Reviewerly/exHarmony huggingface dataset:
Pemanfaatan Data Science dalam Meningkatkan Kualitas Pembinaan SDM Militer

In today's digital era, data has become a very valuable asset in decision making in the military field. Where, data science can be used for various purposes, such as risk prediction and analysis, policy development, human resource development, operational efficiency improvement, and predicting someone's length of service in the military. However, effective implementation of data science also requires adequate data infrastructure, strict data security, and skilled and trained human resources in data science. The purpose of this study is to discuss the effect of using data science in developing the quality of human resources, where from this point of view data science is considered to be able to make a significant contribution in increasing the effectiveness and efficiency of military human resources development in Indonesia. This research method is a survey method with the aim of obtaining data on the use and benefits of data science in developing military human resources with a sample of 50 people. As for data processing using SPSS software analysis tools. Utilization of data science is the independent variable in this study, while the quality of military human resource development in Indonesia is the dependent variable, with the control variable being the level of education and experience of military human resources. The results of multiple linear regression tests show that the utilization of data science, education level, and experience of military human resources simultaneously has a significant effect on the quality of military human resource development in Indonesia.
Pengembangan Animasi 3d “Kesuba” Untuk Meningkatkan Hasil Belajar Dan Nilai Karakter Peserta Didik Kelas IV MI Bahrul Ulum Surabaya

The purpose of this study is to determine the feasibility, practicality and effectiveness of 3D animation products in improving learning outcomes and internalizing character values. The subject of the device trial was carried out on students of Madrasah Ibtidaiyah Bahrul Ulum Surabaya. Research design using Pre-Experimental. The form is in the form of a One-Shot Case Study. In this design there is a group given treatment and observed (Q). Data collection techniques in this study used tests, observations, interviews and questionnaires. So the conclusion of this study is that the development of animated media in learning material on ethnic and cultural diversity in the classroom can provide alternative interactive media. There is an increase in the use of animated media in learning material on ethnic and cultural diversity. The use of animation media on ethnic and cultural diversity material provides maximum completeness value.
Lectora Inspire Untuk Meningkatkan Kemampuan Berpikir Kritis Peserta Didik

This research is development research, namely the development of learning media with Lectora Inspire to improve the critical thinking skills of class VI students. This type of research is research and development (R&amp;D) using the 4D model, namely Define, Design, Develop and Disseminate. Researchers used a Pre-Experimental Design in the form of a One-shot Case Study. The subjects of this study were 37 students of class VI B at SDN Wonokusumo VI/45 Surabaya for the 2022/2023 academic year. Research produces learning media with a decent Lectora Inspire that meets the criteria of validity, practicality, and effectiveness. In the trial, the classical learning completeness was 91.89%.
PELATIHAN PENULISAN ARTIKEL ILMIAH BERBANTUKAN MANAJEMEN REFERENSI MENDELEY

The publication is the first step for transferring the results of thoughts and research widely to the public. Writing the effects of studies and research is required as a condition for the acceptance of scientific articles by a scientific journal. This training was purposed to improve the ability of teachers to produce scientific papers and practice skills in using Mendeley reference management in managing libraries. This research method includes survey, pretest, training implementation, practicum, and posttest. The workshop activity was carried out through WhatsApp Group, followed by 13 participants who followed the training until the end. The data from the pretest and posttest were analyzed using the Gain score method. The workshop results showed that the knowledge and skills of the participants increased by an average of 2,231 points. Another indicator is known from the ability of participants to apply Mendeley reference management in scientific articles. Currently, four participants have successfully published scientific papers in national journals. This training is considered beneficial and can improve the knowledge and skills of teachers in writing scientific articles with the help of Mendeley reference management. Key Word: Scientific paper; Teacher; Mendeley; Publication; Universitas Patompo
WEBSITE AND VIDEOGRAPHY TRAINING AS AN ONLINE MARKETING MEDIA ON WISATA EDUKASI INSPIRASI PRENEURSHIP AL MUMTAZ (WEIPA)

In general, Pesantren are educational institutions that focus on religious knowledge and general knowledge as the focus of learning. But it's different from the Pesantren in Gunung Kidul, Yogyakarta, which implements business education in it. This made the Pesantren the first Pesantren in Yogyakarta based on pre-employment. This is a challenge in itself because in order to market the products in it, various special strategies are needed in an era of intense business competition. In an era that is all internet like now, only with internet, computers and smartphones can be used as a tool to publish promotional activities for Wisata Edukasi Inspirasi Preneurship Al-Mumtaz (WEIPA) products. In making videos on how to make attractive advertisements with just a smartphone and then publishing them on social media, promotional activities can be carried out anywhere and anytime easily. Then create a website, which is about how to use and manage it optimally to support and improve product promotion capabilities. This service has a target of increasing the ability of WEIPA administrators and students in utilizing technology as an efficient medium in driving economic factors and not forgetting religious knowledge as their priority. Keywords: Videograhy, Website, Marketing
KEGIATAN PEMERIKSAAN KESEHATAN DAN PENDAFTARAN PESERTA BERBASIS QR CODE PADA MASYARAKAT BENGKONG LAUT BATAM

