Reviewerly/exHarmony huggingface dataset:
PENERAPAN MODEL PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING PADA PEMBELAJARAN IPS SISWA KELAS IV SD NEGERI 07 PENDOPO KABUPATEN EMPAT LAWANG

The research objective was to determine student learning outcomes after applying the Contextual Teaching and Learning learning model to social studies learning significantly. This research method is in the form of an experiment with a pre-test and post-testing group research design carried out without a comparison group. The population of Grade IV students at SD Negeri 07 Pendopo, Empat Lawang Regency, consisting of 18 students, was taken using random sampling. Data collection techniques using tests in the form of essays. The data analysis technique uses a one-sample t-test. From the research, it was found that the pre-test average was 35.33 and the post-test average was 87.11 so that from the analysis using the t-test it was obtained tcount 18.89 &gt; ttable = 1.74 so that it can be concluded that the social studies learning outcomes of students are significant. &#x0D; Keywords. Contextual Teaching and Learning, Learning models, Social Studies
Nutrition Classification In Toddlers at UPTD Puskesmas Tigaraksa Using A Comparison of Support Vector Machine (SVM) and K-Nearest Neighbor (KNN) Methods

Toddler are a group of people who are vulnerable to nutritional problems. If the incidence of malnutrition is not addressed, it will have a negative impact on children under five, malnutrition is a condition experienced by a person due to a lackof nutritional intake of the amount of nutrients consumedis below. Health centers are required to improve and organize helath services as well as possible therefore researchers conduct research at the UPTD Tigaraksa Health Center by doing comparison of classification results on toddler nutritional data using the Support Vector Machine and K-Nearest Neighbor methods using WEKA Tools. Based on the result of a comparison between the Support Vector Machine and K-Nearest Negihbor methods using WEKA Tools by carrying out 5 (five) stages of testing namely : Use Training Set, 4 Cross-Validation, 8 Cross-Validation, 50% Percentage Split dan 80% Percentage Split, the results show that the Support Vector Machine method Kernel Radial Basis Function (RBF) is an average accuracy value of 100% higher than the K-Nearest Neighbor Euclidean Distnace algorithm with an average accuracy of 93%.
Predicting Soil Erosion Using the Soil and Water Assessment Tool (SWAT) Model in Giritengah Catchment Area

Giritengah catchment is 5 km to the southwest of Borobudur Temple and is an area that has been designated as a buffer zone which acts as a support zone for tourism activities in the Borobudur Area. The purpose of this study is to predict erosion in the Giritengah catchment and develop a scenario for the application of the right Soil and Water Conservation (SWC) techniques to reduce erosion in the Giritengah catchment. Erosion estimation is carried out using the Soil and Water Assessment Tool (SWAT) model. The results showed that the average amount of erosion is 30.7 tons/ha/year with the highest average erosion being on dry land use. The classification of the predominant Erosion Hazard Level is in the very low, low and heavy classes. The application of the right SWC technique in the form of bench and ridge terraces structure is expected to be able to reduce erosion that occurs in the Giritengah catchment to very low Erosion Hazard Level (EHL) classes reaching 60.4% of the total area and eliminate heavy EHL classes.
Performance evaluation of proposed component based model in software reusability

In software engineering there is need for developing and using paradigms that will significantly promote decreased effort in developing software products, increased quality of software products and decreased time-to-markets.Software reuse has been a buzz word in large companies for some time now, with its potential for achieving good quality systems in short time scales by the reuse of currently available components.Decreased effort and increased quality will decrease the overall cost of software and also decrease the time-to-market of the software.An effort has been made in this paper to introduce component based model for software reusability.Software metrics have been used to identify potential of the system used.
Perancangan Clinical Decision Support System (CDSS) untuk Drug Drug Interaction (DDI) pada e-Prescription

Not all drugs side-effect that occur can be avoided, but those caused by drug-drug interactions (DDI) are among the most likely to be prevented and managed due to their predictability. The increasing number of drugs co-prescribed, affects the potential for drug interactions exponentially. Clinical Decision Support System (CDSS) is a promising strategy to prevent patient safety risks caused by drug interactions. This study aims to design a CDSS for DDI on e-Prescription. This research is qualitative study with action research design. The research was carried out at Digital Health Innovation Studio (DHIS) UGM, and at Budi Rahayu Hospital Magelang with the implementation time November 2021 - April 2022. Data collection for user needs analysis was carried out by interviewing management, doctors and pharmacists at the hospital, and also pharmacologists. Design and development of CDSS-DDI was executed in collaboration with DHIS UGM programmers. The evaluation was done by interviews and a System Usability Scale (SUS) questionnaire filled in by 17 system-related users. CDSS-DDI successfully developed according to user needs, it can be accessed by doctors and pharmacy units. The drug interaction warning display pop-up appears on one screen in the e-Prescription menu with a description of drug interactions in Bahasa. Drug interaction data refers to the National Drug Information Center (PIONas) which is managed by the POM. CDSS-DDI then implemented in hospital after going through socialization. Based on evaluation with SUS data processing tools, the CDSS-DDI received a score of 83 in the acceptable category and excellent rating. Based on results of evaluation interviews, CDSS for DDI is considered to have been successfully developed with the principle of user centered design and optimally efficient to help improve the quality of patient care.
ANTICIPATED DEVELOPMENTS IN CLOUD SERVICES WITH A FOCUS ON THE INFRASTRUCTURE-AS-A-SERVICE (IaaS) MODEL

