Reviewerly/exHarmony huggingface dataset:
Faktor Evaluasi Usabilitas dalam Sistem e-learning dengan Panduan Tinjauan Sistematik PRISMA

The usability evaluation of e-learning system is an important stap to understanding the quality of the interaction between the user and the system in supporting the learning process. To understan the current approaches, a systematic review was condusted using the PRISMA (Preferred Reporting Items for Systematic Review and Meta-Analyses) guidelines. A systematic review was carried out on 6 (six) scientific databases within a certain publication period. After applying various exclusion criteria, there were fifteen documents for further analysis. An analysis of the full text of the selected articles was conducted to see the approach used in evaluating the usability of the e-learning system. The author found as many as 51 factors that became criteria in assessing the usability of e-learning systems. In general, the various existing approaches refer to the two basic approaches that have been offered by previous researchers. The latest approaches in assessing the usability of e-learning systems are still modifications and adjustments from the approaches that have been proposed previously. Modifications were made to adapt to the evaluation context and use of the studied e-learning system.
Perancangan Game Kasada Aksara Dan Bahasa Sunda Sebagai Media Edukasi Menggunakan Unity Berbasis Android

The utilization of information technology as an educational medium is one of the efforts that can be chosen to preserve the Sundanese script and language because it is very relevant to modern times like now. Educational media in the form of Android-based Games can be a means of entertainment as well as provide information about the Sundanese script and language, besides that it is effortless to access because it is enough to use a device that uses the Android operating system. The type of Game chosen is a puzzle Game and a Game of arranging letters into words so that it can train the memory and accuracy of the users of this Game. The Game interface design process uses the Figma application and Adobe Illustrator, then the Game design process uses the Unity application. It is utilizing Android-based Games as educational media will provide a more enjoyable and flexible learning experience.
SCIENCE EDUCATION IN UKRAINE: REALITIES AND PERSPECTIVES

The article deals with the current state of science education in Ukraine. It is emphasized that the number of applicants who choose the specialties related to natural sciences in our country is insufficient, which negatively affects the development of natural sciences. In addition, the PISA survey showed that the level of scientific literacy of Ukrainian fifteen-year-old schoolchildren is lower than the average in Europe. The foreign experience of science education, which can be useful for Ukrainian realities, is analyzed and summarized in the article. The computerization of the educational process, the formation of cellular science knowledge during integrated courses, the implementation of research-oriented education are identified as the main trends in modern world science education. The expediency of introducing integrated courses in the field of natural science education in the New Ukrainian School is depicted. The model programs of the integrated courses «Natural Sciences», «Learning about nature», «Environment» for 5-6 classes of general secondary education institutions were analyzed. Emphasis is placed on the need to train teachers in the specialty 014.15 Secondary Education (Natural Sciences). The universities of Ukraine, where such training is provided, are stated and the peculiarities of their educational programs are featured. The implementation of competence teaching of schoolchildren (formation of competences in natural sciences through groups studying, projects implementation, formation of critical thinking, etc.); implementation of the research approach in teaching natural science subjects (research-oriented teaching); computerization of the educational process (multimedia boards, electronic textbooks, virtual laboratories, virtual excursions, simulators, etc.); integration of the content of natural sciences for the formation of a holistic natural and scientific picture of the world; establishment of cooperation between general secondary and higher schools are outlined as the main areas of science education improvement in Ukraine.
Investigating the Factors to Improve Discrimination of the Desire for Approval in Tweets by Incorporating Dependency Analysis

In our previous study, we used Naive Bayes to discriminate and quantify approval desire in tweets based on words. To correctly understand a sentence, it is important to consider not only words but also word relationships and grammar. In this study, we investigate the possibility of improving the accuracy of discrimination and quantification of the desire of approval in tweets by weighting word using dependency analysis results and examine and clarify the factors that may lead to improvement. The results of the experiment showed that the correlation coefficients between the classification results with weighting and the evaluators’ ratings increased compared to the correlation coefficients between the classification results without weighting and the evaluators’ ratings.
広島大学における研究力向上の取組

This paper follows the author’ s special lecture, “Efforts to Improve Research Capability at Hiroshima University: From the Perspective of Academic Diversity and Innovation Creation,” at the 71st Annual Conference of the Japan Society for Engineering Education, held on September 6, 2023, at the Higashi Hiroshima Campus of Hiroshima University. It reviews recent efforts by the Ministry of Education, Culture, Sports, Science and Technology (MEXT) and the Council for Science, Technology and Innovation (CSTI) of the Cabinet Office to improve research capability and describes its efforts of Hiroshima University. In addition, the status of engineering education in Japan and expectations for gendered innovation are introduced.
Course Design and Learning Outcomes of Community-Oriented Project-Based Learning during the COVID-19 Pandemic:

