Reviewerly/exHarmony huggingface dataset:
Collaborative software project development with source code repository

Working on projects in isolation presents significant limitations. The lack of interaction and collaboration among students hinders the learning of diverse approaches, limits the expansion of understanding on a subject, and can decrease students' commitment and interest. Additionally, the absence of interaction negatively affects the development of key skills for academic and professional success. In the field of software project development, having a centralized source code repository is essential. It facilitates collaboration among team members, allowing them to work on the same project, make changes, review code, and solve problems together. It provides tools and functionalities that improve coordination and version control, resulting in more efficient and higher quality development. In summary, this article highlights the importance of collaboration among students and the use of centralized source code repositories to facilitate interaction, knowledge sharing, and ensure the quality of work in both academic and professional settings. It promotes collaboration through group projects, team activities, and online platforms that facilitate the exchange of ideas
Self-perception of digital competences in Higher Education Teachers

The present study had two research objectives: (a) Analyze the self-perception that higher-level teachers have about the mastery of digital skills in relation to the areas of information, communication, content creation, security and problem solving; and (b) Identify the level of mastery of digital skills presented by higher level teachers in relation to the areas of information, communication, content creation, security and problem solving. The methodological design had a quantitative approach, which allowed the collection of information required to achieve the objectives set. With this study, we contribute to the frontier of knowledge regarding the gaps between the use and application of digital skills, by the teaching staff of public institutions of higher level.
On the Efficiency and Efficacy of Machine-Assisted Literary Translation: A Case Study for English/Romanian and Romanian/English Machine-Assisted Translation

Abstract “If you translate long into the machine, the machine translates back into you,” is one of the issues the present article strives to establish and explore qualitatively. I intend to examine the effectiveness and efficiency of machine-assisted translations of significant literary works from a hermeneutical perspective. Essentially, I analyse the output of automated translation platforms such as Google Translate and compare them to human translation. This investigation is valuable in determining whether translators should exercise caution when utilizing translation platforms for culturally rich literary works. Additionally, the article scrutinizes the localisation, cultural, and grammatical coherence of Homer’s The Iliad translated from English to Romanian using the Google Translate platform. The human translations used are rendered into English and Romanian from Greek. As Homer’s Greek remains incomprehensible to the translation platform, we employ a secondary translation technique for a tertiary machine-assisted output. Nonetheless, this approach highlights the serious pitfalls of using translation platforms haphazardly in translation work. This analysis will show how awareness of the machine’s imperfect translation capabilities may, in turn, enhance the human translator’s awareness of what works while translating with the help of a translation application.
Education at the middle and higher level: Information Technologies, pre-eminence in teaching and learning processes in period of pandemic

At present, the influence generated by globalization, the knowledge society and information technologies (IT) propose challenges to educational institutions, the above due to changes related to educational models, job skills, interaction styles and communication between the different social sectors, and even in unexpected phenomena, such as the pandemic generated by COVID-19, a situation that caused chaos in the teaching and learning processes, where teachers and students had overnight the need to resort to technological tools and distance learning platforms in order to conclude a complicated 2020-2021 school year. This document analyzes the increasing influence of IT, the way in which these have increasingly modified educational spaces, for such analysis relevant IT issues that impact the teaching and learning processes are reviewed, at the same time it is also examined how the IT facilitate new pedagogical schemes, thus generating a range of possibilities in training modalities both for the field of online education or for face-to- face education, or even for mixed education (b-learning). Regarding academic training with IT, these allow differentiating a more influential training in students, discovering in them skills to solve problems, professional skills and complete learning, turning them into increasingly competent individuals.
Factors Affecting Learning Expectancy through Open Educational Resources A Case of Higher Education in Punjab - Pakistan

The focused of this study was to know the factor affecting learning expectancy through open educational resources at higher educational level. Open educational resources means that give unbiased entrance to information and knowledge at any level for everyone. The main aim of the study was to measure the relationship between learning expectancy and open educational resources at higher education level. The current study used positivist paradigm of research which purely promotes quantitative research approach. The deep emphasis of quantitative design is to know objective reality and express this reality into numerical data. Similarly, target population of this study was comprised of all the students enrolled in BS, M. Phil and PhD Education Programs in public and private sector universities of Punjab province. In Probability sampling, non-proportionate stratified random sampling technique was used and sample size of the study was (N=400). Data was collected through structured questionnaires. Furthermore, data was analyzed through Package for Social Sciences (SPSS) version-23. The main finding of the study revealed that .543 of variation in the dependent variable transformative is explained by the independent variables included in the model (UB, social influence, facilitating consideration, and m-learning technology characteristics, self-management learning technology, behavioral intention to use m-learning technology). This model is a good fit and has significant predictors of transformative.
Penggunaan Model Pembelajaran Kooperatif Tipe Group Investigation Untuk Meningkatkan Hasil Belajar Bahasa Indonesia Pada Siswa Kelas III Mis Ar-Rahman IPI