People tend not to visit health facilities in good health and prefer to use traditional medicines if they are sick, compared to seeing a doctor. The role of health workers and health educators is urgently needed in increasing public awareness in maintaining health both through socialization and health check-up activities. This health examination was carried out by the lecturers and health students of Awal Bros University, on September 11, 2022. The first activity was carried out by recording or registering the people who were present using QR Code registration after which it was continued with a free health check. This activity is intended for all residents of Bengkong Laut Batam. Participants in this community activity attended and came directly to the location of the activity. The number of participants who took part in this activity were 32 people. The method of community service activities is carried out in the form of discussions and practical methods. This practical method is carried out by examining the health of the participants directly, such as measuring blood pressure and checking blood glucose.
Rekayasa Didaktis untuk Mengembangkan Flipbook Bangun Ruang dalam Rangka Meningkatkan Kemampuan Berpikir Kreatif Siswa Sekolah Dasar

A whole attention in didactic situations that might occur/ influence is the strength of didactic engineering as a research design for the development of mathematics learning media. The results of the epistimological obstacle and didactic obstacle analysis of students' creative thinking abilities in geometric material showed a gap between expectations and reality. Based on the results of the a priori analysis, flipbook media is appropriate to be used as one of the media development innovations to improve elementary students' creative thinking skills. Armed with completeness and a clear structure, this media got implementation results that show valid, practical as learning media and and not yet effective because students need time to adapt a new media but it can be seen that there was an increase from the value of presentation student who pass the minimum learning completeness criteria from 0% up to 46%. Based on the results of the a posteriori analysis which is validated by the results of the a priori analysis, it showed that this media can be used to improve students' creative thinking skills in terms of learning outcomes and other didactic phenomena during and after using the media
KOMUNIKASI DALAM LINGKUNGAN PEMBELAJARAN ONLINE: SEBUAH STUDI BIBLIOMETRIK

This study aims to conduct a bibliometric analysis of articles related to communication in an online learning environment. The Publish or Perish application was used to collect data on articles published in 2012-2022 in Google Scholar-indexed journals. Then, the data were processed using Microsoft Excel and VOSViewer applications. The first finding in this study was that of the 242 identified articles, the number of articles published fluctuated between 2012-2019 before continuing to increase from 2020 to 2022. This increase was also in line with the COVID-19 pandemic, which forced educational institutions to choose online learning as the main model of organizing learning. Second, of the 20 articles with the most citations, two concepts often related to communication in an online learning environment were collaboration and satisfaction with learning. Third, of the 118 terms distributed into 10 clusters, some of the terms that appeared most frequently besides those related to communication and learning were COVID, pandemic, and student. Fourth, the most recent term was child, which indicated that there were at least three publications related to this term, followed by other terms such as mathematical communication, online learning communication, online teaching, communication strategy, college, virtual education, lecturer, pandemic, and online. learning process. Based on these findings, the researcher provides several recommendations.
Pengembangan Multimedia Interaktif Berbasis Macromedia Flash 8 pada Pembelajaran Ilmu Pengetahuan Alam Kelas V Sekolah Dasar

This research is motivated by the results of observations and experiences of researchers, that the level of student learning is low as much as 48.38% of students get scores below the KKM. In the analysis of student needs, there is still a lack of IT-based learning media in Macromedia Flash 8 for Mrican 2 Elementary School students. As many as 96% of students prefer learning materials using sound, animation and quizzes. The problems include how is the development process, how is the validity, how is the practicality, how is the effectiveness of interactive multimedia based on Macromedia Flash 8 in learning science in grade V elementary schools. The purpose of this research is to develop Interactive Multimedia Based on Macromedia Flash 8 in Class V Elementary School Science Learning. This study uses research and development R&amp;D methods with the ADDIE model. The conclusions of the results of this study are (1) The process of developing Interactive Multimedia using the ADDIE model goes through the stages of analysis, planning or design, development, implementation, evaluation stage. (2) The validity of the validator obtains an average validation result of 90.5%. (3) The practicality of the teacher's and students' responses obtained an average practicality result of 90.15%. (4) The effectiveness is obtained from classical completeness with a percentage of 88%. This learning media can be said to be valid, practical, and effective so that it is suitable for use in learning.
Pembelajaran Berbasis Nilai Berbantuan Multimedia dalam Meningkatkan Kompetensi Afektif Peserta Didik

