Reviewerly/exHarmony huggingface dataset:
Pengaruh Pendekatan Steam dengan Model Problem Based Learning (PBL) terhadap Hasil Belajar Kognitif Siswa Pembelajaran IPA SDN 15 Singkawang

This research aims to determine: 1) the difference in cognitive learning outcomes for classes that use the STEAM Approach with the Problem Based Learning (PBL) Model and classes that do not use the STEAM Approach with the Problem Based Learning (PBL) Model. 2) how big is the influence of the STEAM approach with the Problem Based Learning (PBL) model on the cognitive science learning outcomes of class VI students at SDN 15 Singkawang. The type of research is quantitative research with quasi experimental methods, in the form of Nonequivalent Control Group Design. The data collection technique uses a test technique in the form of essay questions on the characteristics of boys' and girls' puberty. The data analysis technique used was the t-test to look for sample differences and the effect size test to look for influence. The results of the prerequisite test analysis showed that the data was normally distributed. The results of the research show that t_count = 5.961 &gt; t_tabel = 2.01536, which means there are differences in learning outcomes in the cognitive domain between students who applied the STEAM approach with the Problem Based Learning (PBL) model and classes that did not use treatment. The STEAM approach with the Problem Based Learning (PBL) model has a high influence on students' cognitive learning outcomes with the Effect Size test result = 1.802.
Pemanfaatan media pembelajaran digital padlet sebagai solusi pembelajaran di masa pandemi Covid-19

This research aims to get an idea of how far the use of Padlet learning media as a learning solution in the covid-19 pandemic. The research methods used in this re-search are qualitative descriptive. Data collection techniques in the form of literature studies are used to describe padlet applications. Then continued with descriptive analysis to provide an overview of the use of Padlet learning media as a learning solu-tion in the covid-19 pandemic. Padlet is a digital learning medium available in the form of web and applications. Utilization of Padlet learning media during the covid-19 pandemic is as follows: a liaison between educators and learners to be able to interact on distance learning without virtual face-to-face; Comment features that educators can use to open discussion topics without worrying about the topic will be drowned out by the response of learners; Padlets can be used by educators as a place to store files of tasks from learners; Padlets can be used to motivate and see the re-sponse of learners.
Implementasi Perjenjangan Buku dalam Meningkatkan Kemampuan Literasi Peserta Didik di SDN Sanghiang

Book leveling is a combination of books and target readers. The aim of this research is to determine the implementation of book grading in elementary schools as an effort to increase students' literacy skills. The research method used was qualitative research with research subjects being students and the principal of SDN Sanghiang. Data collection techniques are interviews and documentation. The research results show that the implementation of book tiering is in accordance with SK NO.030_P_2022. The leveling process for this book is divided into five levels, namely level A (early readers), level B (early readers), level C (senior readers), level D (advanced readers), and level E (advanced readers). The results of the implementation of book leveling show an increase in understanding of the contents of the books read by students so that book leveling is an effective effort in increasing students' literacy skills.
Penerapan model problem based learning (PBL) berbantuan media iSpring pada materi larutan elektrolit dan non elektrolit

This study aims to determine the average learning outcomes and learning motivation with the iSpring Media Assisted Problem Based Learning (PBL) learning model compared to conventional learning models. This research was conducted at SMA Negeri 1 Sunggal with the samples in this study were 2 classes, namely the experimental class in class X IPA 2 and the control class in class X IPA 3 which were obtained using purposive sampling technique. The research instrument consisted of a test instrument in the form of validated questions and a non-test instrument in the form of a learning motivation questionnaire. The results of the study for learning motivation using the independent sample t-test at = 0.05, the tcount value was 1.81. The results of the study on learning outcomes showed that the average value with the Problem Based Learning (PBL) learning model was 84.58 while the average value in the conventional learning model was 77.50. The gain calculation shows that the increase in learning outcomes in the experimental class is 72% with criteria while the control class is 68% with moderate criteria. From the results of the study, it was obtained that the tcount value was 4.94 Ha, which was accepted, namely the learning outcomes of students who were taught with the Problem Based Learning learning model assisted by the Ispring media were higher than the learning outcomes of students who were taught using conventional learning models on electrolyte and non electrolyte solutions. While the research results for the correlation test is 0.333. Thus, there is a significant correlation between learning motivation to increase student learning outcomes in the experimental class by 11%. This shows that the higher the motivation, the higher the learning outcomes, and vice versa.
Pembuatan media interaktif dengan menggunakan microsoft powerpoint