The purpose of this study was to reflect on the course design and learning outcomes of community-oriented project-based learning (PBL) practiced during the COVID-19 pandemic and to consider future prospects. The learning contents of the course comprised three classifications: acquiring skills such as systems thinking and data analysis; engaging in collaborative activities with teams and local stakeholders; and applying specialized expertise to design exercises. The first half of this paper describes the purpose, contents, concept, and methodology of the community-oriented PBL. The second half of the paper analyzes and discusses the results of two questionnaire surveys administered to the students who took the course and describes future prospects.
Analysis of soil water biophysicochemical content from temporary waste disposal places

Population growth is in line with the increasing volume of waste generated, so that it has an impact on the increase in the location of landfills in temporary disposal sites (TPS) and landfills (TPA). Piles of runny rubbish often cause the degradation of groundwater quality. This study aims to determine the biological, physical, and chemical properties of groundwater originating from one of the TPS with different depths and distances. The research method used is an experiment which is further described qualitatively. This research was conducted at the Laboratory of Botany, Department of Biology, Universitas Siliwangi for four months. The material used in this study is ground water taken from one of the polling stations in the City of Tasikmalaya with different distances and depths. The instrument used was the observation guide analysed at PT Sucofindo. Based on the results of the study it can be concluded that all parameters observed are biological content, physical content and chemical content in groundwater as a whole polluted by alkali.
Kajian Konseptual Multiliterasi Berbasis Pendidikan Karakter untuk Meningkatkan Kemampuan Literasi Siswa Sekolah Dasar

This study aims to describe a multiliteracy study based on character education as an effort to increase students literacy skills. With the descriptive qualitative literature review method, it is hoped that in the implementation it is expected that multiliterate students will increase and instil strong character education. The data collection technique carried out by the author is through a literature review and field study evaluation of literacy activities in the implementation of Gerakan Magelang Membaca (GMM) in the Regional Education and Culture Office, Grabag District, Magelang Regency. This conceptual study is expected to be useful for teachers as education stakeholders and other parties relevant to this study. The results of the discussion with the analysis of the study that the concept of multiliteracy has been integrated into the education unit level curriculum (KTSP). in the practice of learning, students have gotten used to doing various activities with the basic concepts of multiliteracy. Multiliteracy based on character education has been implemented through character values in the implementation of the school literacy movement. How to improve literacy skills of elementary school students, namely growing awareness of the importance of reading; read 15 minutes before teaching and learning activities (KBM); optimize the role of the library; and make simple writings; and form a reading community. Multiliteracy program with school literacy ability activities to positively shape character and uphold the character values of students so that this conceptual study contributes to improving student literacy.
Media Picture and Picture dan Pengaruhnya pada Hasil Pembelajaran Sastra

Indonesian Learning in schools will not be separated from learning literature as one part of the material that must be mastered by students. Not only understanding and mastery of theory, but students must also be able to apply literary learning theory in the form of real works. This relates to the competence of skills that must also be mastered by students as a form and proof of learning outcomes that have been carried out. The use of lecture media, or limited to discussion, is something that students always find and do by teachers. Although some teachers have started to apply several different and creative learning models. This is certainly evidence of the development of learning, considering the current conditions and circumstances require teachers to leave the conventional way and switch to a more modern learning model and a practical way and actually produce learning outcomes not just grades and intelligence in the form of numbers.
Penggunaan Media Pembelajaran Teka-teki Silang Online untuk Meningkatkan Kemampuan Menyusun Kalimat Majemuk

This conceptual article describes the use of online crossword puzzle learning media to improve the ability to compose compound sentences. Online crossword puzzle learning media can be used as an alternative in varying the learning media. The existence of innovative and appropriate learning variations can help to achieve learning objectives and improve student achievement. The use of online crossword puzzle learning media also has various advantages. There are seven advantages of using online crossword puzzle learning media, namely, 1) learner-centred learning, 2) students become creative and think critically, 3) students can solve problems, 4) varied and interesting learning media, 5) students become motivated, 6) increase student achievement, and 7) can be accessed anywhere. In addition, the online crossword puzzle learning media is very effective in learning to compose compound sentences. Making crosswords online for learning to compose compound sentences is very easy, you only need to go through a few steps. Making crosswords online using the Eclipse Crossword Puzzle application and the LIVEWORKSHEETS webpage. It is also easy to apply the results from the Eclipse Crossword Puzzle application and the LIVEWORKSHEETS webpage. Just need to share the link from the LIVEWORKSHEETS webpage with students. Students can also easily access the link via smartphones, laptops, or PCs that are connected to the internet.
Optimising 2D Pose Representations: Improving Accuracy, Stability and Generalisability Within Unsupervised 2D-3D Human Pose Estimation

