Reviewerly/exHarmony huggingface dataset:
IMPROVING STUDENTS’ WRITING ESSAY SKILL THROUGH PROBLEM-BASED LEARNING APPROACH IN SECOND GRADE HIGH SCHOOL OF SMAN 5 MAKASAR

This research aims to determine the improving the skill of writing essays for students of SMAN 5 Makassar through problem-based learning approach. This kind of research was CAR (Classroom Action Research) using four stages, planning, action, observation, and reflection, which are implemented in two cycles, namely cycle I and cycle II. The instrument used in this research was test and observation. with a qualitative approach that is done by calculating the class average namely calculating the percentage of student completeness classically, students are declared passed if obtained a value of more than 80. The number of samples was 26 students, namely 12 boys and 14 girls in class XI IPA 1. The results of the research showed that the skills writing essays on students' texts after applying the problem-based learning approach through the actions of the first cycle, the average value is 68.79 or 39.50% in the less category. Action cycle II average value of 86.20 or 91.69% in the good category. Based on the research results, it can be concluded that the application of a problem-based learning approach can improve the quality of the process and learning outcomes of essay writing for class XI students of SMAN 5 Makassar. In accordance with the conclusions, the researcher suggests Indonesian teachers to used problem-based learning approach in learning to write essays, because the problem-based learning approach is proven to improve the quality of the process and learning outcomes.
Peninggalan Kesultanan Singgora sebagai Warisan Ketamadunan Melayu-Islam di Songkhla, Thailand Selatan

The city of Songkhla in Southern Thailand was originally from a Malay-Muslim kingdom called the Sultanate of Singora Darussalam. This sultanate was located in the Khao Daeng hilly area in the present Singhanakhon area. The city which was previously named Singora was founded in the early 17th Century by a Persian merchant named Dato Mogol (or Datuk Mughal, also known as Datuk Muzaffar) who later ruled Singgora under the name of Sultan Muzaffar Shah. His death caused this sultanate to be continued by his son, Sultan Sulayman Shah, who succeeded in bringing Singora to its glory. After his death, he was replaced by his son named Sultan Mustapha Shah. The prolonged conflict of the late 17th Century led to the collapse of this kingdom. However, it is still difficult to find detailed and up-to-date references to this sultanate and its legacy. Therefore, this study aims to reveal the history of the Sultanate of Singora and its legacy as the heritage of a Malay-Muslim history of civilization in Songkhla. Data and information for this study were obtained through literature review, field study, discussion and interviews with related institutions and local communities. The results of this study show that the Sultanate of Singora once ruled for 75 years (1605-1680) in this area based on evidence of historical sites such as the tomb of Sultan Sulayman Shah and his family, a city wall, a network of forts, and a moat. It is hoped that Songkhla’s heritage can be preserved as archaeological sites because indeed it can uncover the history of the Malay-Muslim civilization in Songkhla for present and future generations.
UI/UX Designing of an Indonesian Language Writing Educational Game for Elementary School Students Using a Human Centred Design Method

Based on previous research conducted on elementary school students, it was found that there are still many errors in the use of EYD or KBBI rules, such as errors in the use of capital letters and the use of words. The lack of learning media outside of school triggers students' lack of understanding. Using technology-based learning media in games is exciting and can help improve students' understanding outside school. Using educational games as out-of-school learning media has several advantages, namely ease of access and higher student interest in playing. In developing games, an attractive appearance is needed and is the need of elementary school students. This is adequate and can increase students' interest in using the game as an out-of-school learning media. Therefore, an appropriate design method is needed to design the appearance to be attractive and in accordance with the needs of students, one of which is Human-Centered Design (HCD). This method involves users directly during the design process. By applying the HCD method, this research aims to design the interface of the "CerdasEYD" educational game that suits the needs and answers the problems that students have. Testing is carried out using the System Usability Scale to measure the success of the interface that has been designed. Through this test, the results obtained in the form of an average score of 95 indicate that the design designed has met the needs and answered the problems that students problems.
Generating and Improving a Dataset of Masked Faces Using Data Augmentation

Before the spread of the COVID-19 virus in 2020, modern face recognition systems performed excellently, but then the wearing of masks was imposed by countries on their population, which led to a noteworthy decrease in the discriminatory ability of those systems, where they had been trained on large-scale datasets of unmasked faces and not available large-scale masked faces datasets that time. To contribute to addressing the shortage of large-scale data sets that consist of people wearing masks, a developed method has been presented to create simulated masks and overlay them on faces in two main steps. The first step was to detect, align and crop the faces of unmasked faces datasets in a dataset and then apply simulated masks on the faces utilizing the dlib-ml library. This method was used to generate a dataset for masked faces (CASIA-mask). The second step used five techniques of data augmentation with the generated dataset. To evaluate the masked dataset and data augmentation, an accuracy of 96.4% was achieved by training one of the latest and most important facial recognition systems, FaceNet, on the masked dataset. The same system also achieved excellent results of 97.71% when trained on CASIA-mask and data augmentation together.
The Use of Quizziz to Improve Students’ Reading Skill