Delivery of fundamental processing, network and storage resources to users has never been easierthrough IaaS, a cloud computing model that utilizes the internet in order to provide users with scalable infrastructureon-demand. However, the technology is constantly being developed in order to provide better QoS to the end consum-ers, so efforts are being made to optimize every part of the IaaS model to make it function even better. This paperprovides an explanation of cloud services, cloud service models with special attention to the IaaS model, as well aspredicting future areas of research and development in the IaaS model, namely, eliminating interruptions in services,resource management, security, Serverless Computing, Edge Computing and containerization. Ways to implementML/AI algorithms for resource allocation, containerization, security and predictive maintenance are also discussed. Atthe end of the paper, a review is given of the business aspects of IaaS.
Karen Barad as Educator: Agential Realism and Education

What do the tracing of stories about plastic bricks, the moon, an aquarium, Zuko, a pregnant stingray, Facebook, a stick, ghosts, and many other kin, have in common? And, how might ‘[a]rticulating those stories ...help “stretch” our response-ability as educators to include all humans and other-than-humans as part of our earthly survival and more just futures’(Murris, 2022:18)
Theoretical bases of using metaphor as a means of psychological influence on personality

The article is devoted to the theoretical study of metaphor as a means of influencing personality in psychological science and practice.The works of national and foreign researchers who have studied the phenomenon of metaphor are analyzed.The origin of the definition of the concept of metaphor have been distiguished and summarized.Approaches to the interpretation of metaphor in the psychological context are analyzed.The analysis of modern scientific psychological works about metaphor is carried out.The foreign psychologists-researchers' ideas about the effectiveness of using metaphor are summarized.An overview of the problem of the psychological phenomenon of metaphor in different areas of psychotherapy have been done.New aspects of metaphor's using in psychotherapeutic practice by authors of different conceptions have been observed.The use of metaphor in psychological and psychotherapeutic practice is defined.The understanding of the phenomenon of metaphor in psychological counseling is found out.The mechanism of the influence of metaphor on a person and its results have been presented.A special class of metaphors, metaphors of change and visual metaphors, have been considered.Recommendations for their use in working with the client have been presented.The concept of conceptual metaphor, which deals with the study of cognitive models and gestalts, have been revealed.The peculiarities of the psychological component of the metaphor and the psychological properties of the metaphor have been determined.The systemic effect of the metaphor, which determines its psychological phenomenon: the ability to activate the emotional and intellectual spheres of the individual, have been considered.The origin of the definition of the concept of metaphor have been distiguished and summarized.Special attention is paid to the therapeutic metaphor and the effectiveness of its use.The three main functions of metaphor and more detailed and clearly structured classification of the functions of psychotherapeutic metaphors are considered in detail.The example of working process with a metaphor in Gestalt therapy is given.The aspects of effectiveness of using metaphor as a means of psychological influence on a person are generalized and formulated.Further use of the results of this theoretical study is proposed.
Transformation and development of digital literary criticism in China

This article analyses the digital literary criticism, which got rid of the obsession of academic Babylon in the field of literary criticism in the 1980s and revealed a more diverse field of voice, inspiring endless possibilities of variation in the transformative stage of criticism. The advent of the Internet has created a participatory field for literary criticism and a platform to weaken the distinction between identity and power. Equality disrupts the validity of authority and the structure of the knowledge circle, which is also the reason why digital literary criticism has a certain degree of carnivalesque traits. The authors believe that literary criticism in a digital context is no longer obsessed with the confusion of history and the uncertainty of time. While capturing the pulse of globalisation, it at the same time ardently embraces the value of desire endowed by consumer culture. The article points out that Chinese literary criticism in the new era is a product of the construction of multidimensional relations in a digital context, which sheds the shackles of historical context and rushes into the age of digitalisation. With the rapid flow of consumption, a very open, inclusive, and complex space of media discourse has emerged. The results of the study show that a group of numerous critics belonging to the postmodernist perspective is forming in the digital world. The authors conclude that in the confrontation between tradition and modernity, in the complex interweaving of elitist consciousness and mass consumption, in the struggle for discursive position between media and literature, digital literary criticism differs from traditional in terms of aesthetic standards, criticism style, criticism language and media platform, creating the macro future development of Chinese literary criticism with its independent attitude, revolutionary impulse and irresistible courage.
The Impact of the Technological Situation of Metamodern on the Development of Theatrical Culture

