ability. Developing digital learning resources that provide new insights is crucial. So in this study investigates the key creative processes employed in the development of digital expository text resources for high school students in Indonesia and how these processes inform the characteristics of the product prototype. The research design is a qualitative approach, specifically a single-case study design, with the author being the only participant. Data collection methods included document analysis, and content analysis was used to analyze the data. The findings indicate that the key creative processes involved in the development of digital expository text resources include lesson plan analysis, text analysis, and CEFR analysis, among others. These processes informed the characteristics of the product prototype, including its visual design, interactive features, and pedagogical strategies. The study suggests that the development of digital expository text resources should be informed by the Common European Framework of Reference for Languages (CEFR) to align with the language proficiency levels of the target audience. This study provides valuable insights into the creative processes involved in the development of digital expository text resources and how these processes can inform the characteristics of the product prototype.
Improving Speaking Skill Using Comic Strip in VII Grade SMP Negeri 1 Surabaya

This study aims to investigate the improvement in students' speaking skill after implementing comic strips as a learning media. The subjects of this study were seventh grade students at SMP Negeri 1 Surabaya, totaling 35 students in a class. This research was a Classroom Action Research (CAR) which was carried out in two cycles. The researcher conducted the Pre-Cycle before implementing the comic strip. There were four phases carried out in cycle 1 and cycle 2: planning, action, observation, and reflection. The difference occurred in the implementation of cycle 2. Observation and speaking practice tests were two methods the researchers used to collect data in this study. The KKM in English subjects at SMP Negeri 1 Surabaya is 85. The results of this study showed that there were 10 students, or 28.5% of students, who achieved test scores above the KKM. In cycle 1, there were 23 students, or 65.7% of students, who passed the KKM, and in cycle 2 there were 30 students, or 85.7% of students in class VII B, who scored above the KKM. Thus, comic strips are effective in improving students' speaking skills.
DEVELOPMENT OF SELF-LEARNING MEDIA BASED ON ISPRING SUITE 10 ON RESPIRATORY SYSTEM MATERIALS IN CLASS XI-MIA IN METHODIST 8 MEDAN PRIVATE HIGH SCHOOL MEDAN

This study aims to determine the feasibility level of the Learning Multimedia that was developed based on the ispring suite 10 as a source of independent learning on the respiratory system material for class XI SMA. Learning Media developed based on expert validation, namely material experts, media experts and based on field tests to obtain responses and assessments by subject teachers, and students. This study uses a 4-D model of instructional development design by Thiagarajan which includes 4 stages, namely; define, design, develop, and disseminate which are limited to limited field tests and limited distribution to see the results of students' classical learning mastery. Research preparation begins in August 2021 and will be carried out in October 2021 – July 2022. The product trial was conducted at the Methodist 8 Medan Private High School. The results of the study indicate that the Learning Multimedia that has been developed is feasible to be used as a source of student self-study because it meets the eligibility criteria. Based on expert validation, the mean score was 4.40 or 88% (very feasible) from material experts. Meanwhile, media experts obtained a mean score of 4.62 or 92.4% (very feasible). Based on the results of field tests on teacher and student responses, it was obtained a mean score of 87.05 (very feasible) from the results of the teacher's assessment of the field of study and a mean score of 90.62 (very decent) from the results of student assessments. Students' classical learning completeness in limited distribution gets a percentage of 86.15% (very decent).
THE DEVELOPMENT OF INTERACTIVE MULTIMEDIA LEARNING MEDIA ON CELL MATERIALS IN CLASS XI IPA SMA NEGERI 2 KABANJAHE

This study aims to develop and produce interactive multimedia-based biology learning media using a valid, practical and effective powerpoint media that can be applied as a biology learning medium on cell material. The type of research used is development research with a 4-D development model. This model includes four stages, namely defining, designing, developing and disseminating. The learning media developed were validated by media experts and material experts, the responses of biology teachers and responses by students in class XI PA SMA Negeri 2 Kabanjahe. All data were obtained from the data collection instrument and analyzed descriptively. The results showed: (1) The validity of the media based on the assessment of media experts and material experts by getting an average percentage of 85.5% with the criteria of "very valid / very good". (2) The practicality of learning media based on student and teacher responses after using the media got an average percentage of 95.3% which included the "very practical" criteria. (3) The effectiveness of the media based on the results of student learning mastery after using interactive multimedia learning media is 86.1%. Then the calculation of the significance level is carried out with the ngain test score . From the results of manual calculations obtained n-gain score of 0.52. Based on the results of the study, the use of interactive multimedia learning media is said to be feasible with valid, practical and effective categories.
RANCANG BANGUN SISTEM INFORMASI PEMETAAN FLORA DAN FAUNA TAMAN HUTAN RAYA NURAKSA DENGAN MODEL ARSITEKTUR MICROSERVICES