This research is motivated by the understanding that the current reality shows that the approach that has been developing so far is more naturalistic-positivistic which refers to cognitive coherence. Whereas the cognitive aspect in the context of mastering the subject matter is not the ultimate goal of a learning process. Mastery of subject matter is not the end of the teaching process, but only as an intermediate goal for the formation of better behavior. This study aims to measure the affective competence of students in learning using a value-based approach with the aid of multimedia. Aspects that are measured are acceptance, response, value inculcation, organization of values ​​and characteristics. The research was conducted using a qualitative approach. Data collection is done by using a questionnaire technique. Respondents are students who teach General Biology courses. Learning is carried out using powerpoint-based interactive media while the implementation of value-based learning is inserted in learning activities and the content of teaching materials used. The results showed that the learning process in addition to increasing students' interest and motivation also made students show positive attitudes in terms of: 1) Receiving; 2) Response (responding); 3) Value investment (valuing); 4) Organization of values ​​(organization); 5) Characteristics of life (characterization).
Pengembangan Media Pembelajaran Moker (Mockup Materi Sumber Daya Alam) Untuk Siswa Kelas Iv Sekolah Dasar

This study aims to produce a product for the development of Moker Dalam learning media (Mockup of Natural Resources) for the natural resources module. The method in this study uses the R&amp;D method with the ADDIE model consisting of five stages, namely (1) Analysis, (2) Design, (3) Development, (4) Implementation, (5) Evaluation. The procedures in this study include (1) analysis of performance and needs, (2) designing media designs, (3) developing media, (4) implementing or implementing media, (5) final evaluation of the developed media. The subjects in this study were teachers and fourth grade students at SDN 1 Karangtengah, Panggul District, Trenggalek Regency. The results showed that the development of Moker Dalam learning media was declared valid because it got a construction validation score of 87% and material validation got a score of 90%. The Moker Dalam learning media was also declared effective because it got a score of 88% in the limited trial and got a score of 90% in the wide trial. The results of the teacher's response to the Moker Dalam learning media are 91% and students 98.5%. Based on these results, Moker Dalam learning media can be said to be very valid, very effective and well used.
Pengaruh Penerapan Model Kooperatif Tipe TGT Terhadap Hasil Belajar Matematika Siswa Kelas VIII SMP Muhammadiyah Limbung

The purpose of this study was to determine the effect of the application of the Teams Games Tournament (TGT) cooperative learning on the mathematics learning outcomes of students in class VIII SMP Muhammadiyah Limbung. This type of research is pre-experimental with the research design used is One Group Pretest-Posttest Design. The sample in this study was class VIII.1 with a total of 30 students. The sampling technique used is simple random sampling. The instruments used to collect data were student mathematics learning outcomes tests (pretest and posttest), student activity observation sheets, and student response questionnaires. The data analysis of this research is descriptive statistical analysis and inferential statistical analysis. Based on the results of research and discussion, it is concluded that: (1) The students' mathematics learning outcomes have increased with the average score of students' mathematics learning outcomes after the application is 84.33 and the results of the n-gain test are obtained or so that the n-gain value is more than 0.3. (2) The average percentage of student activity is 82.65%, so student activity reaches the active criteria and (3) Student responses are positive where the average percentage is 83.11%. Thus, the application of the Teams Games Tournaments (TGT) cooperative learning has an effect on the mathematics learning outcomes of students in class VIII SMP Muhammadiyah Limbung.
Metode Pembelajaran yang Diterapkan Mahasiswa Sastra Inggris pada Saat Pelaksanaan PPL Asistensi Mengajar

PPL teaching assistance activities are held to involve students. In this teaching assistance activity, students are not limited to conveying knowledge to students but there are several things that educators must consider, one of which is the learning method. This study will discuss matters such as 1) analyzing learning methods, and 2). The effectiveness of the learning methods used, 3). Obstacles/challenges faced along with the solutions provided, 4). How to measure student understanding, 5). How to deal with students who have difficulty understanding lessons or studying. The method used in this research is a descriptive type of case study. This is to present the results of the analysis of English Literature students at the Islamic University of Sunan Gunung Djati Bandung when they carry out the integrated MBKM-fild work program, in August 2022. From the data obtained English Literature students who conduct fild work program use a lot of the lecture method. Then followed by using the method of discussion, and question and answer. The third position is the drill method. The last is simulation method, the experimental experience method, studying by learning, and task-based learning. The learning method is a way for educators to convey teaching materials to students. In the learning method itself, there are various methods. Starting from the lecture method, discussion, question and answer, demonstration, simulation, experimental experience, study tour, drill (practice), problem-solving, discovery, self-analysis, jigsaw method, and so on. However, from this research, the lecture method is the most widely used choice by English Literature students.
Implementasi Gerakan Literasi Melalui Pembiasaan Membaca Pada Siswa SD SEGUGUS II AIMAS

