Reviewerly/exHarmony huggingface dataset:
Investigating Students’ Motivation on the Use of Rosetta Stone in Learning English Pronunciation

English as a Foreign Language teaching and learning has made extensive use of the integration of multimedia language such as Rosetta Stone. Therefore, this research aims to find out Junior High school students' motivation in learning pronunciation by using the Rosetta Stone in three dimensions of self-determination theory in terms of autonomy, competence and relatedness. The quasi-experimental pretest-posttest design with 30 samples divided into two groups was used in this methodology. The experimental group received face-to-face instruction using Rosetta Stone, while the control group only received instruction using the drilling technique. Furthermore, the result of statistical analysis showed a significant difference between the groups in terms of total support for the experimental group. As a result, Rosetta Stone inspired students to participate in the pronunciation class, and they are enthusiastic and satisfied with the use of Rosetta Stone in the classroom.
The Efficiency of Application of Social Media in History Learning at Junior High School

Using the appropriate learning resources is crucial to making progress towards one's educational objectives. The use of electronic resources for education increased during the Covid-19 epidemic. Because of this, educational technology in Indonesia can now develop in a new direction. This research aimed to evaluate the efficacy of using social media apps to teach history in the classroom. Quantitative research methods and testing procedures were used in this investigation. Fifty instructors participated in the study, representing Bandar Lampung, Bekasi, East Jakarta, Bogor Regency, and Tangerang City schools. There are 22 male instructors and 28 female teachers across the 24 elementary schools, 14 middle schools, and 11 high schools. History classes also make use of digital learning materials. Methods of descriptive quantitative research. The theoretical study of history can establish and foster a sense of nationalism in the younger generation. Hence history education plays an important role. However, a student-friendly learning medium is required to transmit the theoretical study knowledge.
Use of Word Wall Learning Media to Improve Learning Outcomes Indonesian Learning in Elementary Schools

One educational component that can aid in producing excellent learning results is the use of learning media. In Indonesia, word walls are used as a form of educational media as part of a larger attempt to boost learning outcomes for students. The purpose of this research is to find out how using word walls as a teaching tool for the Indonesian language affects the academic performance of primary school pupils in Palembang. The methodology of this investigation was quantitative. This study employed a pre-experimental design as its research methodology, which is an experimental approach. This study employed a single-group pre- and post-test research design. Thirty-three third-graders made up the study's sample. Tests are used to acquire data. T-tests are used as the approach for analysing the data. First, the average score was 56 on the test before using the word wall as a learning tool. Second, the average score after using word wall learning media is 70. Third, the t-test shows that the count t is greater than the table t (3.546 2.037). Thus, it can be concluded that there are significant differences in student learning outcomes in learning Indonesian before and after the use of word wall learning media. This study recommends teachers to use word walls in Indonesian learning as an alternative to existing learning media
The Effect of Optimizing Digital and Information Literacy in Writing Scientific Articles on Students' Critical Thinking Skills

Writing scientific articles that are integrated with learning biology is still rarely done. On the other hand, students' critical thinking skills need to be developed. One of the efforts is to develop students' thinking skills by writing scientific articles by optimizing digital and information literacy use. Scientific articles are used as student assignments in learning conservation and environmental knowledge through the group investigation learning model. This study aims to determine the effect of writing scientific articles through optimizing digital and information literacy on students' critical thinking skills. The method used in this research is quantitative with a non-experimental explanatory design. Data collection using a questionnaire with a Five Point Likert Scale. There were 43 respondents, of which 100 percent of the completed questionnaire was usable for further analysis. Data analysis in this study used a structural equation model with a partial less square analysis technique (SEM-PLS) using smart-pls 3.2.7 software at a significance level of 5% to predict the hypothesis. Structural Equation Modeling Estimation Shows that Digital Literacy, Information Literacy, and Article Writing Affect Students' Critical Thinking Skills. These findings indicate that writing scientific articles through optimizing digital and information literacy has an effect on students' critical thinking skills. Therefore, writing scientific articles through optimizing digital and information literacy is one method to improve students' critical thinking skills. The implication in the world of education, writing scientific articles through optimizing digital and information literacy can be used as an alternative task for students to improve critical thinking skills.
The Effectiveness of “Tell Me What is it” Android Application to Enlarge Elementary Students’ Vocabularies about Anatomy of Human Body