This paper investigated pose representation within the field of unsupervised 2D-3D human pose estimation (HPE). All current unsupervised 2D-3D HPE approaches provide the entire 2D kinematic skeleton to a model during training. We argue that this is sub-optimal and disruptive as long-range correlations will be induced between independent 2D key points and predicted 3D coordinates during training. To this end, we conducted the following study. With a maximum architecture capacity of 6 residual blocks, we evaluated the performance of 7 models which each represented a 2D pose differently during the adversarial unsupervised 2D-3D HPE process. Additionally, we showed the correlations induced between 2D key points when a full pose is lifted, highlighting the unintuitive correlations learned. Our results show that the most optimal representation of a 2D pose during the lifting stage is that of two independent segments, the torso and legs, with no shared features between each lifting network. This approach decreased the average error by 20% on the Human3.6M dataset when compared to a model with a near identical parameter count trained on the entire 2D kinematic skeleton. Furthermore, due to the complex nature of adversarial learning, we showed how this representation can also improve convergence during training allowing for an optimum result to be obtained more often.
Meningkatkan Kognitif Anak Melalui Kegiatan Denah Menempel Buah di PAUD/TKQ Madani

&#x0D; This examination is tied in with figuring out how to ascertain natural product staying examples and youngsters' thought process at PAUD/TKQ Madani. The point of this examination is to decide if there is an expansion in youngsters' mental capacities in learning arithmetic. This examination strategy utilizes spellbinding techniques. The type of this examination is Study hall Activity Exploration. Information assortment strategies use perception and estimation, while information assortment devices use perception sheets and learning results tests. The exploration results showed that educators and analysts teamed up in execution during the learning exercises so the end-product broke down the information in cycle I and cycle II. Among them, there was an increment from pre-cycle, there were 6 youngsters who were BB (54.5%) and 5 kids who were MB (45.5%) out of 11 kids, while in the primary cycle there were (82%) kids who were MB and (18%) BSH. furthermore, in cycle II there were (18%) kids who were BSH and (82%) BSB. The aftereffects of the examination show an expansion in youngsters' mental capacities at PAUD/TKQ Madani by utilizing the natural product staying diagram action.&#x0D; Keywords: cognitive, floor plan, early childhood
E-Modul dalam Mata Pelajaran Informatika untuk Upaya Meningkatkan Kemampuan Computational Thinking dan Literasi Digital

This article aims to investigate e-modules in informatics subjects to improve computational thinking and digital literacy. Data were collected through classroom observation, interviews with teachers and students, and analysis of creative products produced by students during the learning process. This research uses the literature study method, which is a method of collecting data by conducting a study and interpretation of various literature sources in the form of books, journals, notes, or reports related to the theme of the research conducted Articles using primary data sources are sourced from online applications such as google, google scholar, science Direct and books as sources of information and in review articles. E-modules are valuable media in improving learning, helping learners develop Computational Thinking skills, and improving their digital literacy in the modern technological era. In addition, this article also reveals that developing e-modules for informatics subjects improves computational thinking skills and overall digital literacy, this research concludes that in today's digital era, technology has had a significant influence on various aspects of life, including education. In the context of education, it is important to keep up with the rapid development of information and communication technology in the 21st century. Technology-based learning media, such as e-modules, have proven to be an efficient tool in the learning process. In this context, e-modules emerge as a solution that can help improve learners' understanding of informatics materials, develop their computational thinking skills, and improve their digital literacy. In this study, e-modules are described as a learning media that can help learners learn independently, improve their understanding of informatics materials, and improve computational skills. In addition, e-modules assist learners in developing their digital literacy, including the ability to access, evaluate, and use information in digital form.
Pengaruh Model Teams Games Tournament (TGT) terhadap Motivasi Belajar Matematika Berdasarkan Gender Siswa Sekolah Dasar