This research aims to improve the results of Indonesian language learning through the use of Group Investigation Cooperative learning model in grade III students at Mis Ar-Rahman IPI. This research is a class action research that uses the Kemmis &amp; Taggart model. Data collection techniques are performed by observation, test and documentation. Data is analyzed in a qualitative and quantitative descriptive way. The results showed that the results of Indonesian language learning through the use of Group Investigation Cooperative learning models have increased. In cycle I showed that out of 21 students, only 11 students meet the classifications criterion with a percentage of 52.38% and an average value of 67.61, and in cycle II, the average value has increased to 81.42 by The classical dictancy reaches 100%. Based on the results it can be concluded that the use of Group Investigation Cooperative learning model can improve Indonesian language learning outcomes.
Penerapan Media Audio Visual Dalam Cerita Legenda Danau Kelimutu Untuk Meningkatkan Kemampuan Menyimak Siswa Kelas VB SDI Bhonawa I Ende

This study aims: (a). To find out the design of Indonesian language learning using audio-visual media for grade VB students of SDI Bhonawa 1 Ende. (b). This is to determine the application of audio visual media in language learning for grade VB students at SDI Bhonawa 1 Ende. This research was conducted using a classroom action research method (PTK) which consists of two cycles. Each cycle consists of four stages, namely; observation, planning, action, and reflection. Data collection techniques used in this study were tests, observation, interviews, and documentation. The collected data were analyzed descriptively qualitatively and descriptively quantitatively. From the results of the study showed that the use of audio-visual media in Indonesian Language subjects concluded that the students' abilities in the learning process had increased from each cycle. The learning outcomes in the first cycle with an average value of 47% and meant that the criteria were quite good and there was an increase in the second cycle, the learning ability increased by an average of 100%.
Penerapan Model Pembelajaran Jigsaw Untuk Meningkatkan Aktivitas Belajar Pada Matakuliah Bahasa Inggris SD

This study aims to increase study activities in elementary school English courses through the use of the Jigsaw learning models in the third semester students of Flores University PGSD study program. This research is a class action research that uses the Kemmis &amp; Taggart model. The subject in this study was 35 third semester students. Data collection techniques are performed by observation and documentation. Data is analyzed in a qualitative descriptive way. The results showed that learning activities in elementary school English courses through the use of Jigsaw learning models had increased. The percentage of oral activity on the first cycle increased from 48.57 with enough categories, to 77.85 with good categories on the second cycle. The listening activity on the first cycle is 52.85 with enough categories, increasing to 75.71 with good categories on the second cycle. Writing activity on the first cycle is increased from a category with a percentage of 54.28 to 90 with excellent categories on the second cycle. Percentage of mental activity increased from 57.14 by category enough to 92.85 with excellent categories on the second cycle, and emotional activity increased from 53.57 by category enough to be 85.57 with excellent categories on the second cycle. Based on the results it can be concluded that use of Jigsaw learning models can increase learning activity in elementary school English courses.
Peningkatan Keterampilan Menulis Karangan Eksposisi Dengan Menerapkan Metode Demonstrasi Pada Peserta Didik Kelas VIA SDI Bhonawa 1

This study aims to determine: (1) the application of the method to the exposition writing material in Indonesian language learning in class VIA SDI Bhonawa1 (2). Increasing the ability to write exposition essays in Indonesian language learning after going through the demonstration method in class VIA SDI Bhonawa students 1. This type of research is Classroom Action Research (CAR). While the approach used is a qualitative approach. The research design carried out by the author in this study followed the class action research design pattern of Kemmis and Mc. Taggart, with research procedures namely pre-action and action. Actions are carried out in four stages, planning, implementing, observing and reflecting. The research subjects were students of class VIA SDI Bhonawa 1, totaling 20 students. Observation data collection techniques, interviews and tests. The results of the study were as follows, in the pre-action the number of students who completed or fulfilled the KKM was only 5 students, in cycle I increased to 9 students and in cycle II increased to 20 students. Based on this change, pre-action classical completeness was 33.3%, cycle I classical completeness was 46.6% and cycle II was 100%.
Peningkatan Kedisiplinan dan Prestasi Belajar Siswa Melalui Penerapan Model Pembelajaran Kooperatif Tipe Student Teams Achievment Division Kelas IV SD Inpres Onekore 6

