Reviewerly/exHarmony huggingface dataset:
PENGARUH CTL DAN ASESMEN AUTENTIK TERHADAP HASIL BELAJAR IPA SISWA KELAS IV SDN GUGUS SELATAN KEC. LENEK TAHUN AJARAN 2021/2022

This study aims to determine the application of CTL and authentic assessment of science learning outcomes in fourth grade students of SDN Â Gugus Selatan Kec. Lenek academic year 2021/2022. This type of research is a quasi experiment with the research design used is 2 x 2 factorial design. The study population amounted to 110 students. Of the 110 students, 60 students were selected as samples, drawn by random sampling technique. Data collection in this study using objective test method. Data were analyzed by one-way ANAVA test and two-way ANAVA followed by t-Scheffe test. The results of the research showed that: (1) there were differences in learning outcomes between students who followed the learning model of CTL and students following the conventional learning model, (2) there were differences in learning outcomes between students following the performance assessment and students following the project assessment 3) there is an interaction effect between the learning model and the assessment model used for the learning outcomes of the science, (4) there is a difference in the learning outcomes of the science in the students following the CTL learning model between the group of students following the performance assessment and the group of students following the project assessment. (5) there are differences in learning outcomes of IPA in students following the conventional learning model between groups of students following the performance assessment and group of students following the project assessment, (6) there are differences in the learning outcomes of the students on the performance assessment between the groups of students following the CTL learning model and groups of students following conventional learning model, (7) there is a difference in learning outcomes of IPA in students following project assessment between groups of students following a CTL learning model and a group of students following a conventional learning model.
Development of e-LKPD based on high order thinking skills (HOTS) to improve cultural literacy in folklore text material

This research aims to develop hots-based e-LKPD as teaching material for learners to be able to understand the text material of folklore well. The method used in this research is the development (RD) of Borg and Gall which is simplified into seven stages, namely (1) potential and problems; (2) data collection; (3) product development; (4) product evaluation; (5) revision; (6) product trials; and (7) final revisions. Expert validation results show this HOTS-based e-LKPD has been worth using with revisions. The results of the trial showed that as many as 70% of students were able to solve high-level questions, 80% of students solved moderate-level questions, and 90% of students solved low-level questions. The results of the response questionnaire showed e-LKPD in the high category so that the percentage of ministry was obtained by 87.4% with very interesting criteria on all aspects measured, namely material aspect 87.2%, presentation aspect 86%, and language aspect 89%. The overall number of such percentages reaches very high criteria so, it can be concluded that the e-LKPD developed is very interesting and makes it easier for students to understand the material.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS PERMAINAN MONOPOLI DI ERA NEW NORMAL

During learning from home activities, students spend more time at home and the most common activity is playing. In the new normal era, students are used to playing so they need additional time to focus on teaching and learning activities. One of the efforts that can be made by educators in overcoming this problem is to develop a game that involves educational content that can make students more active. Therefore, this study aims to develop a monopoly game-based learning media with the aim that students become more active in participating in teaching and learning activities. This research is a development research and the development model used is ADDIE which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out qualitatively. The results of the development show that the monopoly game-based learning media is feasible and effective to be used as a learning medium as the validation results from media experts who get a percentage of 81%, validation results by material experts with a percentage of 86%, and the responses of students in small groups who obtain a percentage of 85%.
Data center power management using neural network

Cloud based services have grown substantially due to the cost-effective migration of applications to the cloud. As a result, there are now a plethora of data centers that can provide these services on a massive scale, with a wide variety of the user experience and very little downtime. The need to control the power consumption and performance of the data center's constituent nodes without affecting service level agreements (SLAs) arises from the promise to provide differentiated services on a large scale. The efficiency of the power consumption in such data centers poses a significant challenge to cloud computing. Data center server energy consumption may be reduced by the use of various optimization methods, such as workload consolidation and machine location. Here, we provide a data-driven predictive neural network architecture that, at any given time in the future, can accurately predict the server's power consumption by taking into account all of its components in addition to the load of incoming requests.
The Effect Of Using Mobile Legend Game Toward The Learning Vocabulary Mastery At Eight Grade Of Smp Muhammadiyah 17 Desa Pon

