Reviewerly/exHarmony huggingface dataset:
USER ACCEPTANCE OF CYBER SECURITY APPLICATION (OUR CYBERHERO) AMONG SECONDARY SCHOOL STUDENTS, TEACHERS AND LOCAL COMMUNITIES IN COASTAL TERENGGANU DISTRICT: A PRELIMINARY STUDY FOR MARITIME EDUCATION

This paper is based on knowledge transfer program to improve cyber security awareness among the coastal community in Kuala Terengganu with the use of Our CyberHero application. Thus, this paper introduces the application and adapt Technology Acceptance Model in maritime education settings. A series of these knowledge transfer programs can to some extent address this knowledge gap. This research has conducted a survey to the 59 coastal communities in Terengganu District. This program is a pilot project to the cyber security application Our CyberHero and is divided into two phases. The first phase was held a webinar on the importance of cyber security sustainability in today’s society. While the second phase gives exposure to the use of cyber security applications. This involves collaboration from the Educational Resources and Technology Sector, the Terengganu State Education Department, the Communications and Multimedia Commission and Cybersecurity Malaysia. The stakeholders involved were 24 high school students, 12 teachers and 23 communities from the coastal state of Terengganu. All 36 stakeholders are made up of 12 secondary schools that were selected as pioneers for the knowledge transfer program. Thus, the 23 other communities are besides the school children and the teachers. Acceptance of the use of cyber security application is very encouraging among students and teachers of coastal secondary schools in the Terengganu district. The 85% of the users feel easy to use the application as the module is easy to understand and friendly user. Therefore, the users feel confidence to use and share information widely (65%). With the high confidence level and understanding of the application, the users tend to trust the application system and the other users (59%). As a result, 57% users are intended to use Our CyberHero application and 52% of the users also feel the application is useful.
Review Artikel : Rute Pemberian Terbaik dari Sistem Penghantaran Obat Menuju Sistem Syaraf Pusat dari Berbagai Rute Pemberian

The development of methods to improve drug delivery for use in life-threatening diseases such as cancer and viral infections is urgently needed. Some drugs that have a drug delivery system to the central nervous system are mostly into active targeted delivery. The central nervous system is related to the human nervous system which is a complex, highly specialized and interconnected network of nerves. The functions of the nervous system include: coordinating, interpreting and controlling the interaction between the individual and the surrounding environment. The purpose of this review article is to find out the best route of drug administration from several routes of administration to get the best injection route, but the optimal route for delivery to the brain may depend on the underlying disease being treated.
Google Spreadsheet Training for Teacher at SMK N 1 Padang Cermin

A teacher is a professional educator who educates, teaches a knowledge, guides, trains, provides assessments, and evaluates students. Teachers not only teach formal education, but also other education and can be an exemplary figure by their students. Teacher competencies as referred to in the law include pedagogical competence, personality competence, social competence, and professional competence obtained through professional education. Google Sheets is a web-based software developed by Google, for creating tables, simple calculations, or data processing. Google spreadsheets have a shape and appearance that is not much different from Microsoft Excel. The conclusion that can be drawn from the implementation of the PKM of the Assisted Schools is that training activities in the form of using Google Sheets for financial statement management for teachers majoring in Accounting on April 14, 2022 were carried out well and the result was that teachers became more understanding of making financial reports using Google spreadsheets, so as to be able to provide knowledge and improve their ability to make financial reports.
Development of Science Digital Comics as a Learning Media of Human Digestive System to Improve Students' Reading Interest