Type of this research used are Classroom Action Research (CAR), which held in 2 cycles. The subject of this research were 22 student fourth grade of Onekore 6 Primary School. The technical data submission in this research were observation and written test. The research result showed that: 1) the effort to improve student’s discipline and learning achievement in social studies subject by using cooperative learning model STAD type can be done by these steps: teacher convey the learnings, students learn in team, students do the test individually, and teacher giving team’s achievement; 2) the application of cooperative learning model STAD type can improve discipline in social studies subject. This can be seen by the improvement of student’s discipline average score from former condition was 4,95 (low) into 7,89 (medium) in cycle I and into 10,41 (high) in cycle II; and 3) the application of cooperative learning model STAD type can improve social studies achievement. This can be seen by the improvement of student’s average score from former condition is 51,34 into 53,33 in cycle I and into 66,59 in cycle II.The improvement of student’s percentage who reach KKM (63) from former condition was 20% into 22% in cycle I and into 59 % in cycle II .
Peningkatan Aktivitas Dan Hasil Belajar IPA Menggunakan Model Quantum Learning Pada Siswa Kelas 4A SDI Bhoanawa 1

This study aims to improve the activities and learning outcomes of grade 4A students at SDI Bhoanawa 1 through the application of the Quantum Learning model. This research is a classroom action research with the stages plan, action, observe and reflect. The research subjects were 23 students of grade 4A SDI Bhoanawa 1. Data obtained by observation, tests and interviews. Data were analyzed with simple statistics to determine the percentage of individual and classical completeness of each cycle. The results showed that after the quantum learning model was applied for two cycles, there was an increase in activity and science learning outcomes in grade 4A SDI Bhoanawa 1 students.
Peningkkatan Hasil Belajar Peserta Didik Dengan Penerapan Model Pembelajaran Carousel Feedback

This study aims to determine the application of Carousel Feedback learning models in social studies subjects IV class at SDN Ipi Ende and to determine student learning outcomes in social studies subjects IVA at SDN Ipi Ende with the application of Carousel Feedback models. This research was conducted using research methods class action (CAR) consisting of two cycles. Each cycle consists of four stages namely; observation, planning, action and reflection. Data collection techniques used in this study were tests, observations, interviews, and documentation. The collected data were analyzed descriptively qualitative and quantitative descriptive. The results showed that carousel feedback learning model can improve student learning outcomes. This can be seen from the increase in the percentage of student learning outcomes that have increased, seen from the percentage of classical completeness that is 75% in the first cycle to 100% in the second cycle.
Penerapan Metode Demonstrasi Untuk Meningkatkan Hasil Belajar Ipa Pada Siswa Kelas 5A SDI Bhoanawa 1

This study aims to improve science learning outcomes through demonstration methods in grade 5A SDI Bhoanawa 1. This type of research is a Classroom Action Research (CAR) which is carried out in two cycles. The subjects of this study were 20 students consisting of 14 boys and 6 girls in grade 5A SDI Bhoanawa 1. The research data were collected through observation, test and documentation methods. The research data were analyzed using simple descriptive statistical analysis methods. The results showed an increase in learning outcomes from pre-action by 5%, to 45% in cycle 1 and a maximum increase of 100% in cycle 2. So it can be concluded that applying the demonstration method can improve science learning outcomes in grade 5A SDI Bhoanawa 1 students.
Meningkatkan Keterampilan Menulis Karangan Sederhana Melalui Gambar Seri Pada Siswa Kelas III SD Inpres Onekore 6 Kecamatan Ende Tengah Tahun Pelajaan 2017/2018

The study aimed at finding out the improvement of students’ writing skill in class III, Semester II SDN Montong Baan, academic year 2017/2018. Each cycle consists of four steps, namely are planning, executing, observing/evaluating, and reflecting. The method used is observation, questioner/test, and documentation. The result of the study shows that the achievement of Students in class III, Semester II SD Inpres Onekore 6, academic year 2017/2018 in learning bahasa Indonesia on writing a simple essay based on the serial pictures before the execution phase is very low. It is showed by the achievement of 57,92. After the execution of using serial pictures, the student achievement is better. It is showed in cycle 1, the result increases 67,78 with good category. In cycle 2, the result increases to 78,33% with good category.
Penerapan Model Core (Connecting, Organizing, Reflecting, Dan Extending) Terhadap Peningkatan Hasil Belajar IPA Di Kelas V SDN Roja 3 Ende

This study departed from the problem of the low science learning outcomes in grade V SDN Roja 3. To overcome this, the CORE model was implemented which aims to improve student learning outcomes. This research is a classroom action research. The research subjects were 11 grade students of SDN Roja 3, totaling 11 people. The data were taken by using test techniques, observation and field notes. Data were analyzed descriptively qualitatively. The results showed that after the application of the CORE model there was an increase in science learning outcomes in grade V SDN Roja 3. This was proven successively from the achievement of completeness of learning outcomes in pre-action by 36 percent and increased to 55 percent in cycle I and reached a maximum of 100 percent in cycle II.
Penerapan Media Permainan Ular Tangga Untuk Meningkatkan Hasil Belajar IPS Siswa Kelas V

