Reviewerly/exHarmony huggingface dataset:
Henki Kleber on Bow and Strings

Abstract&#x0D; This article tries to analyse the representation of postcolonialism in Indonesian children's literary works in the form of a novel entitled Komponis Kecil by Soesilo Toer. Komponis Kecil tells a story about the friendship of two figures namely Henki and Meneer Kleber. Meneer Kleber taught Henki to play a violin which at that time was considered as a musical instrument of the European or upper-class society, which later influenced Henki in the process of finding his true identity. This article uses qualitative social research methods with Komponis Kecil novel as the main research object. This article analyses the postcolonial concepts of otherness, mimicry and hybridity under the concept of orientalism. This article will use inductive analysis as data analysis method and hermeneutics as a methodology for interpreting texts; with the main narrative theme of Henki's hybridity which makes it unable to separate his European influences. This article also examines the expression of postcolonialism which also signifies the emergence of the social realism genre in Komponis Kecil.
IMPROVING READING COMPREHENSION SKILLS WITH COOPERATIVE APPROACH TYPE CIRC

This study aims to improve the learning process and the results of reading comprehension skills with the CIRC learning model for fifth grade students of SD Negeri Kotagede 5 Yogyakarta. This type of research is classroom action research with the Kemmis and Mc Taggart model. The subjects of this study were the fifth grade students of SD Negeri Kotagede 5 Yogyakarta totaling 27 students. Data were collected by using observation, test, and documentation techniques. The data analysis technique is descriptive quantitative. The results showed that there was an increase in the learning process and the results of reading comprehension skills with the CIRC type cooperative approach. In the pre-action, the average value of the students' reading comprehension skills class was 68.94 with a percentage of completion of 44.44%, then in the first cycle it increased to 81.48 with a complete percentage of 75.73%, and increased again in the second cycle to 86.15 with a complete percentage of 100 %.
EFL STUDENTS’ PERCEPTIONS ON THE INTEGRATION OF WHATSAPP IN A LOW-TECH LEARNING ENVIRONMENT

This paper explores how WhatsApp as social media is embedded into the educational practices of university students. The paper draws on an analysis of 79 questionnaires and 10 online interviews. The questionnaire survey was administered online and collected from students majoring in English Education at Universitas Sintuwu Maroso, Poso, Sulawesi Tengah. The survey was followed up by online interviews, which were meant to provide deeper understanding of the students’ experiences on the integration of WhatsApp to aid their learning practices. The discussion in this paper focuses on how students make meaning of WhatsApp integration in their formal study. The results indicate that although WhatsApp has the potential as a space for learning, the students simply valued WhatsApp as a channel for exchanging information of the courses and other practical information. Based on these results, some models of social media integration in educational practices are suggested to be applied in the context of low-tech environment.
GAMIFICATION OF DUOLINGO IN RISING STUDENT’S ENGLISH LANGUAGE LEARNING MOTIVATION

This study aims to identify students' motivation in learning English through the Duolingo application, its effects, and what makes it different from conventional learning. The Duolingo application is free language acquisition and education for the world. The term acquisition itself is interpreted differently by language researchers. Some researchers distinguish between obtaining and learning. On the other hand, other researchers consider the term to be the same. In this study, researchers refer to the idea that they are the same. In conducting this research, researchers used case studies to analyze data. The researchers were selected five students of second-grade SMK Ngunut 1 Tulungagung who play of Duolingo application to get their second language motivation. Data was collected by direct observation and in-depth interviews with subjects who had two learning language experiences such as books and learning applications. The reason why choosing games as a factor in improving English learning in this study is because games have become one of the results of the development of popular technology in the community.
Philosophical aspects of the development of linguistic reflection of the individual

The article discusses the philosophical aspects of the development of linguistic reflection of the individual. The relevance of the article lies in the philosophical study of the current state of reflection, based on the scientific views of philosophers and scientists of different centuries, the transfer of the cultural heritage and traditions of the Kazakh people from generation to generation, the development of linguistic reflection. The novelty of the research is the creation of a model for the development of linguistic reflection by promoting the traditions of the people. In identifying the main ideas modeling methods were used by analogy. The study used methods of induction, deduction, generalization, analogy, modeling. As a result of the research, the author proposed the idea «Make reflection by promoting your traditions», based on the principle of Aristotle «Know yourself with the help of a friend». Taking into account the huge role of Kazakh traditions in the upbringing of the younger generation through spiritual and moral values, a new philosophical module was developed for the development of linguistic reflection of the individual.
Assistive Technology for Dyslexia Students in Elementary School