The article attempts to analyze the impact of the technological breakthrough inherent in the metamodern situation on the development of theatrical culture. The role and importance of Internet resources in the process of embodying theatrical art within the stage space is revealed. Various aspects of innovative technologies in the field of theatrical art, their influence on the process of formation of creative content in accordance with the principles of metamodern are considered. The analysis of the transformation of theatrical activity is carried out, in the process of popularization of neural networks and artificial intelligence, the principle of "pendularity", vividly characterizing modern theatrical culture, is revealed. The transformations of the role of the director, artist, playwright in the conditions of the formation of a new cultural era are outlined.
To the Concept of “Sound Object” in Musical Theory and Composition Practice of the End of the 20th — the Beginning of the 21st Century

The article is devoted to the concept of “sound object”, fundamental category for music of the late 20th — early 21st century. It is considered from the standpoint of Pierre Schaeffer’s theory of concrete music, Helmut Lachenmann’s concrete instrumental music, Dennis Smalley’s spectromorphology, James Tenney’s gestalt theory, and is also interpreted within the philosophical framework of Graham Harman’s object-oriented ontology and Bruno Latour’s actornetwork theory. The works of Beat Furrer, Peter Ablinger and Georg Friedrich Haas are also analyzed. The conclusion from the research is that in order to interpret the concept and phenomenon of a sound object in modern compositional practice, which is extremely diverse, musicological methods are not enough, and therefore, an appeal to modern philosophy can contribute to a more accurate interpretation and help analyze the objects of modern sound world in all their diversity.
A Stable Nonlinear Switched System for Landmark-aided Motion Planning

To guarantee navigation accuracy, the robotic applications utilize landmarks.This paper proposes a novel nonlinear switched system for the fundamental motion planning problem in autonomous mobile robot navigation: the generation of continuous collision-free paths to a goal configuration via numerous landmarks (waypoints) in a cluttered environment.The proposed system leverages the Lyapunov-based control scheme (LbCS) and constructs Lyapunov-like functions for the system's subsystems.These functions guide a planar point-mass object, representing an autonomous robotic agent, towards its goal by utilizing artificial landmarks.Extracting a set of nonlinear, time-invariant, continuous,
Penerapan Metode Kata Untuk Meningkatkan Kemampuan Membaca Permulaan Pada Siswa Kelas I SDN Babakan 04 Cilacap Jawa Tengah

This study aims to determine the application on the word method to the beginning reading ability of grade 1 students in the Indonesian language subject. This study applies the word method with the indicators used, namely reading letters, distinguishing initial sounds, reading meaningful words, and reading comprehension. This study uses a class action research method (CAR). Data collection techniques used are in the form of observation, tests, and documentation. The subjects of this study were 16 students in grade I SDN Babakan 04 who were in Babakan village, Karangpucung sub-district, Cilacap district. Based on the results of the study, it can be concluded that 1) Students' initial reading ability before the application of the word method was still in the very poor category with an average of 51.56 students' initial reading ability and 37.5% classical learning completeness percentage with the “Less Once”. 2) The results of students' initial reading ability after the application of the word method, from those before the application of the word method got an average of 51.56 with a percentage of 37.5% to 74.21 with a percentage of 81.25% after two cycles of using the method say.
Pengembangan Video Interaktif Tema Selalu Berhemat Energi Untuk Mengetahui Kemampuan Literasi SD NU Sleman Yogyakarta

Research on the development of interactive video learning media with the theme Always Save Energy was carried out based on the needs of SD NU Sleman which requires interesting media to support students' literacy needs. The research was conducted with the aim of developing interactive video learning media with the theme of always saving energy, knowing the literacy skills of students in class IV through interactive video learning media, and testing the feasibility level of the resulting media. The type of research in this research is development or Research and Development using the 4-D model, which consists of define, design, develop, and disseminate. The population in the study amounted to 66 people. The research instrument used to determine the feasibility of the media used media and language validation sheets which were carried out for 3 class teachers. The instrument used to determine students' literacy skills used questionnaires filled in by students after completing activities on learning media and questions contained in the game. The data analysis technique in this study was seen from the average feasibility score in terms of material and media, which was 85.75%, which was very feasible. While the literacy analysis is seen from the scores of students' literacy questionnaires. The mean value of the literacy questionnaire was obtained at 93.7%, which is in the very good category. This study concluded that interactive video learning media with the theme of always saving energy is very suitable for use in the learning process and is proven to be able to improve students' literacy skills. Interactive video learning media encourages students to be more enthusiastic in learning the content of the material and is able to improve literacy skills in terms of reading instructions as well as reading material. Interactive video learning media encourages students to better understand the learning material as seen from the test results in the game
Media Read &amp; Play Berbasis Game Edukasi Untuk Menumbuhkan Minat Baca di Kelas 2 SD