The low score of MAN 1 Medan students in Biology material is due to the low interest in reading. The purpose of this study is to find out how to develop digital comic-based learning media and the influence of the use of digital comics on reading interest in human digestive system material. This type of research uses the ADDIE development model. Which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Based on the results of material expert validation, the assessment achieved on average is very feasible with a percentage of 100%. Based on the validation results of media experts, the assessment achieved on average is very feasible with a percentage of 94%. And obtained an N-Gain score of 0.56 with a moderate category. It can be concluded that the applied digital comic learning media is effectively used to increase students' interest in reading with a moderate effectiveness category. Keywords: interest in reading, digital comics, ADDIE models, human digestive system Abstrak: Rendahnya nilai siswa MAN 1 Medan pada materi Biologi dikarenakan rendahnya minat baca. Tujuan penelitian ini adalah untuk mengetahui cara pengembangkan media belajar berbasis komik digital dan pengaruh penggunaan komik digital terhadap minat baca pada materi sistem pencernaan manusia. Jenis penelitian menggunakan model pengembangan ADDIE. Yang mana terdiri dari lima tahapan, yaitu Analisis (Analysis), Desain (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation). Berdasarkan hasil validasi ahli materi, penilaian yang dicapai rata-rata adalah sangat layak dengan persentase 100%. Berdasarkan hasil validasi ahli media, penilaian yang dicapai rata-rata adalah sangat layak dengan persentase 94%. Dan diperoleh skor N-Gain sebesar 0,56 dengan kategori sedang. Dapat disimpulkan bahwa media belajar komik digital yang diterapkan efektif digunakan untuk meningkatkan minat baca siswa dengan kategori efektivitas sedang. Kata kunci: minat baca, komik digital, model ADDIE, sistem pencernaan manusia DOI: http://dx.doi.org/10.23960/jpmipa/v23i4.pp1435-1445
Development of Dicot and Monocot Learning Media using Flannel and Cardboard to Improve Biology Learning Outcomes of Junior High School Stundets

Learning media innovation Flanchard, or flannel and cardboard, evolved from book-based image media into three-dimensional flannel flanchard media.The goal of this study is to create a flanchard-based learning medium that is reliable, useful, and efficient.The research methodology utilized is the research and development (R&amp;D) ADDIE development model, which consists of the following five phases: analysis, design, development, implementation, and evaluation.The 24 students in class VIII at SMP Swasta Bina Siswa served as the study's subjects.Expert and media expert validation sheets for testing feasibility, practitioner validation sheets for testing practicality, pretest and posttest sheets, and student response sheets for testing effectiveness were the instruments used in the research.The study demonstrates that the developed Flanchard-based media is said to be very feasible with a percentage of 84%, very practical with a percentage of 86%, and very effective with an increase in learning in the high category, which was tested with n-gain with a score of 0.7 and participant responses. Keywords: Flanchard, biology learning outcomes, development research. Abstrak: Flanchard (flannel and cardboard) adalah inovasi media pembelajaran yang dikembangkan dari media gambar berbasis buku menjadi media flanchard tiga dimensi berbahan flannel. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis flanchard yang valid, praktis dan efektif. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (R &amp; D) model pengembangan ADDIE yang meliputi lima tahap, yaitu analysis, design, development, implementation, evaluation. Subjek penelitian adalah siswa kelas VIII SMP Swasta Bina Siswa yang terdiri dari 24 siswa.Instrumen penelitian yaitu lembar validasi ahli &amp; ahli media pada pengujian kelayakan, lembar validasi praktisi untuk mengetahui kepraktisan, serta lembar pretest dan posttes, serta lembar respon peserta didik untuk pengujian keefektifan. Hasil dari penelitian membuktikan bahwa media berbasis Flanchard yang dikembangkan dinyatakan sangat layak dengan persentase 84%, sangat praktis dengan persentase 86%, serta sangat efektif dengan adanya peningkatan belajar kategori tinggi yang telah diuji dengan n-gain dengan skor 0,7 dan respon peserta didik sangat baik dengan persentase 81,67%. Kata kunci: Flanchard, hasil belajar biologi, penelitian pengembangan. DOI: http://dx.doi.org/10.23960/jpmipa/v23i3.pp1308-1319
Penggunaan Media Teknologi Informasi dan Gaya Belajar Terhadap Hasil Belajar Mata Pelajaran Bahasa Inggris