This research aims to describe the improvement of the students’ reading skill by using Quizziz. It was conducted on Classroom Action Research in two cycles. The participants were second-semester students in Bina Sarana Informatika University Pontianak which consisted 30 students. The steps of Classroom Action Research were planning, acting, observing, and reflecting. The data collection was done by the researcher which are observation checklist, interview, and individual test. The findings of this research showed that the students were motivated and actively participated in the online class. The atmosphere will be more fun and interesting. When the students learn in a fun way, their comprehension will be easier to get. This is an effective way to learn English and to improve students’ reading skills.
The Implementation of Project Based Learning to Improve Students' Skills in Producing Descriptive Videos about Historical Buildings

Speaking is one of the 4 aspects of English. However, not a few students experience difficulties in speaking English because they often make mistakes in pronouncing vocabulary. And a teacher is always required to be able to develop learning methods to improve students' speaking skills at school. The purpose of this study is to find out how to implement project based learning to improve students speaking skills by making descriptive videos about historical buildings and how students respond to the use of project based learning in class. This study uses qualitative research methods with an action research approach. The instruments used by researchers are observations, field notes, and interviews. Participants in this study were 20 students of class X IPA 2 SMA PGRI 2 Bandung. Research data in cycle 1 shows that the average score of students' English speaking ability is 71.5 with a maximum score of 80, and data in cycle 2 shows that there is an increase in students' ability as evidenced by the increase in students' average score to 85 with a maximum score of 95 This data is also supported by student responses which say that students like learning activities using project based learning because students are given more opportunities to practice their speaking skills. Based on the research results, it can be concluded that the implementation of project based learning in producing descriptive videos about historical buildings can improve students' speaking skills and can be used efficiently in class.
COMMUNITY PERSPECTIVE ON THE WASTE MANAGEMENT SYSTEM IN LAMBANGSARI BEKASI VILLAGE BASED ON SMART GARBAGE ROBOTS

Garbage is an unavoidable part of everyday life. Everyone has to take out the trash. Therefore, waste is a major source of problems that directly affect the environment. Moreover, waste management in Indonesia is definitely not good. Most of the waste is thrown away without being sorted. This also ultimately contributes to the complexity of the waste problem. This research was conducted to determine the perception of the waste management system in the village of Lambangsari Bekasi by utilizing intelligent robots based on IoT (Internet of Things). The survey method used is an online questionnaire filled out by 100 people from the age range of 20-25 years. Respondents consist of students, students to workers. The collected data were analyzed using descriptive statistical analysis techniques. The results obtained from the analysis data are that most of the waste management in Indonesia is not appropriate because of the very low knowledge of understanding waste management by utilizing the latest technology, one of which is IoT-based intelligent robots. In addition, the government also does not educate the public about the importance of sorting waste by type and also does not socialize the movement to dispose of waste.
e-Learning lúdico de la parasitología médica

A quantitative investigation was carried out with the objective of evaluating the influence of playful learning in the development of competencies for learning medical parasitology in university students. The population of was made up of 53 students of the fourth cycle of the Human Medicine career of a private university in Peru. For the development of the research, all the theoretical and evaluative components of the programmatic content of the subject were applied, as well as the virtual environment with 24 playful resources, organized by content according to the competence covered. A general average of 67.04 (± 28.87) was obtained in the scores obtained by the participants. According to the observed distribution, both the number of items and the type of play resource were related to performance, in the first case inversely, as well as in the activities of "search for a coincidence" and "find equal pairs"; although, in general, the results by activity showed distributive variability with a load towards the upper limit of the scale (100), where 87.55% of the ludic strategies implemented (21 of 24) obtained point averages higher than 50%. The results obtained showed that the students expressed satisfaction, motivation and interest in learning medical parasitology, which is consistent with the results of other studies that have shown the benefits of virtual playful learning in the educational field, especially in the area of health Sciences.
Kajian Sistem Jaringan Drainase Guna Menanggulangi Genangan Air Hujan Di Kawasan Pasar Pajak Pagi Kutacane

