Reviewerly/exHarmony huggingface dataset:
Designing Secure and Robust E-Commerce Plaform for Public Cloud

&#x0D; &#x0D; &#x0D; &#x0D; The migration of e-commerce platforms to the public cloud has become a pivotal strategy for businesses seeking enhanced scalability, performance, and cost-efficiency. This paper explores the multifaceted design considerations critical to deploying robust e-commerce systems within the public cloud infrastructure. It delves into scalability, ensuring that platforms can handle varying loads with elasticity and grace. Security is examined as a paramount concern, addressing the need for stringent data protection, compliance with industry standards, and the implementation of best practices such as encryption and identity access management. Performance optimization is discussed, with a focus on leveraging content delivery networks and optimizing database operations to ensure swift customer experiences. The paper also covers reliability and availability, emphasizing the necessity of multi-regional deployment and sophisticated disaster recovery plans to guarantee uninterrupted service. Cost management is analyzed, highlighting the importance of understanding cloud pricing models and employing cost-effective resource utilization strategies. Data management is scrutinized, considering secure storage, privacy, and efficient data handling. User experience is identified as a critical component, with personalization and session management being key to customer satisfaction. The role of DevOps and automation in achieving efficient deployment cycles through continuous integration and delivery is outlined. The benefits of a microservices architecture are presented, along with the challenges of managing such distributed systems. Multi-tenancy and isolation are discussed in the context of security and resource optimization. Integration and APIs are explored for their role in facilitating extensibility and seamless third-party service incorporation. Compliance and legal considerations are addressed, underscoring the importance of data sovereignty and regular audits. Lastly, the paper touches on the incorporation of emerging technologies such as AI, ML, and IoT to stay at the forefront of innovation, and concludes with a discussion on environmental considerations for sustainable cloud practices. This comprehensive analysis provides a roadmap for businesses to navigate the complexities of cloud-based e-commerce, ensuring robust, secure, and efficient online retail operations.&#x0D; &#x0D; &#x0D; &#x0D;
OPTIMALISASI ELEKTONIK MEDICAL RECORD (EMR) PADA LAYANAN KESEHATAN DI TINGKAT PRIMER PUSKESMAS BOTANIA KOTA BATAM

The Batam City Health Office facilitates health centers in its working area by using the health center information system to improve the effectiveness and efficiency of patient services. Assistance in the implementation of information systems related to electronic medical records is needed in puskesmas so that the use of information systems can be optimized. This activity aims to improve officer performance in processing electronic medical record data on information systems. This service activity was carried out at the Botania Health Center, Batam City. The methods used in this activity include counseling on optimizing the puskesmas information system, especially electronic medical records, as well as question and answer sessions. Overall, this community service activity went well. Participants also showed good enthusiasm, which was seen from the beginning of the activity to the end of the community service activity. The organizing team provided material related to optimizing the use of the puskesmas information system as well as system maintenance that can be carried out by puskesmas officers themselves without having to rely on the technical team from the Health Office. Socialization and training activities on the use of information systems have been successfully carried out at Puskesmas Botania. Technical solutions related to the use of the ePuskesmas application have been provided, including suggestions for the future development of the puskesmas management information system.
The Effect Of Nutritional Literacy On The Adequacy Of Energy And Protein In Culinary Education Study Program Students At Semarang State University

Abstract&#x0D; The research objectives were 1) to determine the level of nutritional literacy in college students 2) to determine energy adequacy in college students 3) to determine protein adequacy in college students 4) to determine the effect of nutritional literacy on energy adequacy 5) to determine the effect of nutritional literacy on protein adequacy. This research was a survey research and a cross-sectional research design with research subjects being students of the Culinary Education Study Program, Semarang State University. Sampling used a saturated sampling technique in which all members of the population in this study were used as samples. The sample in this study was 81 students of the Culinary Education Study Program, Semarang State University, Class of 2021. Nutritional literacy is measured by The Nutrition Literacy Assessment Instrument (NLit). Energy and protein adequacy was measured using a food recall instrument for two days. Data analysis used percentage descriptive analysis for objectives 1-3 and simple linear regression for objectives 4-5. The results showed that the level of nutritional literacy on average was in the less category with a percentage of 63.4%. Energy adequacy shows an average value in the category of moderate level deficit with a percentage of 73%. Protein adequacy shows an average value in the mild deficit category with a percentage of 87.6%. The results of simple linear regression analysis showed that there was no significant effect between nutritional literacy and energy adequacy (p = 0.698) and there was no significant effect between nutritional literacy and protein adequacy (p = 0.812). These results indicate that students' understanding of nutritional literacy has not been able to fulfill proper nutritional adequacy.&#x0D; &#x0D; Keywords: Nutritional literacy, energy adequacy, protein adequacy
Sistem Informasi Akuntansi Penjualan Menggunakan MYOB Versi 18 Pada Toko Besi Puncak Jaya Stainless Karawang