This study aims to determine the increase in student interest in learning by applying the snake and ladder game media. This type of research includes Classroom Action Research (PTK). Data collection techniques using observation techniques, questionnaires, tests, documentation, and field notes. The collected data were analyzed descriptively qualitatively and descriptively quantitatively. The results showed that the snake and ladder game media can increase interest in learning and learning outcomes. This can be seen from the observation percentage of students 'interest in learning who reach the fairly active and very active categories, namely 51 percent in cycle I to 90 percent in cycle II and the percentage of students' interest in learning who reach the category of sufficiently interested and very interested, namely 60 percent in cycle I to 85 percent in cycle II. Learning outcomes also increased from the percentage of classical completeness, namely 54 percent in cycle I to 100 percent in cycle II.
Analisis Perangkat Pembelajaran IPS Menggunakan Pendekatan Kontekstual Untuk Meningkatkan Aktivitas Belajar Siswa

This research is a development research that aims to describe the development of social studies learning devices using a contextual approach in the fourth grade of the Roworeke 2 Catholic elementary school. The research model used is 4-D development which is reduced to 3-D, namely define, design, and develop. The learning devices developed include lesson plans and student worksheets which were tested in class IV B as a test class consisting of 25 students, and class IV A as a control class consisting of 26 students at Roworeke 2 Catholic Elementary School. The research instrument consisted of an observation sheet on the implementation of learning, an observation sheet for student learning activities and a student response questionnaire sheet. Data was collected using interview, observation, and questionnaire techniques. The implementation of social studies learning using a contextual approach in the experimental class using the observation sheet instrument showed that the teacher's ability to carry out social studies learning on historical heritage materials using a contextual approach was 73% and was stated to be well implemented. While the analysis of the results of student learning activities using social studies learning devices with a contextual approach and lecture method as follows: experimental class activity I 65% and control class 31%, while activity II 65% in the experimental class and 35% in the control class. So it can be concluded that the activity in the experimental class is better (active category) than the activity in the control class.
Pengaruh Motivasi Orang Tua Terhadap Minat Belajar Siswa Kelas IV SDI Boanawa 1 Kecamatan Ende Selatan Kabupaten Ende

The purpose of this study was to determine whether or not there was an influence of parental motivation on students' interest in learning at SDI Boanawa 1, Ende Selatan District, Ende Regency. The type of research is correlative quantitative research. The population of this research was the students of SDI Boanawa with the samples being class IVA and IVB which amount to 38 students. The research technique carried out was by distributing questionnaires and documentation. The data analysis technique used is statistics with the help of SPSS 23.0 software. The results shows that the regression equation Y = 1.346 + 0.863 X. Based on the hypothesis testing obtained tcount = 3.118 and ttable = 2.014, a decision was taken that H0 was rejected because tcount &gt;ttable means that there is a significant influence between parents 'motivation on SDI students' learning interest at SDI Boanawa 1. So the regression equation can be used to predict or predict the size of the criterion variable (Y) based on the predictor variable (X). And obtained R Square = 0.990, this value implies that the influence of parents' motivation on learning interest is 99% and 1% is determined by other variables.
Penerapan Pembelajaran Kooperatif Tipe Jigsaw Untuk Meningkatkan Aktivitas Dan Hasil Belajar Siswa Kelas V SD Inpres Bhonawa

This study aims to improve the activities and learning outcomes of students in class VA SDI Bhoanawa 1 through the application of the jigsaw cooperative learning model. This research is a classroom action research with the stages plan, action, observe and reflect. The research subjects were 15 students of SDI Bhoanaa class VA. Data obtained by observation and test techniques. Data were analyzed with simple statistics to determine the percentage of individual and classical completeness of each cycle. The results showed that after applying the Quantum learning model for two cycles there was an increase in activity and learning outcomes of Catholic Religion in class VA students at SDI Bhoanawa 1.
Peningkatan Hasil Belajar IPA Pada Siswa Kelas VI SDK Wologeru Melalui Model POE (Predict Observed Explain)

This research is classroom action research which is carried out in two cycles. The purpose of this study was to determine the increase in science learning outcomes with the implementation of the Predict-Observe-Explain (POE) model in science subjects for class VI SDK Wologeru. The research subjects were 9 students of class VI SDK Wologeru. The method of data collection in this study was carried out by the method of test, observation and documentation. The data collected were analyzed by quantitative descriptive techniques. The results showed that the percentage of science learning outcomes for fifth grade students in the first cycle was 33 percent. In cycle II, the percentage of science learning outcomes for grade VI students increased to 100 percent. Based on the results of this study, it can be concluded that the Predict–Observe-Explain (POE) learning model can improve science learning outcomes for grade VI students of the SDK Wologeru.