Puddles or floods that occur in an area are caused by a disturbed or malfunctioning drainage system. The research location was conducted in the Kutacane Morning Tax market area. The calculation of the rainfall intensity used for this study is by using the mononobe formula with the parameters for calculating the rainfall value of the Pearson III Log Distribution for a 5-year return period. The Kirpich equation determines the concentration time. From the results of the research, it turns out that the Tax channel in the Morning Tax market is not able to drain puddles of rainwater, which causes puddles in the market area, and the Disposal channel, which is a drainage channel in the market, does not function because it is clogged with sedimentation so that the Tax channel is unable to accommodate and drain high-intensity rainwater discharge. In order to avoid inundation in the morning tax area, the dimensions of the channel are redesigned, where the existing dimensions are the tax channel with dimensions h = 0.65 m, B = 0.85 m, f = 0.15 m, with Q plans (m/ sec) = 1.219 and Q capacity (m/sec) = 0.498 with a description (Does not meet) Meanwhile, the dimensions of the redesigned tax channel are h = 0.781 m, , B = 0.781 m, f = 0.5 m, with Q plans ( m/s) = 1.219 and Q capacity (m/s) = 1.219 with the information (Qualified) the total length of the tax channel is 3,612 Km. For the existing sewer h = 0.65 m, , B = 0.85 m, f = 0.15 m, with a design Q (m/s) = 1.110 and a capacity Q (m/s) = 0.498 with a description (No meet) Meanwhile, the dimensions of the redesigned drain are h = 0.832 m, , B = 832 m, f = 0.5 m, with Q plan (m/sec) = 1,110 and Q capacity (m/sec) = 1,110 with information (Qualified) total length of Exhaust channel 0.421 Km.
Sosialisasi Teknik Pengelasan di SMK Samudera Indonesia Medan

The purpose of this PkM is to provide welding competency skills to SMK Samudera Indonesia Medan students as a provision to enter the job field or for entrepreneurship for SMK and help the productive process of SMKs that lack funding and practicum facilities. The method used to solve the problems that have been formulated, we need a method that must be followed in order to be able to do a good solution, here is the solution method, namely a survey in SMK to get data for PkM as needed, formulate training materials, make a schedule for the implementation of training related to time, arrange instructors who will provide training, make a design evaluation of activities, The implementation of welding training activities was followed by students. The results of the PkM implementation are as follows: Welding skills that can equip vocational students to enter the world of work are being able to operate a welding machine correctly and be able to connect plates using welding. The responses from vocational students with training assistance from the UHKBPNP Mechanical Engineering Study Program are as follows: they are happy because they have received welding skills which they have not done optimally and the teachers hope that next year they can continue with other programs.
Analysis of Common Supervised Learning Algorithms Through Application

Supervised learning is a branch of machine learning wherein the machine is equipped with labelled data which it uses to create sophisticated models that can predict the labels of related unlabelled data. the literature on the field offers a wide spectrum of algorithms and applications. However, there is limited research available to compare the algorithms making it difficult for beginners to choose the most efficient algorithm and tune it for their application. This research aims to analyse the performance of common supervised learning algorithms when applied to sample datasets along with the effect of hyper-parameter tuning. for the research, each algorithm is applied to the datasets and the validation curves (for the hyper-parameters) and learning curves are analysed to understand the sensitivity and performance of the algorithms. The research can guide new researchers aiming to apply supervised learning algorithm to better understand, compare and select the appropriate algorithm for their application. Additionally, they can also tune the hyper-parameters for improved efficiency and create ensemble of algorithms for enhancing accuracy.
Utilization Of Big Data in Educational Technology Research

This research aims to exploit the role and contribution of big data in normal-age learning paradigms that require online learning that was initially conducted face-to-face. Educational technology research includes research areas that require changes in learning strategies. This includes the use of technology currently occurring during the COVID-19 virus pandemic to transform face-to-face learning online. Use big data to develop learning strategies (procedures) to solve problems/facilitate learning. The use of big data can contribute to the study of education in general and educational technology in particular. Methodologies used include the analysis and potential implementation of big data in the field of educational technology research by conducting literature survey analyses. The data obtained and used are in the form of local and international journals related to the implementation of big data in the world of educational technology research. The development of technology research applications based on big data makes it easier for researchers to see the possibilities and problems of individual students. Based on this data, researchers can monitor and evaluate students, teachers, materials, and learners. The data can be used to prepare future research efforts.
Penerapan Pendekatan Computational Thinking terhadap Kemampuan Pondasi pada Materi Energi Dan Perubahannya Kelas 3 SD Negeri Bhaktikarya

Computational Thinking is included as a learning approach that can identify patterns, solve complex problems into simpler steps, organize and create a series of steps in providing solutions. This study aims to analyze the ability of students' foundations of abstraction, pattern recognition, and algorithms through the application of the Computational Thinking approach. The research method used is descriptive research with a case study type. This study uses quantitative and qualitative data analysis techniques. The subjects of this study were 24 third grade students who were divided into 12 small groups at Bhaktikarya Public Elementary School. The results of this study indicate that the application of the Computational Thinking approach to the results of Student Worksheets that apply students' abstraction foundation skills, pattern recognition, and algorithms through the application of the Computational Thinking approach obtained an average percentage of 66%. This percentage is in the sufficient category.
Pengaruh Pembelajaran Awareness Training Berbasis Kognitif Sosial (ATEKSI) Terhadap Konsep Diri Siswa Kelas V di SD Negeri Krogowanan