The background of this research is that students are less motivated in learning and do not understand mathematical concepts. The problem in this research is limited to the lack of student motivation in the mathematics learning process and the Teams Games Tournament (TGT) type cooperative learning model is rarely applied in the mathematics learning process. The aim of this research is to determine the effect of the Teams Games Tournament (TGT) model on elementary school students' motivation to learn mathematics based on gender. The research method used in this research is quantitative methods. This type of research uses a quasi-experimental method (Quasy Experiment). The research was carried out at SDN 091482 Kasindir, Jorlang Hataran District, Simalungun Regency from September 4 to September 9 2023 in the odd semester of the 2023/2024 academic year. Based on the results of descriptive analysis data obtained from the students' learning motivation progress scores that were tested, in the male initial questionnaire, the average questionnaire score was 38.67, the standard deviation was 1,231, the maximum score was 41, and the minimum score was 36. Initial questionnaire women obtained an average score from the questionnaire results of 39.92, a standard deviation of 1,256, a max score of 43, and a minimum score of 38. Meanwhile, in the final questionnaire for men, the average score of the questionnaire results was 39.83, the standard deviation was 1,337, the The maximum value is 42, and the minimum value is 38. And in the final questionnaire for women, the average value of the questionnaire results was 40.54, the standard deviation was 1,330, the maximum value was 42, and the minimum value was 38. Based on the results of this research, the author put forward suggestions namely, 1). Students are expected to always be active and pay attention to the teacher's explanations during the learning process. 2). For all teachers, they must always innovate and be able to adapt to be able to use various learning methods so that students do not get bored easily in the learning process.
Rancang Bangun Sistem Manajemen Banner Periklanan pada PT. Merah Putih Media Menggunakan Framework Laravel Berbasis Web dan Metode RAD

Abstract&#x0D; &#x0D; Banner Advertising Management System at PT. Merah Putih Media is designed to facilitate the management of advertising banner data on online media owned by companies. The aim of this research is to design and build an efficient, easy-to-use banner advertising management system. This study uses the Laravel Framework as a development basis and the RAD Method to speed up the system development process. In system development, the RAD method allows for rapid prototyping and testing so that the results can be evaluated immediately. The system consists of banner ad data management and user management modules. The banner ad data management module is used to manage banner ad data on online media, while the user management module is used to manage system users. The result of this research is a banner advertising data management system to manage banner advertising data at PT. Merah Putih Media. This system effectively and efficiently manages advertising banners on online media and can help PT. Merah Putih Media in improving company performance.&#x0D; &#x0D; Keywords: laravel, banner ads, php, framework, bootstrap, RAD.
Perencanaan Dashboard Untuk Monitoring Kinerja Dosen Menggunakan Metode Noetix dan Rasmussen Pada Fakultas Ilmu Komputer Universitas Pamulang

Abstract&#x0D; &#x0D; The supervisory function of lecturers at the Faculty of Computer Science, Pamulang University is inseparable from teaching, research and community service activities. The increasing number of lecturers and the increasing complexity of the problems they face, demands organizational performance to be further improved. Monitored organizational performance is intended to ensure the achievement of the goals that have been set. Dashboard is a measurement instrument that provides Key Performance Indicator (KPI) information at a glance and in real-time.&#x0D; The dashboard is used as an instrument for monitoring performance, in supporting management needs at both the tactical and operational levels. KPI information is tailored to the needs of its users. The characteristic of this planned dashboard lies in the type of information displayed, as well as the way it is presented, even if only at a glance. Organizational KPI identification is obtained by mapping each KPI in the organization from the viewpoint of the displayed KPI priorities. The method used in designing the dashboard is the Noetix and Rasmussen method, the results of which are the main KPIs of the organization, the information hierarchy and the addition of alerts for the dashboard.&#x0D; &#x0D; Keywords: dashboard, monitoring, KPI, information hierarchy, alerts
Network Metadata (NETTA) : Sistem Monitoring Jaringan Dan Metadata UPT BMKG Dengan Notifikasi Berbasis Telegram

ABSTRACT&#x0D; &#x0D; BMKG has a role to disseminate geo-hydrometeorological information in the fields of Meteorology, Climatology and Geophysics. The dissemination process requires data from BMKG operational equipment spread across 183 Technical Implementation Units (UPT) throughout Indonesia. The recorded data must be collected and disseminated using a communication network. The existing network monitoring system currently at BMKG uses the PRTG monitoring application but can only be accessed by central employees. Thus, a system that can be accessed by regional employees to see the condition of the communication network in each UPT is needed, so that it can support operations. This paper discusses monitoring system and communication network metadata design with notifications using telegrams that can be adapted for operations at BMKG called NetTa (Network Metadata). The system consists of a network monitoring dashboard, provider rental metadata dashboard, network monitoring notifications via Telegram bots. The system operates in real time and can be accessed from anywhere using a smartphone and PC. The results of functional testing show that monitoring system of all existing features on the system can be accessed according to the design. Telegram notifications can provide network device status as well as warnings if there is a communication network interruption based on the monitored sensor code&#x0D; &#x0D; Keywords : Monitoring, Network, UPT BMKG, Telegram, Metadata