In an education context, smartphones can be used to access the application that useful for learning material about vocabulary, especially for elementary students. This research aimed to see the effectiveness of “Tell Me What is it” android application in enlarging elementary students’ vocabularies about the anatomy of the human body. Using quasi-experiment, the students in 5A and 5B in a private Islamic elementary school Bukittinggi were chosen as the research subject. The android application was applied in 5A as the experiment class, and the conventional method was used in 5B as the control class. The data were collected through tests and questionnaires and analyzed by T-dependent and independent test Sample T-test. The result of this result found that “Tell Me What is it” android application was more effective in enlarging the students’ vocabularies related to the anatomy of the human body than the conventional method. Moreover, most of the students liked the application because it was easy to use, and they felt happy when learning English with application and wanted to learn English more.
Peer Review Declaration

The 10th International Seminar on Ocean, Coastal Engineering, Environmental and Natural Disaster Management (ISOCEEN 2022) All papers published in this volume have been reviewed through processes administered by the Editors. Reviews were conducted by expert referees to the professional and scientific standards expected of a proceedings journal published by IOP Publishing. Type of peer review: Single anonymous Conference submission management system: Morressier Number of paper submissions received: 58 papers Number of submissions sent for review: 44 papers Number of submissions accepted: 36 papers Acceptance Rate (Submissions Accepted/ Abstract Submissions Received × 100): 62.0% Average number of reviews per paper: 1 Total number of reviewers involved: 7 reviewers Contact person for queries: Dr. Dendy Satrio, S.ST. Institut Teknologi Sepuluh Nopember (ITS) Email: dendy.satrio@its.ac.id
The Use of the North Sumatra E-Museum on Resource Reading Skills in Anthropology

The purpose of this research is to prove the improvement of reading skills of Al-Azhar University law students through the e-Museum. A post-test research design with only a control design is the quantitative experimental approach used in this method. Primary school students in the second grade served as the study population; they were split evenly into two groups (20 in the experimental group and 18 in the control group). The normality test, homogeneity test, and paired sample t-test are the data analysis methods used to determine the value of Sig. (2-tailed), where a value of 0.000 0.05 indicates that Ha is accepted and Ho is rejected. There were also notable differences between the control and experimental groups. It concluded that the e-Museum could help law students in their anthropological classes become better readers. This means that everyone accessing the E-museum needs to pay close attention to its digitally recorded and easily accessible archive of historically significant, scientifically significant, and culturally significant visual and aural materials.
Wordwall on Mastery of Vocabulary in English Learning

This study aims to analyze the effectiveness of wordwalls on vocabulary mastery in learning English. The research method used is quantitative with a one-shot case study, namely grade 8 junior high school. Data was collected through a questionnaire with a Likert Scale. Data analysis techniques use techniques to determine effectiveness and percentages. This study concluded that on the pronunciation indicator, as many as ten students stated that they strongly agreed, and only 1 student stated that they did not agree with a percentage of 74.3%. Furthermore, in the spelling indicator, as many as seven students stated that they strongly agreed, and 2 students stated that they did not agree with a percentage of 72.1%. Furthermore, the indicator of meaning, as many as 8 students stated that they strongly agreed and 2 students stated that they did not agree with a percentage of 74.3%. Thus, an effective wordwall improves vocabulary mastery by 73.5% or is effective in learning English.
The Development of Animation-Based Learning on Students’ Numeracy Literacy Skills

This research is to provide animation-based learning media to enhance the autonomous curriculum programme in the area of numeracy. The study's findings will be reliable and useful in the real world. The ADDIE paradigm is being used in this study of development. This study had three phases: The fourth-grade students of a state elementary school in Banjar during the 2022–2023 school year made up the study's population. The data was collected from a group of 35 fourth graders. The data was analysed using quantitative and qualitative methods. The Smart Apps Creator software is being used in this development study; ultimately, researchers use it to create animated educational materials. Expert validation results show that the data generated from these trials are quite valid, with an average of 90% accuracy. In addition, 93 % of students rated animation-based learning material as effective, while 90 % of teachers rated it as useful. Students then finish traditionally, scoring an average of 94% in the very effective category on the numeracy literacy test. This figure establishes animation as a realistic, practical, and successful learning medium for fourth-grade elementary school fractions.
Content-Based Movie Recommendation System: An Enhanced Approach to Personalized Movie Recommendations

