Reviewerly/exHarmony huggingface dataset:
Reading stories for pleasure: An insight into Indonesian university students' practice in online reading platforms

Reading motivation has been extensively studied in online reading settings. However, little is known about what makes people want to read fiction online, especially in a foreign-language setting. As part of the growth of digital literature and cybernetics, online fiction is gaining popularity among young Indonesians. This research sought to explore Indonesian student-readers’ motivations and preferences as they practiced and were engaged in reading online stories in English. One hundred twelve university students responded to a survey, and 14 were randomly selected for in-depth interviews to learn more about their reading motivations, preferences, and cybernetic literary practices. Analysis of data from the survey showed that most participants chose Wattpad and Webtoon as their favorite online platforms, with romance and fantasy as their favorite genres. They devoted many hours to reading novels on these platforms to seek enjoyment and improve their English vocabulary and language. Nevertheless, data from the interviews further revealed that readers read solely to seek enjoyment and pleasure. Also, readers were primarily silent, unwilling to participate in online conversations between readers and reader-authors but actively rating the novels after reading. Findings contribute to establishing views on online reading motivation and cybernetic literary practices for EFL fiction readers; reading for pleasure is the intrinsic motivation that triggers Indonesian university student-readers to stay online on the platform.
PENERAPAN METODE SYI’IR PEGO DALAM MENINGKATAKAN HASIL BELAJAR KEMAMPUAN MENULIS (KITABAH)

Syi'ir is a series of neatly arranged sentences that are sounded with a certain rhythm to make it easier for readers to feel their uniqueness and more or less understand the meaning of the sentences they read. The focus of the problem in this study are: (1) How is the application of the Syi'ir Pegon method at MI Sayyid Abdurrohman I Pagerwojo?, (2) How are the learning outcomes of writing skills (kitabah) for class 3 students of MI Sayyid Abdurrohman I Pagerwojo?, (3 ) How is the application of the Syi'ir Pegon method to improve the learning outcomes of writing skills (kitabah) for grade 3 students of MI Sayyid Abdurrohman I Pagerwojo?. The research in this thesis uses classroom action research (CAR) research which is carried out collaboratively. Data collection techniques used are tests, observation techniques (observation), interviews, field notes, and documentation. The results of this study indicate that: (1) The application of the Syiir method at MI Sayyid Abdurrohman I Pagerwojo, namely First, the teacher gives examples of pronunciation of lafadz and students listen carefully. Second, students imitate the lafadz syiiran that has been exemplified by the teacher. Third, between students, continue to connect lafadz lafadz the number of body members in pego with syiiran. (2) Learning outcomes of writing skills (Kitabah) by applying the Syiir Pego method. The results of this study can be seen from the average cycle I and II, and the research can be seen from the completeness of learning to write (Kitabah) in cycle II which has reached the success criteria, namely 75% of students achieved a test score of 68 (scale 1-100) and the average class in the first cycle is 63.65, the average in the second cycle is 72.85 reaching a score of 68 (scale 1-100), and in cycle 3 the average in the second cycle is 100 reaching a score of 68 (scale 1-100 ). (3) The application of the Syiir Pego method to improve learning outcomes of writing skills (Kitabah) for class III at MI Sayyid Abdurrohman I Pagerwojo In cycle 1, it is in the Practicing Again category. and. In cycle 2, it is categorized as very good. While the assessment of the first cycle reached a value of 66.66%, the second cycle reached a value of 93.33%, the third cycle reached a value of 100%, so the research increased from cycle 1 to cycle 2, and cycle 2 to cycle 3.
PENERAPAN METODE BERNYANYI DALAM PEMBELAJARAN TEMATIK TEMA 2 DI KELAS II MI BAHRUL ULUM TAMBAKBERAS JOMBANG