Students' self-concept is a view of themselves that represents experience and information so far and has an impact on the steps of success in living life. Not all students at SD N Krogowanan have a positive self-concept, so intervention is needed, one of which is through the implementation of learning according to the problems experienced by students about the need for learning that builds self-awareness and is socially oriented. The research objective was to determine the effect of the social cognitive-based Awareness Training learning model (ATEKSI) on students' self-concept. Research with a quantitative approach, pre-experimental design, using the type of one group pretest-posttest design. The research sample was 31 students of class V with a sampling technique, namely total sampling. The main instrument is a questionnaire whose indicators include: self-image, self-ideal, self-esteem, self-role, self-identity, observation instruments (support). Data analysis techniques using the t test with paired sample t test. The results showed that the mean pretest self-concept score was 81 with a percentage of 63% and posttest with a score of 117 with a percentage of 91%. Based on the results of the t test, it was obtained t count 21,528 &gt; t table 2,042. Significance results were obtained sig 0.00 &lt;0.05, this means that there is a significant difference and influence in the application of social cognitive-based Awareness Training (ATEKSI) learning on the self-concept of fifth grade students at SD Negeri Krogowanan.
Strategi Pembelajaran Metacognitive-Scaffolding Untuk Meningkatkan Kemampuan Numerasi Siswa Kelas III SD Negeri Lembursawah 1

This study aims to determine the effectiveness of the application of metacognitive-scaffolding learning strategies to improve the numeracy skills of third-grade students of SD Negeri Lembursawah 1. Metacognitive-scaffolding learning is a learning strategy that helps students to involve their metacognitive abilities in the process and learning outcomes to improve students' numeracy skills, considering the lack of students' understanding of their numeracy skills. This is unfortunate because numeracy skills have as important a role as literacy skills. Through this numeracy ability, students are expected to be able to apply and solve various mathematical concepts in everyday life. The research method applied in this research is Classroom Action Research (CAR). The data collection instruments used were questionnaires, pre-tests, post-test, and document studies. The results showed that there was an increase in student learning outcomes after the implementation of the metacognitive-scaffolding learning strategy, which was indicated by an average value of 59.1 which was included in the Less category, while after the implementation of the action through the metacognitive-scaffolding learning strategy showed an increase that could be seen from the results of Post-Test cycle 2 with an average value of 70.2 in the Good category. Meanwhile in the Pre-Test cycle 1, the number of students who had not completed as many as 19 out of 42 students with 16 students in the Less category and 3 others in the Very Poor category. The increase in student learning outcomes also continued with the number of students who had not completed only 3 out of 42 students in the Less category after the Post-Test cycle 2 was implemented.
Peningkatan Hasil Belajar Pada Kemampuan Menulis Permulaan Melalui Media Puzzle Peserta Didik Kelas II SD Negeri Trukan

The purpose of this study was to determine the increase in learning outcomes in students' initial writing skills in Indonesian language learning class II elementary school with puzzle media. The research method uses Classroom Action Research with the implementation of 2 cycles. The research was conducted in SD Negeri Trukan Class II with a total of 18 students consisting of 5 boys and 13 girls. This study uses test and non-test collection techniques. The research instruments used were multiple choice questions and observation sheets. The data analysis technique used was in the form of quantitative techniques obtained from student test results and qualitative techniques obtained from observation sheets of teacher and student activities. The results showed that there was an increase in the learning outcomes of students' writing abilities in the first cycle with a completeness of 52.9% and in the second cycle it reached 82.3% completeness. It can be concluded that the use of puzzle media in learning Indonesian can improve initial writing skills in grade II elementary school.&#x0D;
Validitas Buku Ensiklopedia Famili Meliaceae di Kebun Raya Banua Untuk Melatihkan Keterampilan Berpikir Kritis

In the 21st century education requires students to have 4C skills, one of which is critical thinking skills.Critical thinking skills can be trained in various ways, one of which is using teaching materials.The teaching materials developed in this study are Encyclopedia books.This study aims to describe the content validity of the encyclopedia of the Meliaceae family at Kebun Raya Banua to train students' critical thinking skills.The research is limited only with regard to content validation.This encyclopedia development research used the EDR (Educational Design Research) research method.The object of this research is an encyclopedia book.The subjects of this study were three experts as validators.The results of the validation test are stated in the valid category so that it is feasible as an alternative source of learning.