Today's students are a generation that differs in character from the previous generation, thus requiring different learning methods. Presentation of material in an interesting and interactive way is one way to be able to attract the attention of students during teaching and learning activities. In this activity there is a process of knowledge transformation from the teacher to the students. This causes the need for appropriate learning media so that the knowledge transformation process can run smoothly. The purpose of this study was to develop Powerpoint-based interactive learning media as a support for learning in schools by looking for the effectiveness of interactive learning media created by researchers. This type of research uses research and development (R&amp;D) methods and is developed using the ADDIE development model, namely Analysis, Design, Develop, Implement, and Evaluate.
Penggunaan media pembelajaran wordwall untuk meningkatkan minat dan motivasi belajar siswa pada pembelajaran IPA di Sekolah Dasar

The covid pandemic has forced educational institutions in Indonesia to conduct offline learning online using wordwall media to help students understand the material in science learning during the covid 19 pandemic. The method used in this research is qualitative. The target of this activity is 20 fourth grade students. The results showed that there was a change in attitude that occurred in students after learning by using wordwall media. These changes can be seen from the aspect of student activity and the observation assessment criteria are measured through several indicators, including: (a) The activeness of students when participating in online teaching and learning activities as evidenced by filling in absences, (b) Student activity when collecting assignments by on time, (c) Asking about material that has not been understood. The conclusion of this study is that the use of wordwall media in the fourth grade science learning can increase students' interest and motivation in learning.
Learning Media Development of Electronic Comic Based in Grade IV IPAS Major to Increase Students' Interest in Learning

The development of electronic comic media aims to increase students' interest in learning science material in class IV. This R&amp;D research was carried out using the ASSURE model. Based on the results of the validation test by material experts, a score of 66 was obtained, which, when presented, was 88%. Then, based on the results of validation by media experts, a score of 92 was obtained, which, when presented, was 92%. Meanwhile, the validation of learning experts obtained a score of 115, which, when presented, became 92%, where the score indicated a very good category and was feasible to use. Based on the results of the analysis of the different tests using the independent sample test technique, the calculated t value is 8.749 with sig. (2-tailed) 0.000, sig. 0.183, and a df of 74. Probability value 0.05, then H0 is rejected and Ha is accepted, so it can be said that the posttest results are higher than the pretest. Based on the results of the student-teacher questionnaire, respondents obtained results of 94% and 97%. From the data obtained, it can be said that comic media is effective in increasing students' interest in learning.
Meningkatkan Aktivitas dan Hasil Belajar Tematik Siswa Kelas II SDN Kasreman 01 Geneng melalui Model Teams Games Tournament (TGT)

The purpose of this study is to determine the increase in thematic learning activities and outcomes of grade 2 students of SDN Kasreman 01 Geneng through the application of the Teams Games Tournament (TGT) learning model. The implementation of this research is carried out through general steps, namely 1) class precentation, 2) learning in groups (teams), 3) games (games), 4) tournaments (tournaments), and 5) group awards (teams reception). This research uses two types of data, namely quantitative data and qualitative data. Quantitative data in the form of learning outcomes are analyzed in a percentage descriptive manner while qualitative data in the form of observations of student activities are analyzed qualitatively with interactive analysis techniques then interpreted based on calculations and compared with established indicators. The success indicators of this PTK are, the activeness of students in learning activities at least 75%, learning outcomes or the number of students who get scores according to KKM (&gt;70) at least 75%. The results of the study obtained from the assessment of the learning outcomes of grade II students in the first cycle were: (1) an average grade of 71.00 with classical learning completeness of 73.33%; (2) the average student activity is 71.61%. Cycle II is: (1) grade average 77.60 with classical learning completeness of 93.33%; (2) the average student activity is 81.11%. Based on the results of the study, it was concluded that the TGT learning model can improve Thematic learning activities and outcomes in grade II students at SDN Kasreman 01 Geneng
Peningkatan Kemampuan Literasi Siswa Sekolah Dasar Menggunakan Media Pembelajaran Flashcard Guna Mempercepat Penambahan Kosakata di SD Sukosari Kecamatan Kartoharjo Kota Madiun

The literacy skills of elementary school students at SDN Sukosari are very low, this can be seen from the students' ability to read writing, which still uses the spelling of basic letters one by one combined. This condition is quite worrying considering that the school is located in the Madiun City area, because of this, efforts need to be made to overcome it so that students are not left behind in their pursuit of understanding knowledge. The aim of this research is to determine students' literacy levels and provide treatment through flashcard learning media. This research method uses classroom action research which includes planning, implementation, observation and reflection carried out through two cycles and in collaboration with school teachers. The results of the research show that flashcard learning media can improve the literacy skills of elementary school students because this media makes it easier for students to get to know the pictures on the cards more quickly, thereby strengthening their memory of the vocabulary, so flashcards as a tool to increase new vocabulary can be accelerate students' literacy skills.
Developing of NLP models by model based software developement

