Reviewerly/exHarmony huggingface dataset:
Sistem Informasi Pengenalan Tanaman Menggunakan QR Code Scanner

There are many different kinds of plants that can be found anywhere, but we don't know precisely what types and uses they are, so it's good for us to understand these plants. The purpose of this research is to make it easier to find out about plants by designing and building an information system about plant qualifications using QR Code technology combined with the Website application. This type of research used in this research is a qualitative method. Qualitative methods are research methods that are descriptive and tend to use analysis. Process and meaning (subject perspective) are emphasized more in qualitative methods. While the data collection methods used were observation, interviews and literature study. The application planning method used is a waterfall. In contrast, the testing technique used by the author is Black Box testing. The results of this research are in the form of a web-based plant recognition information system to make it easier for administrators to provide information and make it easier for visitors to get plant information. Based on the test results, it can be concluded that this system is running according to the common objectives.
Desain dan Implementasi Sistem Layanan Umum Reservasi Bus pada Balai Kota Makassar Menggunakan Metode Model View Control (MVC)

The Makassar City Tourism Office is an element of implementing government affairs in the tourism sector which is the regional authority. One of the tasks carried out is to provide transportation to access tourist attractions in Makassar City, especially in South Sulawesi Province. There are several obstacles, one of which is when a borrower makes a vehicle loan application, it takes days until it is approved by the Head of the Makassar City Tourism Office. In addition, the borrower cannot track the application letter submitted. This is what makes researchers want to create a system for designing and implementing a public service system for bus loan reservations at the Makassar City Tourism Office based on a website. This research uses qualitative research, while data collection used is observation and interviews. This system includes several contents, namely vehicle lending, monitoring letters, approvals, users and invoices. Design and Implementation of Bus Loan Reservation Public Service Systems at the Makassar City-based Tourism Office This website was created using the PHP programming language, Codeigniter Framework and MySQL as its database. This system uses the Blackbox testing method. The conclusion of this research is that it can make it easier to borrow vehicles, monitor letters and vehicle management.
Promise and Challenges of AI based English Digital Textbooks in Elementary Schools

This study investigated the impact of learning using elementary school English digital textbooks and learning tools integrated with AI and students’, teachers’, and parents’ perceptions of them based on existing studies. It also discussed the issues and challenges surrounding associated with AI learning tools in a fully integrated AI classroom. The use of digital textbooks and AI-enabled learning tools has shown some positive effects on English learning for elementary students. However, when AI based English digital textbooks are introduced in elementary schools, it is proposed that there may be eight issues in the paper, including over-reliance on AI and voice recognition software despite their inaccuracies, changes in teacher roles, problems with the physical and mental aspects of elementary school students, challenges in the learning side, issues in the use of various digital devices, rapid development schedules and huge development and hardware costs, personal information and security concerns. Given these issues, it is recommended that, when introducing AI digital textbooks into elementary schools under the 2022 National Revised Curriculum, careful attention should be given to the effective utilization of AI-based English textbooks and the integration of traditional print textbooks with AI-driven resources. This should be done while taking into account the physical and cognitive traits of elementary school students as well as strengths and weaknesses associated with rapidly evolving AI technology.
Spam Article Detection on Social Media Platform Using Deep Learning: Enhancing Content Integrity and User Experience

In the digital age, the widespread use of online social media corresponds with a rise in spam. These messages often appear as forceful ads, sales offer, gambling promotions, or repetitive chain messages, and they compromise users' experiences and the overall communication quality on these platforms. Various strategies have been developed to tackle this problem. Some strategies involve human reviewers, which is a straightforward yet time-consuming method. Others utilize advanced techniques like machine and deep learning. Even though a substantial amount of research has applied these methods to English-based spam, studies focusing on Thai language spam are limited. Given this context, our study seeks to develop tools based on machine and deep learning techniques to identify and classify Thai spam content effectively. The central goal of our research is to compare these techniques and determine the most effective model for classifying Thai spam content.
Enhancing Novelty in ChatGPT Responses: Incorporating Random Word Brainstorming