Abstrak : Metode yang digunakan peneliti untuk proses belajar mengajar adalah metode bernyanyi. Metode menyanyi adalah pembelajaran dengan menggunakan puisi air yang dinyanyikan, tujuannya agar siswa tidak bosan dalam menerima pelajaran khususnya tematik perkalian meningkatkan hasil belajar siswa. Penelitian yang digunakan adalah penelitian tindakan kelas, karena metode menyanyi bertujuan untuk mengetahui secara langsung kemampuan peserta didik untuk meningkatkan hasil belajar siswa. Hasil penelitian menunjukkan pada Pra Siklus Masuk kategori Berlatih Lagi. dan. Pada siklus I masuk kategori Bagus, siklus II Termasuk kategori cukup bagus. Terjadi peningkatan dari Pra siklus,siklus 1 ke siklus 2. Hasil belajar tematikdengan menerapkan metode bernyanyi tergolong sangat bagus. Hasil penelitian ini dapat terlihat dari rata-rata pra-siklus dan siklus yang mana Pra Siklus memperoleh nilai 56, 42% sedangkan siklus I mencapai nilai 87%, Siklus II mencapai 96% terjadi peningkatan yang sangat baik. Abstract: The method used by researchers for the teaching and learning process is the singing method. The singing method is learning using sung water poetry, the aim is so that students do not get bored when receiving lessons, especially the multiplication thematic, to improve student learning outcomes. The research used is classroom action research, because the singing method aims to directly determine students' abilities to improve student learning outcomes. The research results showed that the Pre-Cycle entered the Practicing Again category. And. In cycle I it is in the Good category, cycle II is in the quite good category. There was an increase from Pre-cycle, cycle 1 to cycle 2. Thematic learning results by applying the singing method were classified as very good. The results of this research can be seen from the average pre-cycle and cycle where the Pre-Cycle obtained a score of 56.42%, while the first cycle achieved a score of 87%, the second cycle reached 96%, there was a very good improvement.
IMPLEMENTASI METODE DRILL UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA KELAS III PADA MATA PELAJARAN BAHASA INDONESIA DI MI MIFTAHUL ULUM PACAR PELUK

Drill is a way of teaching by providing exercises on what students have learned so that they acquire a certain skill. With this in mind, this research is focused on (1) How to implement the Drill method in learning Indonesian for class III at Madrasah Ibtidaiyah Miftahul Ulum (2) How is the effectiveness of learning the drill method in Indonesian class III subjects at Madrasah Ibtidaiyah Miftahul Ulum (3) How improvement of students' reading ability after applying the drill method in class III Indonesian subjects at Madrasah Ibtidaiyah Miftahul Ulum. This type of research is a case study with a case study research approach. Data collection techniques using interviews, observation and documentation. The data analysis technique uses an analysis of checking the validity of the data by extending observations, increasing persistence in research. The results of the study show (1) the application of reading Indonesian using the drill method by students, can be classified into several stages, namely: (a) the opening stage, saying greetings and students answering together then reading hadhoroh, Al-fatihah and a series of short letters (b) core learning, conducting learning (c) closing learning carried out by all students. Then the teacher takes a position in front facing all students to lead the prayer as usual the teacher gives the signal. The results of the study indicate that the drill method can improve students' reading skills, it can be seen that the average value of learning outcomes has increased. The data obtained from participants who completed learning reached 17 students and those who did not completed as many as 10 students with a success percentage of 50%, indicating that there is a improvement of learning outcomes of students who completed reached 18 students and who did not complete as many as 9 students with a percentage of 60%., students who completed learning reached 21 students and those who had not completed as many as 6 students.
PENGEMBANGAN MEDIA PEMBELAJARAN MAGIC POCKET TREE DALAM MENINGKATKAN MINAT BELAJAR SISWA

The development of the Magic Pocket Tree learning media was carried out as an effort to assist teachers in increasing students' interest in learning. The background of this research is the use of learning media that is still not diverse, namely only using makeshift media such as blackboards, textbooks/LKS and others. The use of monotonous learning media makes children bored so that to support learning to be more interesting it is necessary to have a variety of learning media and children are interested in the learning media. Research conducted by researchers using the research and development (R&amp;D) method of the Borg and Gall model was carried out in six stages, namely 1) preparation and data collection stage 2) development stage 3) product trial stage 4) revision stage 5) trial stage field 6) dissimilation and implementation stages. Data collection techniques used were interviews, observations, tests, and questionnaires. Quantitative and qualitative data were analyzed using a Likert scale.The focus of the research in writing this thesis is 1) how is the process of developing Magic Pocket Tree learning media in class IV Fiqh subjects at MI Nidzomiyah Sentul 2) how is the feasibility level of Magic Pocket Tree learning media in class IV Fiqh subjects at MI Nidzomiyah Sentul 3) whether Can Magic Pocket Tree learning media development products increase the learning interest of fourth grade students at MI Nidzomiyah Sentul?&#x0D; The application of the development of learning media is given to students so that students further increase their interest in learning. From the calculation results it can be seen that the development of this learning media can increase the effectiveness and interest of students' learning when used in the teaching and learning process in schools and this learning media is feasible to be used as additional learning so that learning activities can run smoothly and effectively.&#x0D; Learning media in the form of a plywood board with questions in its pocket has been developed and tested through a media expert validation questionnaire with an average assessment of 84.00% categorized as very feasible, a material validation questionnaire with an average assessment of 94.00% very feasible.
Exploring the therapeutic realm : Virtual reality exposure therapy for phobias

This article delves into the innovative realm of virtual reality (VR) therapy for treating phobias. With technology advancing at an unprecedented pace, the integration of virtual reality in psychotherapy has gained attention, particularly for its potential in exposure therapy. This article explores the effectiveness of virtual reality exposure therapy (VRET) in addressing specific phobias, providing individuals with a controlled and immersive therapeutic experience. By examining empirical evidence, discussing the advantages, limitations and reflecting on the implications for mental health treatment, this article sheds light on the groundbreaking potential of VRET in revolutionizing the way we approach phobia treatment.
Rekayasa Perangkat Lunak Aplikasi Presensi Mobile Menggunakan Metode Deep Learning