Technological advances require collaboration in classroom learning practices by providing accessibility to optimize student learning. Classroom learning should be able to accommodate all student learning needs, including students with dyslexia. The purpose of this study was to analyze the need for assistive technology for learning innovation in one of the students who experienced dyslexia in elementary school. This research is qualitative research, using case study method. Data was collected by using interview, observation, and documentation methods. The instruments used in collecting data include: interview guidelines, observation sheets, and documentation guidelines. Data analysis was carried out in a qualitative descriptive manner. The results showed that one of the dyslexic students who is currently in fifth grade elementary school has a phonological deficit and needs learning media to help him practice increasing phonological awareness. Therefore, assistive technology-based learning media is needed to improve the quality of education for dyslexic students, especially in the training process to increase their phonological awareness.
PENGARUH MEDIA PEMBELAJARAN PERMAINAN MONOPOLI TERHADAP KETERAMPILAN BERBICARA SISWA SMA N 5 KABUPATEN KEPULAUAN TANIMBAR

The influence of the “monopoly game” as learning media on the speaking ability of students of the SMA N 5 Tanimbar Islands District (KKT). The aim of this research is to describe whether there is an influence of the "monopoly game" as a learning media on the speaking ability of students of the SMA N 5 Tanimbar Islands District (KKT). The research was carried out at the SMA Negeri 5 Tanimbar Islands District (KKT). The sample of this research are students of class X MIPA 2. This research has two variables namely application of the monopoly game as a free variable and the speaking ability of the students as a bound variable. The research data were obtained through two tests. The first test was the pre-test, which was used in the classroom before using the learning media “Monopoly Game”, and the second was the post-test, which was used after the learning media “Monopoly Game” was used in the classroom. The data collected were processed by a t-test for dependent variable. The data show that t count = 10.08. If this result was compared to free value = (n = 21 and the significant level α = 0.05, t_tab = 1.72 was obtained. That means t_count = 10.08&gt; t_tab = 1.72 [t_count is higher than t_tab This means that the use of the "monopoly game" as a learning medium has made a positive contribution to the speaking skills of the students. Based on this research, it can be suggested that the "monopoly game" can be used as a learning medium in the classroom in order to increase the speaking ability of the students to enhance
Strategi Pembelajaran PQ4R Solusi Untuk Membaca Pemahaman Anak Tunagrahita Ringan

This research was conducted with the aim to solve the problems faced by teachers in overcoming elementary school students with special needs, mentally disabled. The method used to train retarded students is to use the PQ4R strategy in learning Indonesian. This study is a study of the results of a library consisting of books and scientific journals as well as the and Observation to SD as supporting data. The results of this study revealed that the PQ4R method was effectively used to overcome specific learning problems in Indonesian language learning, namely Reading comprehension. This teacher as the spearhead to further direct students in the learning process so that learning objectives can be achieved with the maximum
Cryptocurrency in India: An assessment of the prospects and challenges

To execute transactional operations in the financial trading industry, cryptocurrencies like as bitcoin make use of decentralisation, traceability, and anonymity properties.These digital currencies, which are based on new blockchain technology, are serving as the foundation for some of the world's biggest unregulated marketplaces.A variety of regulatory difficulties arise as a result, including the illegal acquisition of narcotics and weapons, money laundering, and the support of terrorist operations, among others.This chapter examines a variety of legal and ethical implications, as well as their consequences and potential solutions to the fundamental problems that policymakers and regulators are today confronted with on a daily basis.The authors present the findings of an analysis of 30 recently published peer-reviewed scientific publications, and they propose a number of mechanisms that can aid in the detection and prevention of illegal activities, which currently account for a significant portion of cryptocurrency trading at this time.These researchers propose methodologies and apps that may be used to detect dark markets in the future, should the need arise.
Augmented Reality-Based Learning Media to Increase Islamic Financial Literacy

Learning Islamic financial literacy from an early age is essential so that it accumulates into adulthood. The application of Islamic financial literacy learning needs to be supported by learning media on the preferences of students' learning styles. The purpose of the research is to analyse augmented reality's effectiveness in increasing Islamic financial literacy for elementary school students. This experimental research tests the effectiveness of augmented reality-based learning media in increasing Islamic financial literacy and analyses students' experiences using the media. The method was quasi-experimental, using 2 groups, namely the experimental group and the control group, with a total sample of 30. Data collection techniques used were test instruments and questionnaires. The data analysis used is the paired sample test and gain value analysis. The results of the paired sample test showed that in the experimental group, there was a significant difference in the pretest and posttest values. Analysis of the gain value in the experimental group was 0.7 (Medium), while in the control class, it was only 0.09 (Low). Students responded well to the user experience of augmented reality media, and the majority (73%) stated that AR was easy to use and understand, had clarity, accommodated user involvement, and had an interest in reusing the media.
Role-Playing Game (RPG) to Increase Student's Learning Motivation