The objective of the research was to find out whether there is a significant effect of using mobile legend game media on student achievement in vocabulary mastery. This type of research is quantitative research and was conducted using two classes as research samples, namely class VIII-A as an experimental class consisting of 31 students and class VIII-C as a control class consisting of 31 students. In technique of collecting data, the researcher conducted pre-test, treatment and post-test by giving an understanding test of vocabulary consisting of 20 test, namely 10 true or false questions and 10 matching questions. The result of this research show that there was a significant effect of using mobile legend game media on students' vocabulary mastery. It can be seen after calculating and analyzing the t-table df 60 (n+n-2 = 31+31-2) at t-critical 0.05, it is obtained 1.67. If compared the value of to and tt, so it shows that the value of t-observed is bigger than the value of t-table or 2,56&gt; 1,67. It means that class VIII students of SMP Muhammadiyah 17 Desa Pon apply mobile legend game media in vocabulary learning higher than without mobile legend game media. After testing the hypothesis of the research, it was found that the hypothesis was accepted.
The Effect of Duolingo Online Application on Students’ English Vocabulary Mastery of VII Grade Class at SMP Al Razi Sinar Harapan

The aim of this study was to determine the use of the Duolingo application to increase students' English vocabulary. In developing this research, the researcher implemented Duolingo through the discussion method so that it was chosen in this study to solve the problem. the method used in this research was quantitative data. The subjects of this study were 28 students of class VII SMP Al Razi Sinar Harapan with the research sample being class VII-2 as the experimental class and class VII-4 as the control class. The research instrument uses multiple choice. The results of the data show that there is a development of students' English vocabulary. This can be seen from the pre-test average for the experimental class was 53.85 and for the control class was 53.5 and the post-test average for the experimental class was 76.71 and for the control class was 67.35. From these data it can be seen that students' English vocabulary increased by using the Duolingo application as a learning medium. The research results found in this study observed t-observed 3.29 and t-table 2.05, so it can be concluded that there are differences in students' vocabulary when using the Duolingo application and without the Duolingo application. In addition, students also look active and enthusiastic about using Duolingo as a learning medium.
The Effect of Using Crosswords Puzzle Towards Students Vocabulary Mastery at SMP Al Razi Sinar Harapan

This study aims to obtain emphirical evidence regarding the effect of crosswords puzzle on students vocabulary mastery. This research was conducted on students class VII of SMP Al Razi Sinar Harapan. The method used in this research was a Quantitative with quasioner-experimental from total sample of 34 students as a sample of 112 popultions which were divided into 2 classes, 17 students for the experimental class and 17 students for control class. Before giving treatment, the researcher gave a pre-test. Then the researcher tught the experimental class with the media crosswords puzzle and in the control class without media crosswords puzzle. After two meetings, the researcher gave post-test to both class. In the analysis of pre-test and post-test assessment data using thirty-five essay questions, after that it was analyzed using the t-test formula. The results of this study indicate that media crosswords puzzle are effective in learning vocabulary mastery in class VII of SMP Al Razi Sinar Harapan. This is based on the results of the t-test which shows that t-observed &gt; t-table (3,01 &gt; 2,03). At 5% significance. This means that Ha is accepted and Ho is rejected. Therefore it can be concluded thata the media crosswords puzzle has an effect on students vocabulary mastery.
DAMPAK PEMBELAJARAN DARING TERHADAP HASIL BELAJAR SISWA SD INPRES 6 LOLU

The aims of this study are, (1) To find out how the implementation of learning in class II SD Inpres 6 Lolu, (2) To find out the benefits of learning from class II SD Inpres 6 Lolu, (3) To find out what efforts are being made by the school during the brave learning in class II SD Inpres 6 Lolu so that the learning process continues. This type of research is a qualitative research with a descriptive approach. Sources of data or research subjects were the principal, teachers, and second grade students of SD Inpres 6 Lolu. The number of students is 28 people. Data collection was done by interview and documentation. The informants in this interview were the principal, and the homeroom teacher for class II SD Inpres 6 Lolu. Based on the results of research conducted in class II SD Inpres 6 Lolu can guarantee the implementation of courageous learning in accordance with applied educational standards and have a good impact on student learning outcomes. Student learning outcomes during bold learning have increased. This is evidenced at the time before learning dared to obtain classical learning completeness of 85.7%. After the implementation of online learning, the classical learning completeness is 100%. Various efforts have been made by the school so that bold learning continues. Such efforts include facilitating the learning process by providing data packages, textbooks, and modules.
Kompetensi pedagogik Guru dalam pembelajaran luring di SDN 4 Sindue Tombusabora

