Reviewerly/exHarmony huggingface dataset:
Exploring the Essence of Continuous Experimentation

Context: Today's software industry is faced with rapidly changing requirements and high expectations from customers and users. Agile software development with a focus on rapid and frequent product deployment to end-users calls for equally continuous feedback acquisition, guiding software design and supporting evidencebased product development decisions. For keeping pace and succeeding on the highly competitive software market it is essential for companies to quickly and reliably evaluate their ideas based on real usage experiences in a natural context. This can be enabled using Continuous Experimentation (CE) - an approach to close the feedback cycle and tightly integrate the empirical evaluation of new features into the software development process. Objectives: With this project I aim at creating an understanding of CE as practiced and theorised today. Furthermore, my goal is to identify the smallest set of prerequisites for successfully implementing systematic experimentation practices into companies' software development process. I want to find solutions for companies to adopt CE as most suitable to their product stage, process maturity, and available resources; and enable organisations to systematically run experiments for data-driven decision-making. Methods: In addition to a currently on-going multivocal literature review, the project will involve empirical studies following a design science approach. Starting with a practitioner survey or interview, and a pilot case study for finding both, the typical hurdles encountered and the minimum requirements needed to apply CE in any company, the project will transition into an iterative multiple-case study, where proposed solutions are to be evaluated. Conclusions: The proposed doctoral research project will contribute to an increased understanding of systematic experimentation practices in different organisational settings, and strives for providing actionable solutions for enabling more flexible software development which can quickly react to feedback gained through experimentation, as well as an evaluation of these suggested solutions. Especially, this project aims at the creation of an easy-to-adopt approach called light-weight CE, which allows also companies with few resources or projects involving an earlystage product to benefit from the advantages of CE.
PENINGKATAN KETERAMPILAN LITERASI SASTRA MELALUI STRATEGI SAMBEL TUKAR PADA KELAS IV MI MISBAHUSSUDUR

This study aims to find out the improvement of literary literacy skills through sambel tukar (one work learning) strategy on the theme of my goals in grade 4 mi Misbakhussudur Malangsari. This type of research is class action research (PTK) or Classroom Action Research using research models from Kemmis and Tanggrat namely planning, action, observation, reflection. The study was conducted in 2 cycles with subjects of 18 students consisting of 8 men and 10 women. Data analysis used by researchers is data analysis with descriptive techniques developed by Miles and Huberman. The results of this study show that literary skills through the Sambel Tukar strategy have improved both individually and classically. The increase is seen from the percentage in cycle I of 53.4% increased in cycle II to 72.6%.
PENGARUH METODE TUTOR SEBAYA (PEER TEACHING METHOD) TERHADAP KETERAMPILAN MENULIS PUISI SISWA KELAS IV SDN 1 KAWO TAHUN AJARAN 2021/2022

This research aimd to find the influence of Peer Teaching Method students poetry writing skill at IV grade students of SDN 1 KAWO in academic year 2021/2022. The method used in this research is quasi experiment with research Nonequivalent Control Group Design. Sampling used a saturated sampling technique. The sample of this research is 38 students. In the control class used conventional methods and in the experimental class used Peer Teaching Method. The instrumen used to collect data is the skill of writing poetry by using rubric and observation sheet. the data obtained were tested by using t-test formula that is test Polled Variance at 5% significant level. The results showed that the average value of Pretest experimental class is 61 and the average Pretest grade of control is 55,1. After the action done in both classes, the average of posttest of experiment class obtained is 74,4 and control class is 62,7. Result of t-count of hypotesis test in experiment control class are -0,015, while result of ttable by using interpolation formula is -2,662 Based on the result of hypothesis testing, it is obtained tcount ≥ ttable at a significant level of 5%, then HO is rejected and Ha is accepted. Therefore it can be concluded that the use of peer teaching method influenced the skill of poerty writing at IV grade student of SDN 1 Kawo in academic year 2021/2022.
A Data Integrity Verification Scheme for Centralized Database Using Smart Contract and Game Theory