This paper presents a new prompting approach for increasing the novelty in ChatGPT responses. ChatGPT has proven to be effective in generating natural language responses; however, ensuring response novelty remains challenging. Our proposed method, inspired by random word brainstorming, includes random words in prompts to introduce more diversity in ChatGPT responses. Through a questionnaire-based evaluation, we compared preferences for solution ideas generated using the standard approach and our proposed approach. We found that participants preferred our technique in 65% of the 20 problems. The results suggest the effectiveness of our proposed approach. We also explored the use of GPT models as evaluators, with GPT-3.5 achieving 65% accuracy and GPT-4 achieving 70% accuracy when compared to human preferences from the questionnaire. These results suggest the potential of leveraging GPT models as noisy natural language evaluators. For future studies, we recommend focusing on prompt engineering and word list design to further improve performance. Overall, incorporating random words in prompts can effectively increase novelty in ChatGPT responses.
Analysis of Business Law Approaches in Realizing Public Information Openness in Muhammadiyah Universities

Public information disclosure in Muhammadiyah universities has become a very important issue in today's digital era. This study wants to analyze and compare business law approaches in ensuring public information disclosure in the Muhammadiyah education environment. In this study, it also adopts a socio-legal/interdisciplinary approach involving legal, information technology, and information management perspectives to understand the impact and benefits of public information disclosure in the context of Muhammadiyah universities in the increasingly complex digital era. This research involves a comparative analysis of the business law approach used in ensuring public information disclosure in Muhammadiyah universities with approaches used in other educational institutions. The results showed that Muhammadiyah universities have made significant steps in improving public information openness, especially in adopting advanced information technology and information management. However, there are challenges that need to be addressed, including the need to ensure compliance with applicable laws and regulations, personal data protection, and building a culture of transparency and accountability across institutions.
Project-Based Learning Model Assisted by Audio Visual Media Improves Description Writing Skills of Fifth Grade Elementary School Students

Students' skills in writing descriptions still need to improve. The lack of application of innovative and varied learning models causes it. This study aims to analyze the effect of the PjBL model assisted by audio-visual media on the descriptive writing skills of fifth-grade elementary school students. This type of research is quasi-experimental with a non-equivalent control group design. The population in this study were all fifth-grade students, totaling 310 students. The research sample was determined by cluster random sampling technique with a total of 32 students and fifth-grade students. The method and instrument used in this research was a test of Indonesian writing skills. Research data were analyzed using descriptive analysis techniques and inferential statistical analysis techniques. The result of the analysis is that the PjBL model assisted by audio-visual media affects the description writing skills of fifth-grade elementary school students. It was concluded that the PjBL model, assisted by audio-visual media, improved the descriptive writing skills of fifth-grade elementary school students. The implication of this research is using the PjBL model assisted by audio-visual media to help students learn so that it is suitable for learning, especially in Indonesian language content.
Perancangan UI/UX Aplikasi Mobile Penjualan Pada Toko Up Store Menggunakan Figma

Today's digital environment, mobile applications are essential for improving user experience and sales reach. This study will use Figma software design to create a user interface (UI) and user experience (UX) for mobile app sales on Up Store. Figma, an online prototyping platform, can be used to create web or mobile applications. Programmers can contribute to the figma project by writing their own code. The process used to create this design is called Design Thinking. Design Thinking focuses on understanding users, developing ideas, and testing solutions through iterative cycles. This strategy will help in defining user needs, understanding the context of use, and creating an acceptable and efficient design. This research resulted in a mobile application UI/UX design that complies with sound design principles and uses current sales trends in the Up Store. If the user interface is well designed, users will interact with the app more positively, increasing user retention and sales. Figma also allows UI/UX designers and
Pengaruh Pembelajaran Berbasis Digital dan Motivasi Belajar terhadap Hasil Belajar Psikologi Pendidikan di Sekolah Tinggi Ilmu Bahasa Arab Arrayah Sukabumi Jawa Barat