In the case of software development, we can talk about several methodologies, such as the waterfall model, test-driven software development, agile software development, but the question rightly arises whether software development methods in the traditional sense are applicable to the development of natural language processing language models, especially from the aspect of AI and dictionary-based NLP models. Learning AI models is substantially different from the classical software development process. Whereas in classical software development, developers explicitly describe the operation and behavior to the computer, in AI model learning, the models themselves learn from the input data. This paper presents a possible solution that applies the agile Scrum methodology used in classical software development to the development of dictionary-based NLP models, and identify the agile development opportunities in case of the machine learning-based NLP models.
Pengaruh Kegiatan Literasi Melalui Read aloud Buku Bacaan Bergambar Terhadap Perkembangan Bahasa Dan Kognitif Pada Anak Kelompok B Di Taman Kanak-Kanak

For This research aims to examine the influence of literacy activities through reading aloud picture books on the language and cognitive development of Group B children at TK Nurul Huda Karang Sekaran Lamongan in the academic year 2023/2024. This study employs a Quasi-Experiment with a quantitative approach. The variables in this study consist of one independent variable and two dependent variables. The independent variable is literacy activities through reading aloud picture books (X), while the dependent variables are language development (Y1) and cognitive development (Y2). The sample in this study includes 30 Plus Hafidzul Qur'an TK children in the experimental group (15 children B-1 and 15 children B-2) and 30 children in the control group (15 children B-3 and 15 children B-4). The data analysis technique in this study uses parametric statistical analysis, specifically the Independent t-test. The results of the research indicate that (1) There is an influence of literacy activities through reading aloud picture books on the language development of Group B children at TK Nurul Huda Karang Sekaran Lamongan in the academic year 2023/2024, with a statistically significant value of t = -2.977 and a significance level of p = 0.004, which is less than 5%; (2) There is an influence of literacy activities through reading aloud picture books on the cognitive development of Group B children at TK Nurul Huda Karang Sekaran Lamongan in the academic year 2023/2024, with a statistically significant value of t = -3.718 and a significance level of p = 0.000, which is less than 5%. This study is expected to provide insights for teachers in developing literacy activities through reading aloud picture books, especially in the language and cognitive development of Group B children at TK Nurul Huda Karang Sekaran in Lamongan district.
Manfaat Media Kartu Gambar untuk Peningkatan Membaca Permulaan Anak Usia Dini: Studi Kasus TK Kristen Satu Atap Sabron Yaru Kabupaten Jayapura

This research was conducted at TK Satu Atap Sabron Sari, Kampung Sabron Sari, Sentani Barat District, Jayapura Regency, focusing on the effectiveness of using picture cards as a medium to enhance early reading skills in young children. Established on July 9, 2010, under the auspices of Yayasan Laskar Kristus, this kindergarten offers a conducive and comfortable learning environment, making it a preferred choice for many parents in the area. The study employed an observational method with a two-cycle learning approach. In Cycle I, it was found that the majority of the students were categorized as Not Yet Developed in reading ability. However, in Cycle II, following the implementation of picture cards as a learning medium, there was a significant improvement in reading skills, with an increase in the number of students achieving Developed According to Expectations and Fully Developed categories. These results indicate that the use of picture cards is an effective method to enhance early reading skills. This study underscores the importance of selecting appropriate learning media to support the learning process in early childhood, especially in the context of beginning reading skills.
PEMBELAJARAN MENULIS TEKS PROSEDUR PADA SISWA KELAS XI SMA DENGAN MENGGUNAKAN METODE DISCOVERY LEARNING BERBANTUAN APLIKASI SPARKOL VIDEOSCRIBE

Writing procedure texts is still considered normal and has not shown things that express students' creativity in developing ideas and ideas in a procedure text. The purpose of this study was to determine student responses, student learning outcomes and student difficulties in learning to write procedural texts using the discovery learning method assisted by the Sparkol Videoscribe application. The use of the sparkol videoscribe application or what we are familiar with the moving whiteboard is useful for writing procedural texts. The method used in this research is a qualitative descriptive method. Data collection techniques in the form of tests and questionnaires. The success of learning is seen from the results of the knowledge and skills test which shows the average value of both of them is 81.7 and has met the achievement indicators. The difficulty of knowledge test questions with a score of 11 regarding commands shows the structure of the procedure text in the steps section, while the difficulty of skills questions with a score of 64 is found in the language rules of persuasive statements. The results of the response were very good during the learning process by showing the percentage of 81%. Judging from student learning outcomes and the results of student responses, the methods and application of assistance used can improve students' learning to write procedural texts.
An Extreme Gradient Boosting Approach for Classification and Sentiment Analysis