This writing aims to implement a sales accounting information system at the Puncak Jaya Stainless Cikarang iron shop which previously still used manual recording which resulted in frequent errors in recording data and stock items. The research methodology that the author uses consists of several stages starting with planning, data collection, data processing, and data migration to the MYOB Accounting Plus V18 application. The variable is the Sales Accounting Information System using the Mind Your own Business (MYOB) application version 18 which consists of Accounts, Banking, Sales, Purchases, Inventory and Card Files. This writing includes the type of descriptive writing. The data used are primary and secondary data, data collection techniques using interview and observation methods. The results of this writing show that to correct mistakes that occur in the company, an integrated system is needed to reduce and avoid mistakes, namely by implementing the Mind your own business (MYOB) V18 application which can make it easier to input data, can make it easier to search for data and information because the data is stored neatly. With the MYOB application, sales reports can be generated quickly and completely because transactions entered will be automatically journalized by myob, so that financial reports can be presented immediately and make decisions easier.
Optimasi Algoritma Support Vector Machine untuk Analisis Klasifikasi Teks Pemintaan Informasi di Platform Online Shop

The use of technology in the field of trade and sales is increasingly growing. Product information is an important role in building consumer trust when making purchasing decisions. Therefore, classification analysis is needed to help potential consumers in drawing conclusions. Classification analysis aims to conclude and identify data and classify its polarity. The Support Vector Machine (SVM) algorithm is widely used by many researchers for use in classification analysis. This algorithm was chosen because it can identify separate hyperplane to maximize the margin between 2 different classes. However, the Support Vector Machine (SVM) has deficiencies in parameter selection, so the selection of the Particle Swarm Optimization (PSO) feature is applied to improve accuracy. The results showed that implementation of the Support Vector Machine (SVM) has an accuracy value of 81.48% and an AUC value of 0.825, while optimization using Particle Swarm Optimization (PSO) has an accuracy value of 89.78% and an AUC of 0.902. The application of Particle Swarm Optimization (PSO) has been proven to improve the performance of the Support Vector Machine (SVM) algorithm.
Audit Manajemen Risiko Sistem Informasi pada Website Digo.id dengan Framework COBIT 5 dan ISO 31000

This research was conducted to know, analyze, and audit on information system risk management on Digo.id website. The framework used in this audit research is COBIT 5 and ISO 31000, using qualitative descriptive research methods, these methods are used to obtain results that can be a clear picture of how Risk Management is implemented by the company. The results showed that the Existing Capability is at level 1, while the Capability Target is at level 3 so the final result of this audit is that the company still has 2 Capability GAPs to achieve the Capability Target.
The Implementation of Skills LearningMassage on Blin Students at Special School B Karangpawitan

&#x0D; This research aims to describe the implementation of skills learning massage on blind students at Special School C Karangpawitan. Research focuses on preparation, process and evaluation of learning. The type of research is descriptive. Research subjects included two students and a teacher as informants. Data was collected by observation, interviews and documentation. Data analysis uses descriptive-qualitative analysis. The research results show that the implementation of skills learning massage consisting of: 1) learning preparation including the teacher determining learning objectives and materials, as well as preparing learning equipment; 2) learning process: a) preliminary activities include the teacher conveying apperception and learning objectives, b) core activities consist of delivering material accompanied by giving examples of manipulation techniques, teaching techniques begins by directing students to wash their hands, saying the position masseur towards patients, guiding students to use learning equipment, and teaching techniques by holding and directing students, c) closing activities include ereview material, practice, and questions and answers; 3) learning evaluation is carried out through observation of student skills and oral tests.&#x0D;
Rancang Bangun Multimedia Pembelajaran Berbasis WEB Konsep Kegiatan Ekonomi Pembelajaran IPS Kelas V SD