The background to this research is that educational psychology learning is still not effective, because learning methods and media are considered not yet effective, resulting in digital-based learning and learning motivation being considered not yet ideal. The aim of this research is to determine the positive influence of digital-based learning on educational psychology learning outcomes, determine the positive influence of learning motivation on educational psychology learning outcomes, determine the positive influence of digital-based learning on learning motivation. This research method uses quantitative research with a Partial Least Square (PLS) approach with Structural Equation Modeling (SEM). The sample was 150 students. The sample was determined using the Simple Random Sampling technique. The research results show that digital-based learning has a direct positive and significant effect on educational psychology learning outcomes. Learning motivation has a direct positive and significant effect on learning outcomes. Educational psychology and digital-based learning has a direct positive and significant effect on learning motivation of. The results of calculating the path coefficient (Path Coefficient) obtained the equation HB = 0.898 PG + 0.389 MB, which means that 56.7% of educational psychology learning outcomes can be explained by digital-based learning and 38.9% can be explained by the learning motivation variable with a constellation value of 0.898. The results of data analysis show a value of = R-square adjusted of 0.931, which means that 93.1% of the variation in the endogenous variables of educational psychology learning outcomes can be explained by the exogenous variables of digital-based learning and learning motivation, while the remaining 6.9% is explained by variations in changes. which is not included in this model.
Collective Behaviour of Crimes In Cyberspace

Aim. The Convention of Cybercrimes (ETS No. 185) singned in Budapest, Hungary in 2001 created the unification of cyber-crimes and had impact on national criminal codes across the world. Therefore I started to colaborate with the National Police Headquarters from Warsaw to investigate direct and indirect connections between cyber-crimes defined by the Convention and the Criminal Code in Poland because statistical analysis of cyber-crimes were not thus far satisfactory .&#x0D; Methods. Statistical analysis of data collected in time series may lead to computer correlation coefficients between crimes and detect a hierarchical structure of selected cyber-crimes&#x0D; Results. According to correlation coefficients between crimes, the behaviour of independent cyber criminals is collective and might lead to self-organised criticality. Correlations and anticorrelations between crimes are extremely strong. Therefore crimes may exist collectively or may exclude each other&#x0D; Conclusion. Hierarchical structure of crimes according to the MST seems to be extremely logical and might lead to a perfect crime plans or prevention against cyber-crimes as well. Therefore the sensitive details given by graph of the MST had to be censored.
PERCEPTIONS OF VOCATIONAL SCHOOL STUDENTS ABOUT ONLINE LEARNING OF SYSTEMS AND REFRIGERATION INSTALLATIONS DURING THE COVID-19

The Covid-19 pandemic has forced the learning system in schools to change drastically from face-to-face meetings to online learners. The success rate of online learning in schools is only 25.3%. The purpose of this study was to find out how students' perceptions of online learning systems and refrigeration installations in the aspects of student infrastructure readiness in implementing online learning, the ability of educators and students, as well as their learning activities. This research uses descriptive quantitative method. The data collection technique used a closed questionnaire which was filled in by students of SMKN 1 Cimahi, the refrigeration and air conditioning engineering study program. The sample was the entire population of the study. The results of this study indicate that the student infrastructure readiness variable in implementing online learning is in the "Good" category with an interpretation value of a score of 729 indicating that students have good infrastructure readiness. In the variable the ability of students and educators in using learning facilities is in the "Good" category with an interpretation of a score of 711, this shows that students and educators can use the learning facilities well. The online learning activity variable is in the "Good Enough" category with an interpretation of a score of 841 indicating that online learning activities are carried out quite well.
Workshop Pembuatan Video Pembelajaran Berbasis Animasi untuk Mendukung Program Digitalisasi Sekolah

The Covid-19 era that hit the world had an impact on all aspects of life, one of which had an impact on the world of education. Where the learning process at schools is carried out online, one of which is at SMK N 6 Padang. Since the teaching and learning process is carried out online, teachers usually give assignments such as providing material and practice questions to students via WhatsApp. However, in a process like this, learning becomes monotonous and sometimes makes students lazy to learn. The ability of teachers to create IT-based learning media is also still limited. Meanwhile, in the digital era, a teacher is required to be able to adapt and take advantage of existing technology to improve the quality of learning. Therefore, training is given to teachers in schools to create animation-based learning videos using the Animaker application. The method used in this training is a demonstration and direct practice for teachers with assistance in making learning videos. This training is intended so that teachers at SMK N 6 Padang can make interesting learning videos so that students become more enthusiastic in participating in the learning process even though they are online. Besides, this activity is also a support for the school digitization program. The result of this training is that teachers can create animation-based learning videos using the Animaker application
DEVELOPMENT OF ANDROID-BASED INTERACTIVE MULTIMEDIA AS TEACHING MATERIALS FOR THE IC REGULATOR FILLING SYSTEM