Online learning during the Covid-19 pandemic made teachers and students study separately and resulting in low student learning enthusiasm. This study aims to create a learning media Role-Playing Game (RPG) to increase student motivation. This research is Research and Development with the Alessi &amp; Trollip model. The population in this study amounted to 512. The sampling technique was a simple random sampling of 120 students. At the alpha test stage, the media was validated by 3 media experts and 3 material experts. After the revision was carried out in the alpha test, the media was beta tested to determine its effectiveness in increasing student learning motivation. The data collection method is quantitative, using a questionnaire instrument and quantitative data analysis using the SPSS 25 program. The results showed that the RPG media created was in the "Very Appropriate" category with an average percentage of 95%. It was concluded that learning using RPG media proved to be more effective than classes that did not use RPG or conventional media, with a score obtained from the statistical test results at a significance level of 0.000 which is less than 0.05 (0.000&lt;0.05). This study implies that teachers need to choose media suitable for learning needs to attract students' enthusiasm for learning.
Does Digital Literacy Influence SDL Performance of Pre-Service Educators?

The development of technology is directly proportional to the progress of education. It requires students to continue to improve their learning capacity, including using technology to support learning. The ability of students to use digital platforms is one of the skills students must have to be able to face the new era of the 21st century. This research aims to analyze prospective teacher students' digital literacy and its effect on independent learning ability to face 21st-century skills. This research uses a quantitative approach with a correlational type. The population is 84 active students. Data collection was carried out by conducting surveys and distributing questionnaires. Instruments used in digital literacy questionnaires and self-directed learning. Data analysis technique using simple linear regression analysis. This study found that the correlation between the variables was positive but included in the low category. Conversely, the indicators for each variable have a good score or value with the ability to use digital technology of 76.12% and an evaluation of 62.97%. It is concluded that the higher a person's digital literacy, the higher the strength of a person's independent learning ability. Learning to do self-management is significantly related to information literacy skills, namely analyzing information. Differences in independence result in differences in the ability to absorb the material and use technology appropriately.
Social Conditions of the Innovative Use of Smartphone: A Qualitative Investigation among Young Users in Dhaka

Concerns about the adverse impacts of using smartphones are common in the literature. However, there is insufficient research on whether users make innovative use of the device. If they do, what is the nature of the creative use of smartphone? What are the social conditions that facilitate the innovative use of the smart device? This study seeks to answer these questions by investigating the use of smartphone among teenagers in Dhaka. The respondents of this research are purposively selected from the secondary schools located in five different areas of Dhaka city. Snowballing technique was used to identify the forty-four avid users. Findings of the study show that respondents employ innovative strategies of escaping supervision: Installing software, e.g., AppsLock, Gallery Lock, and CM Security; using password; and blocking parents and relatives on social media—“totally black-listed.” They also read books using Gutenberg Apps and go online to learn how to wear hijab “smartly.” Advance users heavily use smartphone to learn software programming, prepare science projects, and do photography for presenting at art exhibitions. Most importantly, the study identified three facilitating conditions of the creative use of smartphone: Friends, events, and parents. These social conditions constitute an ecosystem that facilitates the innovative dispositions of the young users of smartphones.
Peningkatan Kemampuan Berbicara Siswa kelas XII SMA Negeri 1 Waipia Kecamatan TNS Melalui Metode Debat

The purpose of this study is to improve and improve the quality of learning German, especially good ways of speaking in German, and to help empower teachers in solving classroom teaching problems. This research is classroom action research. The subjects of this classroom action research were students of class XII SMA Negeri 1 Waipia, TNS District. Learning Development and Innovation are detailed starting with development planning, development implementation, and observation, as well as cyclic reflection. This classroom action research was conducted in 2 (two) cycles. . The results of this study indicate that there is an increase in students' German-speaking skills through the Debate method. This is proven that in the first cycle there were 4 students or 21.05% who got low scores, 13 students or 68.42% who got moderate grades, and 2 students or 25% who got good grades from the 19 students who were sampled.&#x0D; Meanwhile, there were 12 students (63.16%) who got moderate grades and 7 students (36.84%) who got good grades from the 19 students who were sampled. Based on the results obtained in cycle II it turns out that 19 students or 100% are at the level of completeness, thus it can be considered that this Debate method can be said to be successful in improving students' speaking skills
MODEL PEMBELAJARAN PAIR CHECKS DAN HASIL BELAJAR BAHASA JERMAN SISWA SMA NEGERI 1 AMBON