This research looks at how interactive multimedia influences learning outcomes in English, especially considering different learning styles. This research approach is a quantitative approach to the type of quasi-experimental research. The subjects of this study were class XII students at SMKN 7 Jakarta for the 2020/2021 academic year. This study used purposive cluster sampling to select two majors at SMKN 7 Jakarta, Graphic Design as the control group and Computer and Network Engineering as the experimental group, based on the characteristics of the departments. The number of students majoring in Graphic Design is 35 students while the Department of Computer and Network Engineering is 39 students. In the control group learning using sophisticated tools such as PowerPoint and media presentations the experimental group uses interactive multimedia learning tools such as flash. This research uses a quantitative approach because it is considered easier to analyze data using numbers so that it makes it easier to measure achievement. The results of this study indicate that interactive multimedia can be used to improve the English learning outcomes of students with different learning styles.
One Decade Trends of Virtual Reality Publication in Physics (2012-2021)

This bibliometric Study aims to scope the trend of virtual reality (VR) publications in physics for 2012-2021 with Scopus and Google Scolar as literature sources. The results of bibliometric study show that the trend in VR research increased annually. In one decade, 68 published papers indicated the growth of VR research in physics. About 60% of papers were published in conference proceedings. The mapping of papers' origin identified the United States as the top country contributing to VR research publications and the leading publishers of the Institute of Electrical and Electronics Engineers Inc. and Springer. VR research has been growing well in developed countries. Meanwhile, developing countries seem to follow the trend that can be seen from the author's origins. “Virtual reality, physics, application, study, and use” are often used as keywords by the authors. The top three authors were identified from Kazakhstan, namely Y. Daineko, M. Ipalakova, and D. Tsoy. Indonesia also contributed with two publications from Jurnal Penelitian Pendidikan Fisika (JPPF) and Jurnal Pendidikan Indonesia (JPI). Even though this study has limitations in exploring the trend based on specific keywords, periods, and sources, these results are valued as a stepping stone in framing VR research in the future. Keywords: virtual reality, physics, bibliometrics, literature studies, VOSviewer Abstrak: : Studi bibliometrik ini bertujuan untuk mengetahui tren publikasi Virtual Reality (VR) dalam fisika pada rentang tahun 2012-2021 dengan menggunakan sumber literatur Scopus dan Google Scolar. Hasil studi bibliometrik menunjukkan bahwa tren penelitian VR meningkat setiap tahunnya. Dalam satu dekade, terdapat 68 publikasi yang menunjukkan pertumbuhan penelitian VR dalam fisika. Sekitar 60% publikasi diterbitkan dalam prosiding konferensi. Pemetaan asal publikasi mengidentifikasi Amerika Serikat sebagai negara teratas yang berkontribusi pada publikasi penelitian VR, sementara untuk penerbit teratas berasal dari Institute of Electrical and Electronics Engineers Inc. dan Springer. Penelitian VR telah berkembang dengan baik di negara-negara maju. Sementara itu, negara-negara berkembang nampaknya mengikuti tren yang dapat dilihat dari asal-usul penulisnya. “Virtual reality, physics, application, study, dan use” sering dijadikan kata kunci oleh penulis. Tiga penulis teratas diidentifikasi dari Kazakhstan, yaitu Y. Daineko, M. Ipalakova, dan D. Tsoy. Indonesia juga berkontribusi dengan dua publikasi dari Jurnal Penelitian Pendidikan Fisika (JPPF) dan Jurnal Pendidikan Indonesia (JPI). Meskipun penelitian ini memiliki keterbatasan dalam mengeksplorasi tren berdasarkan kata kunci, periode, dan sumber tertentu, hasil ini dinilai sebagai batu loncatan dalam membingkai penelitian VR di masa mendatang. Kata kunci: realitas virtual, fisika, bibliometrik, studi literatur . DOI: http://dx.doi.org/10.23960/jpmipa/v23i4.pp1583-1597
TEACHERS' AND STUDENTS' PERSPECTIVES OF FACTORS AFFECTING STUDENTS' SPEAKING PERFORMANCE IN LEARNING ENGLISH