When faced with massive data volumes, many current companies and institutions usually choose centralized databases or distributed databases to meet their data storage needs. But untrusted centralized third-party auditor can pose serious security problems. Malicious database service providers may tamper with or delete usersâ€™ data to achieve certain benefits, while returning false data integrity verification results to users. The traditional solution is to introduce a third-party auditor to ensure the reliability of the data verification results, but this third-party auditor may also be untrustworthy and partner with the database service provider to forge false data verification results. The centralization of the database system makes the verification of data integrity a difficult but necessary task. Therefore, we propose a data integrity verification scheme using smart contract (DIV-SC) to ensure the reliability of data integrity verification results in a centralized database environment. We introduce the blockchain as a decentralized third-party auditor. The immutability of the blockchain can ensure that the information stored on the blockchain will not be maliciously tampered with. Meanwhile, the smart contract deployed on the blockchain can ensure that the procedure of storing verification information and the verification procedure are correct and will not be affected by any malicious parties. In addition, we also applied the idea of game theory to solve the problem of reliability of multiple verifications, reducing the time-consuming of each verification to further optimize the performance. Compared with the conventional data integrity verification scheme, the scheme we designed reduces the total verification time consumption by up to 53.44% while ensuring the correctness of the verification, and increases the number of verifiable times by nearly 3.8 times.
PENGARUH MODEL PEMBELAJARAN ROUND TABLE BERBANTUAN MEDIA GAMBAR SERI TERHADAP KETERAMPILAN KARANGAN NARASI SISWA KELAS IV SDN 1 TERONG TAWAH TAHUN PELAJARAN 2020/2021

This study aims to determine whether there is an effect of the round table learning model assisted by picture series media on the narrative essay writing skills of fourth grade students of SDN 1 Terong Tawah in the 2020/2021 academic year. This type of research is experimental research (Quasi Experiment). This research design uses Repeated Treatment. The population in this study were fourth grade students at SDN 1 Terong Tawah. The sampling technique used is purposive sampling, the sample is class IVB SDN 1 Terong Tawah. The data collection methods used were observation and written tests, writing narrative essays, and documentation. The data from the results of writing narrative essays were in the form of pretest, posttest 1, posttest 2, and posttest 3. The data obtained were then analyzed using the ANOVA repated measure formula to determine whether there was an effect of the round table learning model assisted by serial image media on students' narrative essay writing skills. Based on the results of the ANOVA repeated measure test, a significance number of 0.000 was obtained, which was smaller than 0.05. This shows that Ha is accepted and H0 is rejected. So it can be concluded that there is an effect of the round table learning model assisted by serial picture media on the narrative essay writing skills of fourth grade students of SDN 1 Terong Tawah in the 2020/2021 academic year.
Determination of qualified human resources using the ANFIS method

To improve the quality of education is very closely related to the problem of human resources. One of the main key in creating professional human resource lies in the recruitment process, workforce selection and training. Finding a professional and qualified workforce is not easy and a must in an organization or university in screening new employees or lecturers. Therefore we need a system for organizations and universities to be able to get the right people, qualified and placed according to their abilities. This research was conducted using quantitative descriptive research methods and data collection methods in the form of questionnaires and using Adaptive Neuro-Fuzzy Inference System (ANFIS). From the results of testing the data this algorithm shows a data accuracy rate of 77 percent &#x0D; Keywords: HR, ANFIS, questionnaire, quantitative description
Non-Holonomic Robot Navigation Path Planning Using Fuzzy - Steepest Ascent Hill Climb

Robot navigation is determination position as well as direction movement in a trip . Planning track is matter most important in the world of mobile robots. in short , determination track will produce dynasty that can traversed (feasible) with availability information that has there is that is map robotic environment . modelling environment map is step first for determine path planning. on the contrary for environment that doesn't known , modeling will done with the information obtained from the sensors on the robot . on the environment actually , noise and limitations accuracy from the sensor leads to the most basic problem in modeling, that is accuracy , and speed , where influence system navigation live in real-time. For resolve matter the needed the existence of a Fuzzy Description Environment which consists of over the fuzzy model of information obtained in the environment around robots. of these models will Becomes base reference path planner that is used reference to path planning. From the map environment modeling will processed by Steepest Ascent Hill Climb so produce track going to point end . From the results program simulation is obtained waypoints with _ distance shortest that is 363.2724 units distance
Max-Miner Method in Improving Food Sales Strategy

Competition in the corporate world is currently very intense, especially in the retail business sector, one of which is the retail food business. Building a minimarket retail business, provides staple foods that are unavoidable using information technology to support the smooth sales of these products. The use of this information technology has become a necessity in the retail minimarket business world whose aim is to provide maximum profits and minimal losses with promotions that must be done in terms of providing the best service in a retail minimarket that must use the best business strategy, but sometimes the retail minimarket manager constrained in determining the sales strategy. One of the factors is the difficulty of producing an analysis related to the products sold. Therefore we need an analysis of the application of data mining so that product sales at retail minimarkets are increasing and service to consumers is getting better. In this design data mining and algorithms are used, namely market basket analysis and Max-Miner. By applying the Max-Miner method in the data mining process for sales strategies at retail minimarkets, it will produce rule associations that will become product recommendations that will provide a decision in sales strategy for the mini market
Artificial Neural Network Backpropagation Method to Predict Tuberculosis Cases