The formulation of the problem in this research is how is the teacher's pedagogic competency in offline learning and what are the obstacles faced by the teacher in the pedagogical domain during the offline learning period at SDN 4 Sindue Tombusabora. The teacher's pedagogic competence in offline learning is 1) to find out the teacher's pedagogic competence during the offline learning period and 2) to find out what are the obstacles faced by the teacher in the pedagogic domain during the offline learning. The type of research used is descriptive qualitative. The collection of data used is observation, interviews, documentation and questionnaires. The results of this study are 1) Ability to manage offline learning, 2) Teacher's understanding of students 3) Curriculum/syllabus development is adapted to the conditions and situation of the Covid-19 period. 4) Learning design is adapted to the psychological needs of students when participating in offline learning. 5) The implementation of educational learning is carried out in order to build communication between teachers and students. 6) Utilization of learning technology or educational facilities in the form of books or sober learning media and others. 7) Evaluation of learning to find out changes in behavior and character formation of students through material that has been previously studied. 8) The teacher gives the opportunity to develop the potential of students such as singing, drawing and students who are active in asking questions. Obstacles in carrying out offline learning during the Covid-19 period include the lack of motivation and concentration of students so that students get bored due to the lack of time the teacher has in the learning process.
Pengaruh Penerapan Metode Pembiasaan Terhadap Pembentukan Sikap Perilaku Siswa Kelas VIII di MTs Jatibogor Tegal

Advances in science and technology are accelerating, making competition in human resources very competitive. In this case, school is the basic level of education that is expected to be a strong foundation for shaping students' attitudes and behavior. Along with the times, the function of the school environment has many challenges. Efforts in shaping attitudes, behavior and personality can be done through habituation, in this case MTs Jatibogor Tegal has implemented several habituation programs implemented by school community. habituation method is one of the methods used as a benchmark in the formation of student attitudes and behavior. This research method is descriptive research using a quantitative approach. The population in this study was 190 students, the sample used was 48 students. Data collection techniques using questionnaire instruments and observation instruments. The data were analyzed using the product moment correlation method by presenting the data and drawing conclusions. Based on the results of the test analysis of product moment correlation analysis shows that the value of r_count&gt; r_table is 0.455&gt; 0.288, meaning that there is a positive correlation between the application of the habituation method to the formation of behavioral attitudes of class VIII students at MTs Jatibogor Tegal. Because the correlation value is located at 0.40 - 0.70, then there is a moderate relationship between the variable application of habituation methods with the formation of behavioral attitudes of 8th grade students at MTs Jatibogor Tegal. With this it is stated that there is an influence between the application of habituation methods on the formation of behavioral attitudes of class VIII students at MTs Jatibogor. While the amount of influence is 20.7%, while 79.3% is influenced by other factors.
An Extensive Online Listening Program for Preparing Postgraduates to Take the TOEFL Listening Test and Enhancing their Autonomy

The current research investigated the effectiveness of a proposed extensive online listening program in preparing postgraduate students to take the TOEFL listening test and enhancing their online language learning autonomy. The program targeted training students on the three major listening comprehension skills addressed in the TOEFL-ITP listening tests (listening for basic comprehension, listening for pragmatic understanding, and listening to connect information). The quasi-experimental design was adopted using a pre-post administration for one group consisting of 15 Master’s students at the Faculties of Education and Nursing. The research adopted two equivalent TOEFL-ITP listening tests to measure students’ listening skills. An autonomy scale was also designed and administered to assess students’ online learning autonomy. Some online tools were employed in the program to provide authentic, extensive listening materials and to facilitate students’ interaction (ELLLO, TED Talks, VoA, and Microsoft Teams). The results revealed that the research group students’ mean ranks in the post-administration of the listening test and the autonomy scale were significantly higher than the pre-administration. Accordingly, the extensive online listening program proved to have significant effectiveness in improving students’ listening skills and enhancing their online learning autonomy.
Kelayakan media komik interaktif mata pelajaran IPA pada siswa kelas V sekolah dasar di Kecamatan Mlonggo Jepara

This study aims to analyze the feasibility of interactive comic media for science subjects in fifth grade elementary school. This research belongs to the type of Research and Development (R&amp;D) research with research and development procedures consisting of two stages, namely media development and media testing. The method used for the development and testing of learning media uses the Borg and Gall model. The product trial design used a pretest posttest control group design on students at SDN 2 Jambu as the experimental class and students at SDN 11 Jambu as the control class. Data were collected by observation, questionnaires, tests, interviews and documentation. The data from the validation results were analyzed by accumulating the number of scores. The interactive comic was developed based on a needs analysis conducted on fifth grade students and teachers in three elementary schools in Mlonggo sub-district, Jepara district. The product developed is in the form of interactive comics for science subjects. The interactive comics proved to be feasible because the total scores obtained from the four validators were 88 and 86, respectively, with the â€œvery decentâ€ score criteria. The results of the responses from students were 88.50% and the responses from teachers in three elementary schools with an average of 87.80% with the product category "very feasible". The conclusion obtained is that the development of interactive comic media is proven to be suitable for use in learning in the fifth grade of elementary school. It is recommended that teachers use interactive comics in learning because it can improve student learning outcomes
Pembelajaran daring materi menyimak cerita pendek pada siswa kelas IV SD menggunakan model pembelajaran inquiry