This study aims to determine the effect of using the pair checks learning model on student learning outcomes in German at SMA Negeri 1 Ambon. The sample consisted of 37 students from the 'Cross -Interests XI MIA 1 and XI MIA 2' classes. This study has two variables, namely the learning mode "Pair Checks" as the independent variable and German learning outcomes as the dependent variable. The research data were obtained through the tests, the first test was a pre-test (before using the "Pair Checks" learning model in class) and then the data were processed using the "Dependent T-Test" technique. The calculation results show that t calculates: 14.09, level Î± = 5% higher than t table = 1, 68. Thus, the calculation results show that there is a significant effect of using the Pair Checks learning model on German learning outcomes. Therefore, it is recommended to apply the Pair Checks learning model in the classroom to improve German learning outcomes
Peningkatan Literasi Teknologi Guru Sekolah Dasar di Kecamatan Cijeruk Kabupaten Bogor

Pedagogy competency is teacher's ability to understanding of learners and learning management, from planning, implementing to evaluating. Pedagogical competencies to be improved in this activity is utilizing ICT for learning purposes. Technology-based learning media develops and enhances teachers' capabilities to fulfill their various roles and responsibilities related to becoming an educator. These technology-based learning media should provide teachers with wiggle room in the digital age to plan and provide interactive learning when participating in community or teacher work groups and practice in general with fellow educators. The target that has been achieved in community service activities in collaboration with Gugus Kecamatan Cijeruk in general is the increasing pedagogy of teachers in utilizing ICT for learning purposes. Specific targets that have been achieved in this activity include: (1) increasing teacher knowledge related to technology-based learning media, (2) increasing teacher technology literacy, (3) increasing the ability of teachers in making technology-based learning media. The method in this PkM, first establishing the target area and applying the appropriate permits for carrying out the activity to authorized institutions. Second, coordinating with Leader of Gugus Kecamatan Cijeruk and preparing training materials. The materials that have been provided, i.e. (1) introduction of technology literacy, (2) introduction and practice of basic ICT, dan (3) create learning media using ms. power point. In the training, methods the team uses are methods of lectures, demonstrations, discussions, and tasks.
NEW CHIP FOR LIGHTSPEED COMPUTING

Researchers have developed a photonic processor that could help usher in a new dawn in computing.
Using Java annotations as a tool for providing API

Although Java has such syntax instrument as annotations which are a strong part of that programming language, they are often employed by consumers of logic rather than by theirs’ writers. A quite good example, it’s not hard to discover from Java source code with the @Override, Java compiler processing, the @Autowired commonly used annotation for such framework as Spring, but userwritten annotations are uncommon. Although custom annotations are a rare feature of the Java language, stench, like frameworks like Spring, may be a valuable resource for writing code that is easy to comprehend and accomplishes its goals quickly. Annotations in Java are a kind of labels in the code describing the metadata for a function / class / package. For example, the well-known @Override annotation, which means that we are going to override the method of the parent class. Yes, on the one hand, it is possible without it, but if the parents do not have this method, there is a possibility that we wrote the code in vain, because specifically, this method may never be called, and with the @Override annotation, the compiler will tell us that there was not found such a method in the parents something is unclean here. However, Annotations can carry not only the meaning for reliability, but they can also store some data that will then be used. Annotations as well can be described as descriptors included in the program text and are used to store the metadata of the program code required at different stages of the program life cycle. The information stored in annotations can be used by appropriate processors to create the necessary auxiliary files or to mark classes, fields, etc. Please note that the annotation itself does not affect the method override in any way, but it allows you to control the success of the override during compilation or assembly. We have protected a piece of code from an inconspicuous error that would take hours to find in a large program. This is just one of the many uses for annotations.
Workshop Penerapan Media Pembelajaran Menggunakan Teknologi untuk Meningkatkan Minat Belajar Siswa Sekolah Menengah Atas (SMA) di Kabupaten Padang Pariaman

Interest in learning is one of the determining factors for achieving learning objectives. Through interest, students will have the urge to follow the ongoing learning process. One way to increase student interest in learning is by using technology in earning process, such as the use of technology- based learning media. Learning media that are used appropriately in the learning process will be a more effective and efficient supporting tool in achieving learning objectives. The purpose of this workshop is to increase the learning interest of Senior High School students in Padang Pariaman Regency through the use of learning media using technology. This workshop is not only intended for students but also the teachers. University Community Engagement Program (PkM) is carried out through 5 (five) stages, namely: the preliminary stage, the socialization and audience stage, the workshop implementation stage, and the final evaluation stage. The workshop is conducted for 2 (two) days and is given separately for teachers and students. On the first day, the material was presented to teachers and students. Furthermore, the second day of the workshop focused on the practice of making learning media using the internet and its use.