Artificial neural networks are information processing systems that have certain performance characteristics in common with biological neural networks. Backpropagation is a method in artificial neural networks that uses supervised learning. Backpropagation has a weakness in reaching the convergence level. The convergence rate is the difference from the mean square error value. The mean square error is the difference between the target value and the actual value. One way to increase the convergence rate is to provide input values. in this study using the nguyen widrow backpropagation method. The network will predict Tuberculosis cases. Data sourced from the North Sumatra Provincial Health Office from 2019 to 2021. architectural testing with a learning rate ranging from -0.5 to 0.5 and momentum ranging from 0 to 1 obtained a learning rate of 0.5, the epoch process stops at the 172nd iteration with an achievement gradient of 0.0001598 and the R value for training data is 0.99841 which means it is very good because it is close to 1 with an accuracy rate of 81.82%.
Automation of Two Ubuntu Servers with Ansible and Telegram as Notifications

The purpose of this study was to determine the application of the server configuration automation system using Ansible tools on Ubuntu Server. This study describes a descriptive qualitative research that examines a problem based on what is observed through certain media. The stages of research carried out in designing Automation of Two Ubuntu Servers with Ansible and Telegram as Notifications. The results of this study display two execution results, namely the status of Success and Ended. Ended state is caused by unreacable or unconnected host. The suggestion for the further development of this research is that the application of the automation system can also be carried out on the Windows Server operating system, not only on the Ubuntu Server.
Weather Forecast In Medan City With Hopfield Artificial Neural Network Algorithm

Many aspects are very influential for the continuity of Indonesian society, especially Medan. One of the aspects that affect the continuity of the people of Medan is the weather. Weather plays an important role in various sectors, such as agriculture, aviation, and many other sectors. The Meteorology, Climatology and Geophysics Agency (BMKG) is always trying to develop their innovations to be able to provide accurate weather information to the public. To assist the process of disseminating weather information to the public in Medan City, we need a Weather Forecast application that uses Website-based computer technology so that it can help disseminate weather information easily and effectively which is generated through the support of the Hopfield method by connecting the application with BMKG data. Based on the results of this study, a weather forecasting application was successfully built to help disseminate weather information in Medan City to all Medan City people who want to get information about the weather.
Android-Based Herpes Disease Detection Application using Image Processing

Herpes is a viral infection that causes a skin disease that is widespread throughout the world. Herpes virus is a DNA virus transmitted via infected skin, saliva, and other body fluids. Herpes is characterized by chickenpox-like nodules in one area of the skin, swollen tissue surrounding the nodule, and blister formation on the nodule. Digital image processing that can detect herpes disease is anticipated to reduce physical contact between physicians and patients during skin disease diagnosis. This study's methodology includes collecting data on herpes disease, developing machine-learning models using the CNN algorithm, and deploying the model as an Android application. This study makes use of actual data collected via smartphones, Pocket Cameras, and internet-sourced photographs. The data include 12,645 images of skin affected by herpes and normal skin. Using 100 epochs and the Adadelta optimizer, the accuracy of this study is 85 percent.
Data Mining Implementation For Product Transaction Patterns Using Apriori Method

In the era of information technology, entrepreneurs must have a good marketing strategy so that profits do not decrease. The decline in profits is happening at fast food restaurants for example fast food restaurants in Gresik city. This is due to the incompatibility of products sold with customers in Gresik city. Many promos given by marketing didn’t go well, resulting in sales targets not being achieved. To overcome this, good sales data analysis is needed to get products that match with type of customer. Using data mining with the Apriori algorithm is very appropriate for looking customer purchasing patterns. Association rules that are formed with support and confidence as benchmarks provide, a good reference regarding customer purchasing patterns. Research at fast food restaurant in Gresik was conducted by taking transaction data from September 2021 - September 2022 totaling 48,750 transactions with 134 transactions/day. The results of the research are customer buying patterns that are formed in 10 rules with highest percentage. The best rules that can be the best promos is: if customers buy Rice then buy Drinks with 11,19% support and 68,1% confidence. From the results of research that has been done, customer purchasing patterns have been obtained and can be used as a reference by marketing.
The Effectiveness of Online Learning Using Google Workspace and WhatsApp Applications