The importance of English as a lingua franca requires students to master English. However, many students still cannot speak English, especially those who live in a country where English is a foreign language. For example, Indonesian students still face numerous problems in learning English, especially speaking. Hence, this study aimed to determine the factors that influence students' speaking performance from teachers' and students' perspectives in learning English speaking to assist students in overcoming difficulties in learning to speak English. Utilizing a survey, a total of one hundred eighty-nine students (n=189) and six teachers (n=6) in SMAN 1 Sape participated in this study. The main research instrument used was a questionnaire. The results showed that the teachers' and students' perspectives on speaking performance were quite similar. Regarding the problem of speaking performance, teachers and students agreed that (1) students were worried that making mistakes was the biggest problem and (2) they were shy to speak English. Moreover, in dealing with factors that influence speaking performance, teachers and students agreed that the highest factor was 1) lack of confidence as they were not familiar with English, (2) lack of time for preparation, and (3) lack of motivation to speak.
Using Cellphone in Problem-Based Biology Learning to Improve Students’ Creative Thinking Skills

Students' creative thinking skills need to be developed in the learning process. However, the learning process in schools has not fully implemented learning models that develop students' skills. From the results of observations at SMAN 7 Padang, learning at school still does not make use of Information and Communication Technology (ICT) and lacks interest in learning in class. To overcome these problems, the Problem Based Learning (PBL) model which is intervened with the use of ICT is applied. The use of ICT used is utilizing cellphone and internet networks in obtaining broader information. This study aims to analyze the effect of the implementation of the problem-based learning model that is intervened by information technology on students' creative thinking skills. This type of research is quasi-experimental research with a randomized control-group posttest only design. The results of testing the hypothesis, namely t count &gt; t table , indicate that the research hypothesis is accepted. Keywords: problem-based learning, information and communication technology, creative thinking skills, cellphone. Abstrak: Keterampilan berpikir kreatif peserta didik perlu dikembangkan dalam proses pembelaj a ran. Namun, proses pembelajaran di sekolah belum sepenuhnya menerapkan model pembelajaran yang mengembangkan keterampilan peserta didik. Dari hasil pengamatan di SMAN 7 Padang , pembelajaran di sekolah masih kurang m emanfaatan kan Teknologi Informasi ( ICT ) dan kurang minat belajar dikelas. Untuk mengatasi permasalahan tersebut, model Problem Based Learning (PBL) yang diintervensi dengan penggunaan ICT diterapkan . Penggunaan ICT yang digunakan yaitu memanfaatkan ponsel dan jaringan internet dalam mendapatkan informasi yang lebih luas. Penelitian ini bertujuan untuk menganalisis pengaruh implementasi model problem based learning yang diintervensi teknologi informasi terhadap keterampilan berpikir kreatif peserta didik. Jenis penelitian ini adalah penelitian eksperimen semu dengan rancangan penelitian randomize control-group posttest only design. Hasil pengujian hipotesis yaitu t hitung &gt; t tabel menunjukkan bahwa hipotesis penelitian diterima. Kata kunci: pembelajaran berbasis masalah, teknologi informasi dan komunikasi, keterampilan berpikir kreatif, ponsel. DOI: http://dx.doi.org/10.23960/jpmipa/v23i4.pp1717-1723
Application of Website-Based Fieldwork Practice Information System

Field work practice is a program that must be followed by Yadika Pagelaran Vocational School students which is useful for training students to be able to adapt and provide experience in the world of work. However, in its management, SMK Yadika Pagelaran still uses manual methods in several processes such as recording student daily activity journals, collecting street vendors reports and processing student transcripts. In this study, a website-based field work practice system will be built using the waterfall design method which is useful for facilitating data management in the implementation of street vendors at SMK Yadika Pagelaran. This research was designed using UML system design and system testing using black box testing. The results achieved from this research are a website-based field work practice system for managing the implementation of street vendors used by street vendors admins, students, school supervisors and company supervisors. Tests in this research system produce a percentage of 100% so that the system is said to be very feasible to use. With this system, it is hoped that it can help all relevant parties in the process of implementing field work practices at SMK Yadika Pagelaran
Used Car Sale Application Design in Car Shoowroom Using Extreme Programming