The results of field studies that have been carried out at one of the state elementary schools in the Rancaekek area, Bandung, show that the use of learning media is very minimal due to the limited ability of teachers to create and utilize existing technology, especially digital technology for creative and innovative learning media, so students tend to be given assignments through theme book during social studies learning. Therefore, this study aims to create interesting multimedia learning as one of the uses of digital technology for elementary students in the form of web-based learning multimedia concepts of social studies learning economic activities. Besides aiming to create or design, it also aims to test and get responses from users of the designed multimedia. The research design used the Design and Development (D&amp;D) research method or design and development. This web-based learning multimedia development procedure uses the ADDIE model (analyze, design, development, implement, and evaluate). The result of this development is to produce a product in the form of web-based multimedia learning the concept of economic activity for class V social studies learning. In addition to producing products, the results of the feasibility test of experts, namely media experts received 92.90% interpretation, and 96.40% from material experts. In addition, the user's assessment response got positive results with the percentage of 98.40% from teachers, and 89.20% from students. So that it can be categorized into a "Very Good" value interval. Web-based learning multimedia products that are recommended for use by parents in social studies learning.
The Implementation of Community Language Learning (CLL) Method in Improving Skill at the First Grade of SMPN 16 Makassar

The objective of the research; (1) To find out the improvement of students’s speaking skill by using Community Language Learning (CLL) method at the first grade SMPN 16 Makassar(2)To describe the teaching speaking by using Community Language Learning (CLL) method implemented at the first grade SMPN 16 Makassar. The first grade student in junior high schools are expected to be able to speak the simple utterances in English. The subject of this research was 32 students of VII.6 in SMPN 16 Makassar. The research method used was Classroom Action Research. The intruments used in this research were speaking tests and observation checklis. The result of the study showed that the students’ responses in learning speaking was good. They enjoyed the activities using Community Language learning (CLL) method in class by having a discussion, sharing, and cooperating well. It means that there is an improving of students speaking skill after being CLL method. The students’ improvement was proved by their speaking test results which increased from all test. In cycle one, all of students final scores were under 60. In the cycle one , no one of them got final score less than 60. From the cycle two, most of the students got final score more than 70. Then, the data of cycle three showed that all of the students got score more than 70. The researcher suggests the teachers to use a topic variation to make the learning process more enjoyable. Then, for the next researchers, they could use this study as a reference to do deepest research about teaching method. Finally, for the English learners, they should keep practicing speaking English every day to make their speaking skill better.
The Use of Quiz-Based Digital Media on Student Motivation and Learning Outcomes

This study aims to see how the use of Quizizz-based digital learning media affects the level of motivation and student learning outcomes. The type of research used is pseudo-experimental research (quasi), with a paired sample t-test research design. The subjects in this study were Level I Economics Education. The research data collection technique used in this study was a test to measure learning outcomes, as well as an observation instrument to see the level of student learning motivation. The research data analysis technique used the t test. Based on the results showed that the research hypothesis was accepted, this was indicated by the coefficient t count&gt; t table. So that the hypothesis which states that there is an average difference between pretest and posttest learning outcomes, there is an effect of using quizizz-based digital learning media in improving student learning outcomes is accepted. As educators in the millennial era, it is important to use technology in the learning process. Technology-based education that is packaged in an attractive and innovative way will certainly involve more active participation from students, so that they are able to develop their potential according to the demands of education in the digital era.&#x0D; &#x0D; Keywords: Digital Quizizz Media, Learning Motivation, Learning Outcomes&#x0D; &#x0D; Abstrak&#x0D; Penelitian ini bertujuan untuk melihat bagaimana pengaruh penggunaan media pembelajaran digital berbasis Quizizz terhadap tingkat motivasi dan hasil belajar mahasiswa. Jenis penelitian yang digunakan adalah penelitian eksperimen semu (quasi), dengan desain penelitian paired sample t-test. Subjek dalam penelitian ini adalah Mahasiswa Tingkat I Pendidikan Ekonomi. Teknik pengumpulan data penelitian yang digunakan pada penelitian ini berupa tes untuk mengukur hasil belajar, serta instrument observasi untuk melihat tingkat motivasi belajar mahasiswa. Teknik analisis data penelitian menggunakan uji t. Berdasarkan hasil penelitian menunjukkan bahwa Hipotesis penelitian diterima hal ini ditunjukkan dengan koefisien thitung &gt; ttabel. Sehingga hipotesis yang menyatakan bahwa terdapat perbedaan rata-rata antara hasil belajar pretest dengan postest, ada pengaruh penggunaan media pembelajaran digital berbasis quizizz dalam meningkatkan hasil belajar mahasiswa diterima. Sebagai Pendidik di era milenial penting untuk menggunakan teknologi dalam proses pembelajaran. Pendidikan berbasis teknologi yang dikemas secara menarik dan inovatif tentu akan lebih banyak melibatkan partisipasi aktif dari para mahasiswa, sehingga mampu mengembangkan potensi sesuai tuntutan Pendidikan di era digital.&#x0D; &#x0D; Kata Kunci: Media Digital Quizizz, Motivasi Belajar, Hasil Belajar
Pengembangan Aplikasi Closing Register Berbasis Web untuk Membantu Customer Service Digital Marketing