With the exponential growth of digital media platforms and the vast amount of available movie content, users are often overwhelmed when selecting movies that match their preferences. Recommender systems have emerged as an effective solution to assist users in discovering relevant and enjoyable movies. Among these systems, content-based recommendation approaches have gained popularity due to their ability to recommend items based on the content characteristics of movies, such as genres, actors, directors, and plot summaries. The first stage of our system involves the collection and preprocessing of movie metadata from various sources, including genres, actors, directors, and plot summaries. Feature extraction techniques are applied to transform the textual information into meaningful representations that capture the essential characteristics of each movie. Next, a content-based filtering algorithm is employed to compute similarity scores between the user's movie preferences and the extracted features of the available movies. The proposed approach contributes to the advancement of movie recommendation systems and has the potential to enhance user engagement and satisfaction in movie selection.
The Level of Pre-service Teachers’ Digital Literacy during the COVID-19 Pandemic

The COVID-19 pandemic changed the way in which things were done in schools and colleges. This study aims to find out how well pre-service teachers at a private university in Riau, Indonesia, know how to use technology based on their age, gender, and term. After two years of the COVID-19 pandemic, it was time to find out how well pre-service teachers knew how to use technology. In this study, 722 students made up the whole group. This research is a detailed quantitative study that looks into how well teachers-to-be know how to use technology. The tool is a valid and trustworthy Google form with an inquiry. Technology, Mobile/Smartphone, Social Media, Online Safety, and E-learning are the digital literacy factors that are looked into. The results of the studies show that younger pre-service teachers are better at using technology and female students are slightly better at using technology. It fits into the set group for the semester level. Study programmes were used to find out what the average level of digital literacy was. During the COVID-19 outbreak, most pre-service teachers were at an established level of digital literacy. The results of this study show that using technology for online learning during the COVID-19 pandemic makes pre-service teachers better at using technology.
An analysis of Artificial Intelligence and its role in the cryptocurrency

Cryptocurrencies are a fascinating phenomenon around the globe.Rapidly increasing digital currencies continue to be a highly lucrative financial instrument, either for shortterm profits on cryptocurrency exchanges or long-term benefits via asset investments.Another subject that is now receiving a lot of attention is artificial intelligence, popularly known as AI.This is due to the widespread and beneficial impacts that AI has had on a variety of different industries.Cryptocurrency is one of those Industries which got benefitted from Artificial Intelligence in various forms.This paper studies various Artificial tools used in Cryptocurrency in order to enhance its performance and to help Investors.For this various research papers, blogs, websites, and other secondary sources are analysed.The finding shows that Market analysis, Sentiment analysis, Crypto trading Bots and so are very important tools that help investors to predict prices and enhance returns.The Branches of Artificial Intelligence works miracle in Crypto Industry.
Development of Android-based Learning Media for Economics Learning

This study aimed to develop android-based learning media to help economics lessons, especially in national income materials for Class XI students of the Department of Social Sciences at the senior high school level. The research method used was research and development (RD), with the ADDIE model. The media was then implemented in class XI students, with a total of 20 students. The research sample was selected purposively with consideration of the material in the media and the ease of research. Media demands, student profiles, and the learning environment were observed and interviewed for study. The media was planned and developed using Articulate Storyline 3, validated by 3 media and 2 material specialists (Expert Judgement), and analysed qualitatively. Student and instructor responses to questions on media practicality and usefulness were quantified. The entire ADDIE circuit was evaluated at each stage. The results of the analize stage prove that students and teachers need support media for material related to economic statistics. The design and development of media was carried out by researchers by providing several advantages including simple and interesting, interactive media that can be used in offline and online modes. Its excellence gained the recognition of eligibility from validators. Student response at the limited trial and implementation stage showed the media had a practicality level which is high and very useful. In fact, economics teachers at both schools gave a perfect assessment (maximum score) for all indicators of the teacher response questionnaire statement. It can be concluded that the media was needed by students and teachers based on economic statistics. The media was designed and developed with advantages based on needs analysis. The media was valid and should be implemented.
Application of Pop-Up Book Media in Developing Children's Linguistic Intelligence

Pop-up books are very different from ordinary storybooks. Pop-up books are more modern when the pages are opened, they form three dimensions, and when closed, they become two dimensions so that children become interested in participating in learning activities using pop-up book media, especially in developing children's linguistic intelligence. This study aims to discover that pop-up book media can help develop children's linguistic intelligence. When opened into a three-dimensional image, Media designed to be a 900-shaped book can make children interested, happy, and active in expressing the language. This study uses a qualitative descriptive research with data collection carried out directly at the Primary Kindergarten location. Data collection tools used by researchers using observation, interviews, and documentation. The subjects in this study used 12 students, data analysis techniques used data reduction, data display and data verification. Learning activities with pop-up book media show the results that this activity can develop early childhood linguistic intelligence, which is shown that children are able to answer more complex questions, children are able to communicate orally without embarrassment, children already have an additional vocabulary, and the child can already understand the symbols in preparation for entering the next educational stage, namely calistung, the child can also retell today's activities.
Development of Integrated Thematic Teaching Materials Based on Creative Problem Solving Assisted by Kvisoft Flipbook Maker Pro in the Third Grade of Elementary School