Facial recognition research has its challenges due to faces complexity, ranging from facial expressions and certain conditions that make facial recognition an exciting research experiment. Moreover, many-oriented applications of machine learning have moved to devices edge, and-based facial recognition is no exception mobile. Seeing the ongoing development of facial pattern recognition algorithms such as Viola Jones, Backpropagation, this research uses the MobileFaceNet mobile CNN model which is currently popular to be implemented in the mobile-based facial recognition presence application at the Information and Computer Engineering Education (PTIK) FKIP UNS. The deep learning method is a method for understanding and classifying objects. In the developed application, a face is captured in an image. This research uses the help of the flutter framework and the Tensorflow Lite library to develop a presence application mobile facial recognition in real-time. This paper aims to determine the value of the memorization and generalization algorithms model of CNN MobileFaceNet on the application. A trial of the system has been carried out by involving 30 volunteers in the testing from 2016-2019 PTIK students by random sampling. Each test was carried out for 10 iterations. From the test results, the system memorization value is 84.5%. On the other hand, the generalization results get 70% in recognizing identical but not similar images correctly. In terms of memorization and generalization, these results are better than similar studies using backpropagation
HASIL BELAJAR MENULIS KARANGAN SEDERHANA MENGGUNAKAN MEDIA GAMBAR BERSERI

Language skills are listed in the Outline of Learning Programs (GBPP) for teaching Indonesian, 2013 Curriculum for SD/MI levels in 2013 which states the importance of components in teaching Indonesian Thematic Subjects. As revealed by Tarigan, that the language component has 4 components, namely: listening skills, reading skills, speaking skills, and writing skills, all of which are mutually exclusive. closely related to mastery of the same material in language, namely mastery of vocabulary and grammatical structures of sentences. This classroom action research was conducted in an effort to overcome the problems mentioned above. The use of Serial Picture Media in learning about simple essay writing is expected to improve students' learning abilities in learning Indonesian. This classroom action research is designed in two cycles. Cycle 1 of action is emphasized on Learning Tools. At this stage the researcher used a textbook or worksheet as a reference in writing simple essays, while in the improvement of cycle 1 the researchers emphasized the concept introduction approach, namely the serial image media with the aim of increasing students' learning motivation. Evaluation and reflection of cycle 1 learning has been successful but not optimal, this is because the use of media/props has not been used optimally. These deficiencies will be corrected in cycle 2. In cycle 2, learning is emphasized on the optimal use of media/props. The evaluation and reflection of cycle 2 showed that learning had been optimally successful. The conclusion that can be drawn from this research is that the use of serial image media can improve students' learning abilities in writing simple essays, as well as improve students' skills and creativity in the Indonesian language learning process.
Eksplorasi Dampak Media Online Terhadap Keterlibatan Mahasiswa Pendidikan Teknik Bangunan Pada Kelompok Mata Kuliah Yang Berbeda

&lt;p&gt;&lt;em&gt;In an increasingly digital era, the use of online media in learning is considered very important. This research aims to determine the impact of using online media by students in the Education and Structure subject group in the UNJ Building Engineering Education study program. This research is quantitative research with a survey method. The population of this study were students from the 2017 and 2018 Building Engineering Education study programs who had carried out structure and education courses in the even semester (112) of the 2019/2020 academic year, totaling 297 students. The sampling technique in this research used cluster random sampling, so the sample consisted of 160 students. Data collection uses a questionnaire. The research results show that education courses use online media more than structured courses. Apart from that, the most widely used online media are Google Classroom and Whatsapp groups, with a percentage of more than 80%. The types of online media used in the Education course group include Google Classroom, Whatsapp group, email, and Quizzizz. Meanwhile, the online media structure course group only uses Google Classroom and Whatsapp groups. Students use online media to get references or learning resources, as a means of discussion, download study materials, and make it easy for students to access online media in the excellent category.&lt;/em&gt;&lt;/p&gt;
Bridging the Universal Literacy Gap: The Role of Libraries in Providing Information Access Towards the Achievement of Sustainable Development Goal 4 (SDG 4)

Sustainable development was a key topic during the review of the Millennium Development Goals (MDGs) in 2005 to help meet current demands without sacrificing the capacity of future generations to meet their requirements. In order to replace the MDGs, stakeholders, including the International Federation of Library Associations and Institutions (IFLA), approved the post-development agenda in 2015. This chapter discusses the significance of public libraries in promoting equitable access to information, universal literacy, and public access to information by improving communications infrastructure. The chosen theory of change sheds light on the contribution of public libraries to achieving universal literacy. The peer-reviewed and grey literature published online between 2015 and 2021 will be examined to gather data. Additionally, data will be thematically evaluated to assess and summarise public libraries’ contributions to closing the global literacy gap.
Comparison of ECDHE-ECDSA and ECDHE-RSA on SSL/TSL