Most of the Indonesian population has not made reading activities a basic need. Several factors contribute to the low interest in reading in Indonesia, namely the growing development of technology, making the current generation more busy with gadgets than reading books, this is not in line with the progress of learning media innovation. The purpose of this study was to determine (1) the process in developing Educational Game-Based Read &amp; Play media to foster reading interest, (2) the feasibility of Educational Game-Based Read &amp; Play media to foster reading interest, (3) students' responses to the implementation of Read &amp; Play Educational Game-Based Play to foster interest in reading. The research method is Research and Development (R&amp;D) using the 4D model by Thiagarajan which consists of 4 stages, namely define, design, develop, and disseminate. The results of research at SDN Kutabaru 1 in class 2 with a total of 31 students showed that Educational Game-Based Read &amp; Play media was very feasible to foster students' interest in reading. This is proven by the validation results from two media experts with a percentage of 93.5% in the category "Very Eligible", two linguists with a percentage of 81% in the category "Very Eligible", two material experts with a percentage of 86% in the category "Very Eligible". The response of students' reading interest to Educational Game-Based Read &amp; Play media in the trial of 31 respondents was 97% in the "Very Good" category.
Pengaruh Model Pembelajaran Flipped Classroom Terhadap Kemampuan Pemahaman Konsep Matematis Siswa Kelas IV Sekolah Dasar

This research is motivated by the low ability to understand students' mathematical concepts in flat shape materials and the lack of teacher innovation in choosing learning models, so that students feel bored in the learning process. The purpose of this study was to determine whether or not there was an influence of the Flipped Classroom learning model on students' ability to understand mathematical concepts and at the same time to determine the magnitude of this influence. This study used a quantitative approach with a pre-experimental method with a one group pretest-posttest design. The population of this study were fourth grade students at SDN Perigi 01, totaling 89 students, with a sample of 31 students. Data collection techniques using observation, tests and documentation. Data analysis was performed using the Paired-Sample T-test with a significance level of 0.05 (5%). The results of this study indicate that there is an influence of the Flipped Classroom model on students' ability to understand mathematical concepts. The results of the hypothesis testing that has been carried out show that the significant value obtained is 0.000 &lt;0.05. The percentage gain obtained was 33.7%. So it can be concluded that there is an influence of the Flipped Classroom model on the ability to understand mathematical concepts of fourth grade elementary school students by 33.7%.
Grouping community reading interests using the k-means clustering method (case study: Magelang district library and archive service)

So far, the problem of gathering information at the Library and Archives Office of Magelang Regency is relatively low. To increase reading interest, policies are needed to determine reading interest. So the data used is book transaction data. This study aimed to classify people's reading interests according to the number of borrowed books at the Magelang Regency Library and Archives Service using the K-Means Clustering method and to find out which book categories are most in demand by the public at the Magelang Regency Library and Archives Service. One way to manage this data is to use data mining using the K-Means method. The results of this study are low reading interest, evidenced by using 2 clusters and the category of books that are most in-demand Literature with a high cluster strength value, namely with a Silhouette Coefficient value of 0.7354.
E-learning user interface design for lecturers based on usability scale system approach (Case Study: E-Learning Universitas Muhammadiyah Magelang)

Universitas Muhammadiyah Magelang provides an online learning service portal through an e-learning website MOCA. However, the low level of use of the MOCA website and the usability problems that usually arise in MOCA, indicate the need for usability testing. Usability testing is carried out to measure usability aspects, namely: effectiveness, efficiency, and user satisfaction. This study used a System Usability Scale questionnaire which was tested on 61 lecturers. This study aims to measure usability aspects according to the user's subjective assessment. The results of the study can describe the level of usability of MOCA from the user's point of view. the results of the MOCA usability test using the SUS method got a score of "64" and this figure is still below the average (below average) of 68. For acceptable ranges, it shows that the current MOCA is in a "marginal (high)" position, for the grade scale gets a “D” predicate, and for adjective ratings it can be said to be “OK” and that means the current MOCA quality score is acceptable but needs a lot of improvement. In addition, this study provides recommendations in the form of a prototype designed based on suggestions from respondents and then tested based on the heuristic aspects of the relevant journal. The prototype design that has been designed is tested on 5 respondents as evaluators. The results of the heuristic test obtained were "4.32" which means 5 respondents were "satisfied" with the prototype user interface design proposed by the researcher.