This research was conducted to solve sales data collection problems in the digital marketing business at CV. Icommits Work Solutions. The problem that occurs is that the process of entering data is inefficient and still uses ineffective conventional methods. By doing this research the authors are looking for a way to solve this problem, and the way to solve it is to develop the Closing Register application. The purpose of developing the Closing Register application is to simplify the process of entering data and monitoring sales data so that consumers, customer service and CS admins do not need to expend a lot of energy in the sales data collection process. The Closing Register application is made with the RAD (Rapid Application Development) design model, as well as the technology used in application development, namely ReactJS as a framework in charge of creating web admin views, Flutter as a framework in charge of creating mobile displays, MySQL as a database, and ExpressJS as a framework whose job is to create an API (Application Programming Interface). The results showed that technologies are used to create up-to-date applications and for long-term use, so that later these applications can be used directly and are useful for digital marketing businesses.
Sistem Informasi Pendaftaran Peserta Didik Baru Sekolah Dasar Negeri I Wotgali

The problem that occurs at the State Elementary School 1 Wotgali is that the registration process for new students is still manual, so prospective students sometimes have difficulty getting information to carry out the registration process. This study uses the waterfall method, coding at this stage the author designs the database and interface in the programming language using html, php and css languages. The purpose of this study is to build a computerized New Student Admission Information System. With the creation of this information system, it is hoped that data input, registrant data filtering, are carried out more practically. Faster search and presentation of information, thereby increasing effectiveness and minimizing errors that have occurred before. The test results show the application runs well from registration, registration confirmation, and print registration.
Rancang Bangun Sistem Informasi Media Pembelajaran Interaktif Bahasa Inggris Berbasis Web

English is an international language that has been used almost all over the world with the number of speakers increasing every year. According to The Ethnologue, currently the number of English speakers has reached 1.45 billion people. With these facts, English is a language that should be mastered by everyone in the current era. However, there are still many people who find it difficult for various reasons. By utilizing the development of information systems and information technology in the modern era, the author intends to design an interactive web-based English learning media information system, where the system design method used is Kanban with Unified Modeling Language (UML) modeling tools. The programming language used is PHP, Laravel framework, and MySQL database. From the design results obtained an interactive learning software equipped with pictures, audio, video, animation, and exercise, so that it is hoped that it will be able to improve students' English skills.
PENGARUH PENGGUNAAN STRATEGI TIME TOKEN BERBANTUAN MEDIA PICTURE PUZZLE TERHADAP HASIL BELAJAR IPA TEMA 6 SUBTEMA 2 PESERTA DIDIK KELAS IV SDIT AL-BAARIQ KUBU RAYA TAHUN AJARAN 2021/2022

This research is motivated by the phenomenon experienced by students about the low learning outcomes of science so that appropriate learning strategies are needed. Time token strategy and picture puzzle media are considered to be able to improve learning outcomes and have an influence on the activity process. This research is an experimental research in the form of a one group pretest-posttest design. The source of the data; 1) Primary data sources are fourth grade students and documentation of learning outcomes; 2) The secondary data source in this study is the result of observing the application of the time token strategy with the help of picture puzzle media in learning science with theme 6 sub-theme 2 for students. The technique used is observation technique, measurement technique, and documentation. With the work process, descriptive data analysis, prerequisite tests and hypothesis testing are presented in a contextual and factual systematic manner. The results of the researchers concluded that: 1) The learning outcomes of students before using the time token strategy assisted by picture puzzle media obtained an average value of 43.33 with the number of pre- tests obtaining a complete score of 13.33% as many as 2 of 15 students, not yet achieve the KKM score; 2) The process of using the time token strategy with the help of picture puzzle media has been carried out by researchers by dividing 4 groups into 1 class and distributing picture puzzle pieces as talking coupons in approximately 30 seconds. Each student has 2 coupons to speak and have the opportunity to make puzzles 2 times. If the coupon runs out, it must take turns with other students; 3) The learning outcomes of students after using the time token strategy with the help of picture puzzle media with an average value of 64.67 showed that the learning outcomes reached the KKM score; 4) There is a significant effect of using the time token strategy with the help of picture puzzle media on student learning outcomes. Based on the results of the t test calculation with a sig value of 0.487 and a probability value of 0.05, which means 0.487 &gt; 0.05.