The instruction process in SSL/TLS can affect data transmission on the internet, thereby affecting data transmission speed. The use of SSL/TLS in internet data processing functions as a basic instruction for data transmission. Cipher suites are one of the instructions found in SSL/TLS for encrypted data transmission. The choice of cipher suite plays a role in data processing speed in SSL/TLS. This research uses Espressive IDE to determine the ECHDE_ECDSA and ECDHE_RSA cipher suites. It was found that unused memory in data communications on the ESP32 using the ECDHE/ECDSA cipher suites had an average of 192,292 bytes, while unused memory in data communications from the ESP32 using the ECDHE/RSA cipher suites had an average of 186,280 bytes. By using Wireshark it can be monitored that the authentication speed of using ECDSA-based cipher suites for authentication increases handshake speed by 29.70% compared to RSA-based authentication cipher suites.
Estimation of Differential Graphs from Time-Dependent Data

We consider the problem of estimating differences in two time series Gaussian graphical models (TSGGMs) which are known to have similar structure. The TSGGM structure is encoded in its inverse power spectral density (IPSD) just as the vector GGM structure is encoded in its precision (inverse covariance) matrix. Motivated by many applications, in existing works one is interested in estimating the difference in two precision matrices to characterize underlying changes in conditional dependencies of two sets of data comprised of independent and identically distributed observations. In this paper we consider estimation of the difference in two IPSD's to char-acterize underlying changes in conditional dependencies of two sets of time-dependent data. We analyze a group lasso penalized D-trace loss function approach in the frequency domain for differential graph learning, using Wirtinger calculus. An alternating direction method of multipliers (ADMM) algorithm is presented to optimize the objective function. Theoretical analysis establishing consistency of IPSD difference estimator in high-dimensional settings is presented. We illustrate our approach using a numerical example.
Offline Internet for Remote Learning in Low-Resource Environments

Offline Internet is a specially designed computer system that stores information in very large quantities for learning in low-resource regions, either by direct retrieval of information from a storage device, a Wi-Fi-enabled seeder sharing its resources with leech-computers or a device that periodically updates its local information contents whenever it goes online. The offline population faces barriers to Internet adoption spanning four categories: incentives, low incomes and affordability, user capability and infrastructure. The taxonomy of offline Internet is classified functionally under three major groupings: completely offline systems, hybridised offline systems and offline servers. The problems of offline Internet include a learning analytics challenges, what learning metric to measure, device divide, gender divide, institutional technophobia, and the need for greater local technical competency. Recommendations made include enabling offline Internet interventions to supply data on user’s learning activities for educational data mining goals, building in of learning analytics component that simulates the academic performance of users, memory retention, learner engagement and self-regulated learning, and the use of existing technological devices that are owned by the majority of the target population. Women should be necessarily included in technological interventions for remote learning, and they should be ensured of meaningful benefits from such projects; thus, schools and educators should encourage both bring-your-own-device and use-your-own-device (UYOD) initiatives as practical steps to overcoming the digital divide and a smart way to utilise digital literacy skills, and efforts should be made to expose some driven students to the technologies so that in the absence of technicians, meaningful solutions can still be realised.
Strategic Decision Spectrum for Software Engineering

The paper deals with the business approach for the software engineering domain. Software engineering is a combined with engineering and business perspectives. Although the domain of software engineering is broad, design and managing software development process are the major portion of the software engineering. This research aims to develop a strategy framework that can assist firms in selecting the most suitable software development process for their needs. The paper introduces the concept of the strategic spectrum, which proposes a range of software development options that align with the strategic fit of an organization. This research aims to develop a strategy framework that can assist firms in selecting the most suitable software development process for their needs. The strategic spectrum which is the proposition of the proper software development within the strategic fit has been introduced for help firms to design their own customized software development processes based on their capabilities and market needs.
Effect of Filtering Algorithm on the Visualization of Place Fields of Place Cells

Visualizing the place fields is one of the main steps for screening place cells, and it is important to determine the place fields of place cells. Filtering is a common method in the visualization of place fields, but the impact of different filtering algorithms on the visualization of place fields is not clear. In order to visualize the place fields of place cells, the effects of four commonly used algorithms, including Mean filtering, Median filtering, Gaussian filtering, and non-local Mean filtering, on the visualization of place fields were compared and analyzed using simulation and measured data. The results showed that although all four algorithms were helpful in determining the place fields of place cells, Gaussian filtering had the best visualization effect, and the filtered place field was more precise.