The Great Forest Park (Tahura) Nuraksa has a lot of flora and fauna in it. Currently, Tahura Nuraksa does not yet have a mapping system for its flora and fauna. In the Long-Term Management Plan of Tahura Nuraksa for 2019-2029, one of which is the acceleration of completion of the mapping of Tahura Nuraksa, an indicator of success is that the making of maps supporting the management of the area can be completed. The solution is to build a Geographic Information System of flora and fauna based on microservices architecture. The system uses the Extreme Programming method. The system is built using the React JS framework for websites and React Native for mobile, and the MongoDB database. Testing services using Postman tools, testing website features using Selenium tools, and testing mobile applications using black boxes. equivalence partition and Mean Opinion Score to measure the feasibility of the system based on the point of view of the officers and the point of view of the tourists. The assessment from the officers got the results of 71% Strongly Agree, and 29% Agree. Based on the point of view of tourists, the results obtained are 47.9% Strongly Agree, 43% Agree, and 3.8% Neutral
ANALISIS KEAMANAN WEBSITE SISTEM INFORMASI ADMINISTRASI KEPENDUDUKAN MENGGUNAKAN METODE VULNERABILITY ASSESMENT

Website is an information page that is provided via the internet so that it can be accessed throughout the world as long as internet activity on a device is connected. Information security on a website is the most important at this time, including the website of the Ministry of Home Affairs in the field of population and civil registration which provides information about community personal data. This problem is very important if it is accessed by irresponsible people. The method used in this study is the Vulnerability Assessment method. This research has found information related to the target website and several vulnerability warnings after testing a vulnerability scanner with a high level of risk so that the research recommends fixing the vulnerability to minimize security holes exploited by hackers. Testing was carried out using Kali Linux and OWASP ZAP.&#x0D; &#x0D; Keywords: Security, Website, Dukcapil, Kali Linux, OWAPS ZAP&#x0D;
Educational Video Quality on TikTok for Vocabulary Teaching

This research aimed to find out the quality of the educational videos and the quality of vocabulary teaching contents taught on the TikTok account. This research conducted online, on the TikTok account @jagobahasa.com. These data sources are limited to vocabulary teaching videos posted within the last three years. The researcher selected video samples randomly with the existing criteria. The criteria used to assess the quality were theories by Brame and Lopez. The study revealed that elements in the video showed a significant match against the criteria of educational video and criteria for vocabulary teaching contents. The educational videos provided cognitive load, student engagement and active learning. Meanwhile, the quality of the vocabulary teaching contents taught was nearly comprehensive, including teaching vocabulary of frequency, range, availability and expediency, learnability, and cultural factors. However, for the use of guiding questions, making videos as homework, and specific needs or interests of learners were not available.
Pengaruh Social Media Marketing terhadap Keputusan Pengunjung di 3D Stable Palembang

This research aims to determine the influence of Social Media Marketing on visitor decisions at 3D Stable Palembang. The research method used is a quantitative method. The population in this study were all visitors to 3D Stable Palembang using a sample of 100 respondents. The data collection method used in this research is a questionnaire using a 5 point Likert scale. The analysis technique used is multiple linear regression and uses the SPSS application. Based on the results of the analysis, it is concluded that Social Media Marketing simultaneously influences visitors' decisions at 3D Stable Palembang.
Rancang Bangun Sistem Informasi Pelayanan Administrasi Desa Berbasis Website Menggunakan Metode Prototype di Desa Ciomas Kabupaten Ciamis

This research presents the design and development of a web-based village administration service information system in Ciomas Village, Ciamis Regency. The background of the study is the suboptimal village administration service that still relies on physical form filling and written communication, resulting in delays in serving the community. In this research, the prototype method was chosen as the software development approach, allowing for iteration and active user participation. The system built includes essential features such as citizen data management, online service submission, complaints, validation, verification, tracking, and document downloads. The aim of this research is to build a web-based village administration service information system using the Prototype method. The proposed system will facilitate villagers in accessing administration services online, improve the efficiency of village administration processes, and minimize the potential for human errors in data management. Black box testing and usability testing results show that the system has good learnability and memorability and has incorporated essential features in village administration services. In conclusion, this web-based village administration service information system has the potential to improve the efficiency and quality of village administration services, providing a suitable solution for the issues faced in Ciomas Village and serving as a guide for other villages adopting a similar system.&#x0D; &#x0D; Kata Kunci—Information System, Village Administration Service, Website, Prototype Method, System Testing&#x0D;
Penerapan Data Mining Dengan Algoritma Apriori Untuk Analisa Pola Pembelian Pelanggan Pada Penjualan Martabak Surya Kencana