The aims of this study was to conduct a literacy campaign in a second group of Idolmaster primary schools and to identify factors that hinder and support literacy campaigns. A descriptive qualitative survey was used as the survey form. The subjects of this study were students, principals, and reachers. The data collection methods used by the researchers were observations, interviews, and recordings. Data analysis techniques use Miles and Huberman's qualitative models to reduce, present and draw conclusions from data. It was found that the implementation of the Seggas II Idolmaster Primary School Literacy Campaign is still in the stage of specialization or familiarization. Interviews and observations by researchers confirm this.
Pengembangan Multimedia E-Book Magic (E-Boma) Materi ASEAN Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas VI Sekolah Dasar

The learning process of class VI students at SD Negeri 2 Sidoharjo Lamongan, shows that the learning process requires innovation, especially in learning media to make it more interesting and can help students understand the concept of material and can improve student learning outcomes. Based on this, this study aims to determine and describe the results of the validity of learning tools, practicality, and effectiveness of Multimedia E-Book Magic (E-BOMA), in improving the learning outcomes of grade VI elementary school students. This research is a development research using a 4-D development model and testing the device using pre-test and post-test. The research was conducted in the academic year 2021/2022 with 15 students as research subjects, and data collection techniques used were tests, observations, and questionnaires. Pre-test and post-test data regarding concept understanding will be analyzed using t-test and described in descriptive quantitative form. The results of this study indicate that the feasibility of developing Multimedia E-Book Magic (E-BOMA) as a result of material expert validation has a very valid category with a value of 92%, and media expert validation is 90% while the practicality of Multimedia E-Book Magic (E-BOMA) is on average. teacher assessment is 92.18% and the average student response questionnaire is 96.5%. Learning can be said to be good, and the effectiveness of Multimedia E-Book Magic (E-BOMA) is seen from the results of student learning carried out before learning with an average of 45% of students who complete and after participating in learning to 96% of students who complete with grades 75. In essence, the Development of Multimedia E-Book Magic (E-BOMA) can help students to improve student learning outcomes.
Pengembangan Instrumen Penilaian Digital Untuk Mengukur Hasil Belajar IPS Kelas IV Sekolah Dasar

Students are accustomed to doing evaluations with sheets of paper will have difficulty when working on Computer-Based School Exams and greatly affect the results they get. Students are a digital native generation where in their daily life they are surrounded by sophisticated digital devices and always use digital technology in their daily lives. Therefore, it is time for teachers to innovate by developing digital assessment instruments that are innovative, interesting and help students measure their learning outcomes. Based on this, this study aims to develop a digital assessment instrument that has feasibility, practicality and effectiveness in measuring social studies learning outcomes for Grade IV elementary schools. This study uses research and development methods or Education Research and Development (RnD) and learning outcomes trials using pre-test and post-test. Data collection techniques used in this study were observation, interviews, expert validation, student response questionnaires and learning outcomes acquisition tests (pretest and posttest). The data analysis technique used is descriptive quantitative. The results of the validation phase of this digital assessment instrument have a fairly high validity and feasibility. The results of the assessment from media experts obtained a percentage of 96% validity, the results of assessments from material content experts obtained a total validity percentage of 91%, practicality tests from fourth grade teachers obtained a percentage of 99% and the results of the responses or responses of students in the field obtained a practical percentage of 98% entirely. The level of effectiveness of the digital assessment instrument can be seen from the comparison of the pretest which gets an average value of 64.2 while the posttest gets an average value of 85.8. Thus, it can be concluded that this digital assessment instrument has feasibility, practicality and effectiveness in measuring social studies learning outcomes for grade IV Elementary School.
Review of Heuristic Algorithms for Frequent Itemsets Mining Problem

Frequent Itemsets Mining (FIM), which consists of extracting frequent patterns from a transactional database, is considered one of the most successful techniques in data mining. Generally, the FIM problem can be solved by either the exact or metaheuristic-based methods. Exact methods, such as the Apriori algorithm, are highly effective for dealing with small to medium datasets. However, these methods need more temporal complexity when dealing with large datasets. Metaheuristic-based methods are becoming more rapid, but the majority still need to be more precise. Several studies were carried out to address these issues and improve metaheuristics-based approaches by combining the Apriori algorithm with several metaheuristics algorithms such as Genetic Algorithm (GA) and Particle Swarm Optimization (PSO). The result of this combination gave birth to two approaches: GA-Apriori and PSO-Apriori. Consequently, after performing several studies on different database instances, the results revealed that the two approaches outperformed the Apriori algorithm in terms of runtime. PSO-Apriori also beats GA-Apriori in terms of both runtime and solution efficiency.