Information technology is an activity of collecting, processing, managing, storing, disseminating and utilizing information. Apart from involving hardware and software, this technology also pays attention to human interests in its utilization. Car Showroom is a company engaged in buying and selling used cars. As a growing company and from its stagnant sales chart data for the last 5 years, Car Showroom took the initiative to make the internet a marketing medium. Judging from the reality, so far it has been difficult to provide information regarding the product. Making it easier to design a system that is created, as well as implementing a used car sales application in a car showroom made using the PHP programming language with the MySql database so that the information held by the showroom can be accessed by users online and in real time. With this application, it can help users find used cars online. Based on the results of the recapitulation of the 7 testing criteria that have been carried out, the results show that the number of answers from respondents has a value of 100% in accordance with testing system functionality using blackbox testing.
Fill in the blank for fashion complementary outfit product Retrieval: VISUM summer school competition

Every year, the VISion Understanding and Machine intelligence (VISUM) summer school runs a competition where participants can learn and share knowledge about Computer Vision and Machine Learning in a vibrant environment. 2021 VISUM's focused on applying those methodologies in fashion. Recently, there has been an increase of interest within the scientific community in applying computer vision methodologies to the fashion domain. That is highly motivated by fashion being one of the world's largest industries presenting a rapid development in e-commerce mainly since the COVID-19 pandemic. Computer Vision for Fashion enables a wide range of innovations, from personalized recommendations to outfit matching. The competition enabled students to apply the knowledge acquired in the summer school to a real-world problem. The ambition was to foster research and development in fashion outfit complementary product retrieval by leveraging vast visual and textual data with domain knowledge. For this, a new fashion outfit dataset (acquired and curated by FARFETCH) for research and benchmark purposes is introduced. Additionally, a competitive baseline with an original negative sampling process for triplet mining was implemented and served as a starting point for participants. The top 3 performing methods are described in this paper since they constitute the reference state-of-the-art for this particular problem. To our knowledge, this is the first challenge in fashion outfit complementary product retrieval. Moreover, this joint project between academia and industry brings several relevant contributions to disseminating science and technology, promoting economic and social development, and helping to connect early-career researchers to real-world industry challenges.
Color needs luminance for visual selection during scene search

When searching visual scenes, in addition to high-level scene semantics, we use low-level visual information from objects' defining features, such as color and luminance contrasts. What is the relative influence of color and luminance? Basic perceptual research suggests that we are not very sensitive to peripheral color. Yet color is thought to be an important basic feature guiding visual search. Previous gaze-contingent research shows that targets can be identified faster in color than in black-and-white scenes, therefore the availability of color in the visual periphery indeed helps visual search. However, color contrasts and luminance contrasts usually covary at object boundaries. Here we study the isolated roles of color and luminance during object-in-scene search by presenting either only color or only luminance contrasts in peripheral vision, using a gaze-contingent moving-window display and varying the amount and type of peripheral preview. We found that peripheral target selection was more efficient with luminance contrasts, whereas color was hardly used beyond the parafovea. We conclude that color contrasts in peripheral vision can only be efficiently used in scene search when they are correlated with luminance contrasts.
MOTIVATION OF NEW STUDENTS OF CONTINUING EDUCATION TO STAI ALHIKMAH JAKARTA

This study aims to determine the motivation of students in continuing their education at STAI ALHIKMAH Jakarta. The type of research used is field research using qualitative methods. The results showed that the majority of new students from the 2021/2022 class had intrinsic motivation in continuing their education at STAI ALHIKMAH Jakarta.
Application of Bloom’s Taxonomy to Teaching Design of English for Specific Purpose

This paper aims to use Bloom's taxonomy to systematize English learning objectives and form a hierarchical structure of objectives from easy to difficult, so as to design interlocking teaching links and construct a teaching design framework that conforms to the rules of cognitive hierarchy. As an extension of English teaching on the basis of college General English, English for Specific Purpose (ESP) is generally designed to train and enhance students' ability via application of English in a certain field, closely following the actual demand of relevant tasks with language skills in the field as the core.