The purpose of this research is to produce android-based interactive multimedia that is feasible as a learning medium with a good response from students on the IC regulator charging system material. The method used in this study is Research and Development (RnD) with the ADDIE development model. The population in this study were students of the automotive engineering education study program and the automotive engineering concentration mechanical engineering study program. The sample in this study was 40 students of the automotive engineering education study program class of 2019. The research instrument used is a structured questionnaire. The results of the validation of the material experts get a percentage value (89%) from the learning aspect, content aspect and evaluation aspect. The results of the validation of media experts get a percentage value (91%) from the display aspect and the programming aspect. The results of student responses get a percentage score (85%) from the aspect of quality of content and objectives, aspects of instructional quality and aspects of technical quality. Interactive multimedia was declared very feasible according to material experts and media experts and received good responses from students.
DEVELOPMENT OF ELECTRONIC MODULES WITH ANDROID EBOOX APPLICATIONS ON BASIC COMPETENCIES MAINTENANCE OF SAFETY SYSTEMS

This study aims to create an electronic module for maintaining a security system with readings using the ebook application and to determine the feasibility and response of students as users of this developed module. This study uses the type of research and development with the ADDIE model for the module development process and analyzes research data using quantitative and descriptive methods. The population in this study was shown to class XI students majoring in Automotive Light Vehicle Engineering at Vocational High School 6, Bandung City, and the sample chosen was class XI-2, which used electronic modules for maintenance of safety systems. The instruments used include media expert assessment questionnaires to assess the feasibility of learning module products and student response questionnaires to find out students' responses regarding the use of these modules. The results of this study show that the assessment of the module by material experts gets a percentage value of 90% and can be categorized as "very strong," the results of the module assessment by media experts get a percentage value of 90% and can be categorized as "very strong," and the results of the response to using the module by students get a percentage value of 82.14% and can be categorized as a "very strong" response. It can be concluded that the electronic module for maintenance of the safety system is very suitable for use in learning electrical maintenance of light vehicles, and also that students agree that the electronic module for maintenance of the safety system read on the Eboox Android application has a good and attractive appearance, good presentation of understandable material, and has great benefits, also make it easy.
Literature Review: 3D Print on Design Thinking in The Design Process

Technological advances in additive manufacturing technology have been growing, one of which in rapid prototype, making prototipe with use technology is three-dimensional (3D) printing, which works by melting thermoplastic material in the making of a model or prototype. The materials used are Polylactic Acid (PLA) and Acrylonitrile Butadiene Styrene (ABS) which are molded by melting by heating the nozel according to the melting point and flowing in layers to form an object or objects. Design thinking is a method with a solution-based approach to solving a problem, with an iterative process to understand users, challenge an assumption, redefine the problem in an effort to identify strategies and alternative solutions to a problem, especially in the design process. Design thinking has five steps in the process, empathize, define, ideate, prototipe and test. This literature review aims to see the influence of the pengerjaan prototipe process in the design thinking method using 3d printing in the design process. The method used in this paper is to use descriptive qualitative research methods by analyzing the existing literature. So it can be concluded that the use of 3d printing in the design thinking method can be a new way of making prototipe in the design process.
Color Identity of Jaya Fried Chicken (JFC) Franchise Brand

The purpose of this study is to analyze the implementation of design concepts into color identity, analyze color identity visualization into visual communication media, and formulate suggestions for harmonious color combinations. This study used descriptive qualitative method. Color identity is described in full according to the scope of the study. The description results were analyzed using qualitative methods with Roland Barthes' semiotic theory and Surianto Rustan's color theory. The function of semiotic theory is to analyze the relationship between color identity, design concepts, and business principles. Color theory is used to analyze the visualization of color identity into visual communication media and formulate harmonious color combinations. Data were collected by using observation, documentation, and library techniques. Observations and documentation were carried out by visiting the outlets on Jl. Raya Sakah, Batuan, Sukawati. Documentation includes photos of name signs and packaging. The literature is obtained through books, website, articles, and journals. The results of the study reveal that the color identity of the JFC franchise is in accordance with the Nawa Sanggha concept, namely black, gray, white, and red. Color combinations are able to interpret business principles. Visualization of color identity uses different color portions in its visual communication media. The color portion applies a combination of red, black, and white. Gray color is decorative. The combination of harmonious color portions can follow the value contrast scheme. The combination of red and gray as a sub-ordinate while black and white as an accent or dominant.