The purpose of this study is to analyze customer buying patterns at Martabak Surya Kencana. The method used is the Apriori algorithm, the Apriori algorithm is one of the most well-known algorithms in data mining in finding data patterns or patterns of occurrence/data frequency. Usually the Apriori algorithm is used to find customer buying patterns at a minimarket based on purchase transactions. The results of this study are with a minimum support value of 20% and a minimum confidence value of 70%, it produces 2 rules, namely if you buy Martabak Telor 3 Super Eggs, you will buy Martabak Sultan Cheese with a support value of 26.8% and a confidence value of 79. 8% and if you buy "Chocolate Sweet Martabak" then you will buy "Dry Nutella / Ovomaltine / Toblerone Thin Martabak" with a support value of 24.2% and a confidence value of 78.9%.
EGARCH Model: Volatility Spillover Analysis of Bitcoin Price on Altcoin and S&amp;P 500 Index

This study aims to analyze the effect of Bitcoin price spillover volatility on Altcoin prices (Ethereum, Tether, Binance Coin) and the price of the S&amp;P 500 Index. The data used is weekly data with a research period from January 2018 to December 2022. The analysis used in this study is the Exponential Generalized Autoregressive Conditional Heteroscedasticity (EGARCH) model. The results show a volatility spillover effect between Bitcoin and Binance Coin with more positive shocks than adverse shocks in Bitcoin price volatility on Binance Coin price. Meanwhile, the spillover volatility between Bitcoin and Ethereum, Tether, and the S&amp;P 500 Index cannot be known because the price data is homoscedastic, so it cannot be continued with EGARCH modelling because the data needs to meet the modelling requirements.
Socio-Cultural Changes in Modernization and Technology Viewed From The Learning Process

The development of information and communication technology in modernization has revolutionized learning and access to information. This study aims to describe the socio-cultural changes in educational institutions and how to implement the learning process in digital literacy. This study uses a qualitative approach using literature reviews such as academic articles, research papers, and books that explore the relationship between modernization, technology, and socio-cultural change, emphasizing the role of the learning process. The results show that there are socio-cultural changes in the scope of educational institutions amid technological modernization. Technological developments affect learning methods in an educational institution. Technology is also changing how teachers and students seek learning resources. Technology also creates how distance learning can be done using video conferencing platforms. The impact of technology and modernization has changed the way students interact and communicate in the school environment. Educational institutions also try to adapt the curriculum to the needs of modern society. The digital literacy-based learning process also has an impact when the vast internet technology and information technology global knowledge have become more accessible through local or national and international dimensions. The role of social media and other digital platforms in the learning process influences how people create and maintain their digital identities.
Implementation of Android Application-Based Learning Media on Motorcycle Electrical Maintenance Materials in Vocational High Schools

Purpose of this study was to produce learning media and test the feasibility of learning media based on android applications at Vocational High Schools. The type of research used in this research is implementation research. The subjects in the study were 31 students of class XI TBSM Vocational High Schools. The data collection instrument used quantitative descriptive analysis to determine the feasibility of learning media. The results of this study indicate: (1) Development research produces learning media for motorcycle electrical maintenance materials for students of class XI TBSM with the development process through the following stages: (2) Android-based learning media is categorized as feasible to use in learning to get validation results from Experimental class of 87.5%, Control class 78.5%, So it can be concluded that learning with Android is more effective for students.
Implementation Of Youtube Channel in Distance Micro-Teaching Learning

Some regions in Indonesia are still in the top, remote, and underdeveloped categories. In order to support the quality of learning that can reach all re-gions, learning videos are used through the YouTube channel. This research is an experimental study with a quasi-experimental design with the match-ing-only pretest-posttest as the experimental design. The research sample consisted of 60 students, with 30 students as the control class (the group of students who were not given the product) and 30 students as the treatment class (the group of students who were given the product). The results are that YouTube videos are still effectively used to improve students' basic abilities. It is recommended that lecturers who teach micro-teaching courses use learning videos on the YouTube channel to support improving stu-dents' micro-teaching skills.