This study aims to find an effective online learning strategy during the COVID-19 pandemic in teaching Mathematics subject matter to Class X MIPA of State Senior High School 1 Lubuklinggau. The strategy in this classroom action research is carried out through 2 cycles and includes planning, implementing, observing and reflecting. At the same time, questionnaires online were distributed to the student to find out the initial state of the study. The object of this classroom action research was class X MIPA of State Senior High School 1 Lubuklinggau. The results of classroom action research with two cycles show an increase in the results achieved according to the indicators of success. In the first cycle of students who took part in learning, as much as 79% experienced an increase of 6% in cycle II of 85% of students who took part in learning. In terms of timeliness of students in collecting assignments also increased by 5% from the first cycle of 72% to 77%. This proves that more than 75% of students participate in online learning and collect assignments on time.
PENGARUH MODEL PEMBELAJARAN TEMATIK BERBASIS WEBBED BERBASIS TEKNOLOGI MEDIA TERHADAP MATA PELAJARAN IPS UNTUK HASIL BELAJAR SISWA TEMA MAKANAN SEHAT KELAS V

Social studies learning is a life lesson that can be used for social science ideas to help citizens learn with methods that can be used in their daily lives. Foreground reality is the main culprit, because the students in the class are young children who still view the world as a whole, their learning still relies on real objects and their personal experiences. The second reason is that children's holistic thinking skills will be underdeveloped due to the application of separate subject-based learning in elementary schools. The early and upper classes were feuding, which was a third factor. In addition, teachers often emphasize certain concepts or learning methods. The purpose of this study is to assess efficiency. Social studies learning for fifth grade students at SDN 15 Patamuan using a thematic educational model of the webbed media technology type with mobility assistance, as well as for elementary school students in grade five Negeri 15 Patamuan. Using a similar model but without using the media. Class V of SD Negeri 15 Patamuan which was taught with examples of thematic learning of the Webbed type with help from class V and motion media technology at SDN 02 Patamuan without the help of technology utilizing motion media was able to compare the various social studies learning standards. This study uses a quantitative storytelling methodology. Using the Webbed-type integrated learning model can more effectively and efficiently advance student learning in accordance with integrated learning objectives, according to research conducted by fifth grade students at SDN 15 Patamuan. A teacher continues to play a role in the teaching and learning process from the perspective of content preparation, presentation, and student training.&#x0D;
ANDROID MOBILE GAME MEDIA BASED ON EDUTAINMENT STRATEGY ON SPATIAL ABILITY

This study aims to develop an Android Mobile Game Based on Edutainment Strategy for class VII students of SMP Negeri 3 Pontianak who reach the level of validity, practicality, and effectiveness with the borg and gall model. The subjects in this study were students of class VIII SMP as many as 30 students and 3 media and material experts. The instruments used in this study were media expert validation sheets, teacher responses and student responses, and problem solving ability test questions. The results of validation research on Android Mobile Game Based on Edutainment Strategy are media validation with an average value of 94.28% from the three experts in the very good category. The second is the value of practicality, seen from the value of the questionnaire filled out by the teacher and all students who are accumulated so that a percentage of 92.40% is obtained with very practical criteria. Furthermore, the effectiveness, seen from the value of the results of student posttest work with the number of students who completed as many as 20 people out of 30 people and the average value of students calculated by the formula for the average score and percentage with in the overall student score so that a score of 85.20 was obtained based in the school's KKM score of 75, then the average student test results have complete criteria and are classified as very effective.
DEVELOPMENT OF ALMAJRITI (APLIKASI MATEMATIKA JAGO PROGRAM LINIER INTERAKTIF) FOR CLASS XI STUDENTS OF SENIOR HIGH SCHOOL

This research aims to develop a valid ALMAJRITI (Aplikasi Matematika Jago Program Linier Interaktif) learning media and to determine student responses. Student responses were obtained from questionnaires and tests (pre-test and post-test). The study conducted is in the form of R&amp;D with ADDIE steps. Media, learning, material, IT (Information Technology), language, and practitioners experts validate the media. The validation results obtained from each validator sequentially are 100% (very valid), 85% (very valid), 84.62% (very valid), 70% (valid), 87.5% (very valid), 96 ,87% (very valid). The media is very valid if it gets 75% or more. Overall, the media obtained a very valid assessment result of 87.33%, so the media was feasible to use. Meanwhile, the test instrument was validated by a material expert. The media was tested in class XI IPA 3 MAN 1 Blitar. The use of media shows a positive student response. More than 65% of students gave a positive response based on the questionnaire results. In addition, the average pre-test was 17.07, the post-test was 77.5, and the percentage increase in student learning outcomes was 405%. Thus, there is an increase in student learning outcomes before and after using ALMAJRITI. This increase shows a positive response from students to the ALMAJRITI. Therefore, it can be concluded that the ALMAJRITI media is valid and feasible to be used as a learning resource for class XI students