This study aims to examine the online learning of Indonesian subjects on short story listening material in grade IV elementary school during the COVID-19 pandemic using the Inquiry learning model. Examine teacher and student responses, and examine student difficulties in completing assignments. The research method used is descriptive qualitative. The subjects in this study were 20 fourth grade students of SD Negeri Pasirjambu, totaling 5 male students and 15 female students. The research instruments used were observation sheets, questionnaires or attitude scales, and written tests. The results of this study are that the first scenario and implementation of learning show findings in the field, namely students can learn to listen to short stories better by giving teachers a learning experience using audiovisual media online via whatsapp. Second, the response of teachers and students is very good, Third, the difficulties experienced by students in online learning in listening to short story material using the online inquiry learning model in general, namely the internet network that is less stable, difficult to understand the material and less free to interact with friends, quota limited and limited cellphones, because they have to take turns with other family members. as well as the obstacles experienced by researchers including the lack of stable signal and enough to drain data packets. Based on the results of research and discussion in this study, it can be concluded that online learning on short story listening material in class IV at SDN Pasirjambu is good
Agent Navigation based on Boundary Value Problem using Iterative Methods

This paper presents the simulation of numerical solutions to the navigational problem of an agent traveling safely in its environment. The approach is based on the numeric solutions of the boundary value problem (BVP) that generate harmonic potential fields through a differential equation whose gradient represents navigation routes to the destination. Two methods, namely KSOR and KAOR, were tested to solve the BVP. KSOR and KAOR are variants of the standard SOR and AOR methods, respectively. In this work, the KSOR and KAOR methods were used to solve the BVP by applying Laplace's equation to obtain harmonic functions. The generated harmonic functions are then utilized by the searching algorithm to find a smooth navigational route for an agent to travel in its environment without colliding with any obstacles. The numerical results from the solutions of BVP demonstrate that the KAOR provides a faster execution time with fewer iterations compared to the KSOR method.
Monitoring performance computing environments and autoscaling using AI

The fluctuating workloads and erratic demands faced by modern enterprises make efficient use of computer resources necessary. Cloud computing autoscaling provides an answer by allowing apps to independently modify their ability to operate in response to fluctuating demand. In order to overcome the difficulties in monitoring as well as autoscaling, this article investigates the use of AI-powered algorithms, taking into account variables including memory needs, network traffic, CPU use, and custom metrics. AI-driven models provide several benefits, such as better use of resources, scalability, dependability, lower maintenance costs, continuous availability, affordability, and easier computing environment management. On the other hand, there are several significant disadvantages, including setup complexity, possible performance deterioration, uneven performance, security issues, and higher expenses. This study assesses the contribution of AI to the resolution of issues encountered by alternative methodologies by comparing AI-powered techniques with other conventional methods. This paper illustrates the advantages of AI-driven solutions in several areas, including CPU consumption, memory usage, throughput, and reaction time, via experimental assessment and thorough analysis. Additionally, the study points out a number of areas that still need work in order to maximize effectiveness and lower computing expenses.
Pengaruh Pola Makan terhadap Prestasi Belajar Siswa Sekolah Dasar Negeri 2 Tuguraja

A good dietary habit should be accompanied by balanced nutrition. Means that elementary students needs a balanced nutrition for their body daily. Beside giving energy, a nutritional food also can affect to brain development, means if student consumes fewer nutritional foods can affect to their metabolism and moreover to learning achievement. This research aims to know the correlation between dietary habit and learning achievement, moreover how big the contribution of the dietary habit to the learning achievement in elementary school 2 Tuguraja.Â This research is quantitative research using survey method. Data processing is using scoring system, result of this research shows that 48 students got good remark (34%), Most of the learning achievement students at SDN 2 Tuguraja is in the medium category, amounting to 58 students (41%). In testing the hypothesis, a correlation test is carried out which has sig values. (2-tailed) 0,000 &lt; 0,05. Means, there is a correlation between dietary habit and learning achievement. And, pearson correlation shows 0,568 which classified in medium category and it has 32,3% contribution.