Since 2020, when the coronavirus epidemic was at its peak, the Indonesian Ministry of Health's social media accounts have been constantly followed by a big number of individuals. The Indonesian Ministry of Health account is a fantastic resource for social media users, particularly Twitter users. The Republic of Indonesia's Ministry of Health's Twitter account publishes a wide range of content at random. As a result, it is usually difficult for Twitter users to determine the type of information provided by the Ministry of Health of the Republic of Indonesia. The positive and negative responses of Twitter users to material released by the Indonesian Ministry of Health's Twitter account are frequently noted. The decision tree algorithm is tree-based, similar to the extreme gradient boosting method (XGBoost). The extreme gradient boosting approach has been successfully implemented with high performance in the classification process. This classification is separated into two primary categories: general and essential information categorization and sentiment analysis, which is classified into three classes: positive, neutral, and negative. Both the classification work and the sentiment analysis produced outstanding accuracy levels. Based on 2243 tweets, an accuracy rate of 89.35% has been achieved for classification, supported by a precision of 88.76% and a recall value of 88.58% when using 80 data training and 20 data testing. Similarly, the maximum accuracy in sentiment analysis was achieved utilizing the same 80-20 data partitioning, with a 91.22% accuracy rate. Using 304 comments data, accuracy was calculated to be 89.17% and recall was calculated to be 89.06%. It's worth noting that an 80-20 split for training and testing consistently produced the best results for both the sentiment analysis and classification tasks.
PENGARUH LINGKUNGAN BELAJAR TERHADAP PRESTASI BELAJAR SISWA KELAS VI MATA PELAJARAN AKIDAH AKHLAK DI MI Ya BAKII KESUGIHAN 01

This study aims to determine the influence of the learning environment on learning achievement in creed subjects. The research method carried out is experimental research. The sample selection method in this study is saturated samples. The number of samples used amounted to 32 respondents. Data analysis techniques use validity and reliability tests, statistical tests with t tests.&#x0D; The results of this study showed that there was an increase in Akidah Akhlak learning achievement with an average score of 68 higher than the control class which obtained an average score of 62 and there was an influence of the learning environment on student achievement of moral creed lessons based on t test testing, on significance (2 tailed) showing 0.000. On the basis of t-test decision making, if the significance number (2 tailed) is below &lt; 0.05, it can be concluded that there is an influence of the independent variable on the dependent variable.
ANALISIS STRUKTUR BATIN PUISI SURAT DARI IBU KARYA ASRUL SANI

Literary work is a form of artistic expression from the author which is poured through the medium of language. The form of expressive expression in literary works is a depiction of life that contains aesthetics and the value of life. Poetry which is part of a literary work is composed of a series of words and content of a literary work, the arch was motivated by the researcher's curiosity about the poetry of Asrul Sani. Through the poem â€œSurat from Motherâ€, Asrul Sani crystallizes a message of life that is deposited in lines and stanzas. The analysis carried out in this study is to determine the inner structure of the poem. The purpose of this research is to describe the inner structure of poetry such as theme, tone and feeling, atmosphere, and message. The method prepared by the researcher is descriptive qualitative. The results of the analysis can be concluded that this poem has the theme of love, struggle, and longing. The feelings and atmosphere described are emotion, sadness, and pride. The message is that we should be devoted to parents, especially mothers who have sacrificed a lot for the success and happiness of their children.
PENGGUNAAN MEDIA AUDIO VISUAL DALAM PEMBELAJARAN PAI KELAS VII DI SMP NEGERI 2 MAOS KABUPATEN CILACAP TAHUN 2022

This research is an experimental research in the form of Quasi Experimental Design Type Nonequivalent Control Design which uses experimental groups and control groups. The experimental group was given treatment using audio-visual media, while in the control group it was not treated using audio-visual media but using a conventional learning method, namely lectures. The variables of this study consist of 2 variables, namely free variables and bound variables. The free variable is the effectiveness of the use of audio-visual media while the bound variable is the learning process of PAI class VII. As for the entire population of this study, namely all grade VII students of SMP Negeri 2 Maos and the research samples are class B and Class G. Data collection techniques use Test, Observation and Documentation. Data analysis techniques use t-tests to test the effect of the use of audio-visual media on the effectiveness of the PAI learning process.&#x0D; The results of this study showed that the calculation according to the average posttest value of the experimental group was 75.34 higher than the control group of 68.22. The results of the data analysis showed that the significance value of the hypothesis test using the t-test, namely the independent sample t test obtained a Significance value of 0.033 ≤ 0.05, therefore it can be blunted that H_o rejected and H_a accepted, which means that there is a positive influence on the use of audio-visual media on the effectiveness of the PAI learning process in class VII at SMP Negeri 2 Maos.