Students must be the main subject in the classroom in the Industrial Revolution 4.0 era. One method for producing students with the abilities required for the twenty-first century is to use a Creative Problem-Solving Approach with learning patterns aligned with the 2013 Curriculum, such as an integrated thematic or unified thematic approach and e-books aided by the Kvisoft Flipbook Maker Pro application. This study aims to develop integrated thematic teaching materials based on creative problem solving assisted by kvisoft flipbook maker pro in the third grade of elementary school. The development research method was used with the ADDIE development model has five stages: analysis, design, development, implementation, and evaluation. The results show that developed teaching materials have a percentage of validity of 89.06% (content validation), 80% (graphic validation), and 83.3% (language validation). The practicality of teacher responses obtained a 3.7 (very practical), while the student response was 3.5. (very practical). Effectiveness, as measured by student learning outcomes, received an N-Gain Score of 0.71 with an effective category (high). It means that the teaching materials created for third-grade elementary school students were valid, practical, and effective and implemented in three schools in West Pasaman.
Implementation of Tutoring Services through Ratu Santa's Strategy in English Vocabulary Mastery for Deaf Students

This study aims to analyze the implementation of tutoring with the Ratu Santa strategy as one of the guidance and counseling services by English teachers to encourage the optimization of student learning in vocabulary mastery. This study uses a qualitative method. The subjects of this research were an English teacher and 5 grade VIII students. Obtaining data is done through observation, interviews and documentation. Data analysis uses data condensation, data display, and conclusion drawing verifying. This study concludes first, there are four strategies used by English teachers in teaching vocabulary to deaf students, namely: sign language, body language (gestures), written language, and tadoma (Ratu Santa). And second, the teacher implemented the strategies by combining all of them. The teacher showed the material such as explanation and vocabularies to students by wrote it on the whiteboard. Next, the teacher explains the material to the students by using sign language also gesture, when the students could not read lips language the teacher taught using tadoma strategy.
The Correlation between Parents' Digital Literacy Knowledge and Parents' Perception of Digital Literacy Knowledge of Elementary School Students

This research aimed to examine the relationship between parents’ digital literacy knowledge and parents’ perceptions of elementary school students’ digital literacy knowledge. The data collection method in this study was by distributing questionnaires through instruments tested for validity. Digital literacy in this study was based on four indicators: information, communication, content creation, and safety. Meanwhile, to measure perception based on three indicators: attention, experience, and knowledge. The sampling technique used was saturated sampling, namely, 80 respondents namely consisting of parents of fourth-grade elementary school students. This study used quantitative correlational methods with data analysis used in hypothesis testing, namely the product-moment correlation test. The results of this study with a significance value of 1,319 1,66 indicated no significant relationship between parents’ digital literacy knowledge and parents’ perceptions of elementary school students’ digital literacy knowledge. The correlation coefficient value was 0,148, which results were included in the fragile category (not correlated) in the correlation test; Ha was rejected, Ho was accepted, and it could be concluded that there was a positive but not significant relationship. So the results obtained after conducting this research were that there was no significant correlation between parents’ digital literacy knowledge and parents’ perceptions of the digital literacy knowledge of elementary school students knowledge.
Elimination of Waste in the Development of Learning Media for Deaf Students Using a Lean Software Development Approach

Deafness is a condition where a student cannot hear various sounds optimally. So in the learning process, we need media that prioritizes visuals to make it easier for deaf students to understand the material presented by the teacher. Gamification is one of the most effective learning media because it can present material packaged in the form of game software. The aim of the research is to assist developers in developing gamification by eliminating waste using a lean software development approach. This research method uses the lean assessment matrix method by making process flow diagrams and lean assessment matrices to identify the presence of critical waste. The results showed that the development of deaf students' learning methods used the Lean Software development approach: the number of motions in one game, the game entry process was quite long, and the Latin font was not installed in the application. By eliminating these three wastes, other wastes will be indirectly eliminated because there is a link between the wastes. After the Lean Assessment Matrix process was completed, several solutions were obtained to eliminate this critical waste: making a Future Process Model carefully before giving it to the Developer and making a careful gamification development schedule. By implementing the two Garbage Elimination Alternatives, gamification development can run effectively and efficiently