Reviewerly/exHarmony huggingface dataset:
Pelatihan Media Pembelajaran dengan Teknologi Google Assistant sebagai Inovasi KBM Sekolah Luar Biasa di Jakarta

The development of IT-based learning media in the field of education continues to progress in order to create comprehensive and interesting Teaching and Learning Activities (TLAs). In accordance with the Master Plan for Persons with Disabilities (RIPD) of the Ministry of Social Affairs of the Republic of Indonesia, learning media innovations are also important to be implemented in special schools for students with special needs in Indonesia. Innovation in learning media at SLBN 01 Jakarta still encounters obstacles, especially related to the lack of understanding of user experience in the teaching and learning process between teachers and students with special needs. Therefore, the team from the Faculty of Computer Science, UPN Veteran Jakarta (UPNVJ) conducted community service activities (PkM) to provide Google Assistant-based Learning Media Training to the Teacher Group from SLBN 01 Jakarta. The results of the activity aim to enable the Jakarta SLBN 01 Teacher Group to be able to independently apply the Google Assistant-based Natasha Bot learning media based on directions and assistance from the PkM team. The results of the feedback obtained from the participants indicated that the activity was going very well. The results also show an increase in teachers' knowledge in Special Schools (SLB) in the application of Google Assistant-based trivia quiz learning media innovations for Indonesian language subjects at the 6th grade elementary school level.
PENGGUNAAN METODE BERMAIN DENGAN KARTU KATA UNTUK MENINGKATKAN KEMAMPUAN MEMBACA ANAK

Language development in Early Childhood includes expressive language and receptive language. The ability to read in children is included in receptive language. Based on the results of observations at Budi Mulia Dua Sedayu Kindergarten that the use of playing techniques using letter cards is a separate motivation for children to learn to recognize words and learn to read while playing. This research is a qualitative descriptive study that is used to describe reading techniques using word cards which are carried out using the playing method. The subjects in this study were group B children at Budi Mulia Dua Sedayu Kindergarten. The data obtained from this study were obtained from teacher interviews, observations, and documentation. The techniques used in conducting data analysis are data reduction, data presentation, and drawing conclusions. The results of the study obtained the final data that the ability of children who were originally included in the Undeveloped (BB) criteria in reading ability was progressing about 59%. The conclusion from the results of this study is that word cards given using playing methods are effective for improving children's reading skills if teachers and parents work together to motivate children to learn to read and there is a child's willingness to learn.
TOEFL untuk Meningkatkan Kualitas Bahasa Inggris Peserta Didik: Pelatihan dan Praktik

TOEFL or known as the Test of English as a Foreign Language is an English test that is used to measure the level of mastery of a student's English through listening, reading, and writing and structural expressions. This test is very useful for high school students. One of the benefits that can be felt by students is as preparation for college level. With good English skills, it will produce a maximum TOEFL score. Community service activities that have been carried out for JAYABAYA Tutoring students using the lecture, discussion, and practice methods of working on TOEFL questions. The lecture method used to motivate as well as deliver the material makes students feel enthusiastic about trying to work on the TOEFL questions. The method of discussion and practice is carried out to determine the level of students' English mastery through the TOEFL test. By providing discussions and opportunities to do TOEFL Exercises, it increases students' motivation to learn English
PEMBELAJARAN COOPERATIVE INTEGRATED READING AND COMPOSITION (CIRC) TERHADAP KEMAMPUAN NUMERASI DALAM MENYELESAIKAN SOAL PEMECAHAN MASALAH

Current mathematics education should meet requirements that involve critical thinking skills, real-world relevance, the use of technology, and communication and collaboration abilities. In this regard, students need to have good numeracy skills, which involve the ability to use numbers and mathematical symbols in everyday problem-solving, such as calculations and data interpretation. Numeracy skills are important in shaping responsible and competent individuals. Additionally, problem-solving strategies are also at the core of mathematics teaching. Research has shown that the use of the Cooperative Integrated Reading and Composition (CIRC) instructional model has positive consequences for mathematical problem-solving proficiency. With the CIRC model, students can effectively improve their numeracy skills and mathematical problem-solving strategies. This research was conducted using a quantitative method, t-test, and paired sample test. The research subjects consisted of 50 eighth-grade students at SMP Negeri 7 Tungkal Jaya. Data was collected through documents, observations, and tests. Data analysis was done by conducting a paired sample t-test to assess the significance of the influence of CIRC learning on students' problem-solving competence. It is important to conduct further research involving larger samples and considering factors that may potentially affect learning outcomes.
THE EFFECT OF INTENSITY USE OF SOCIAL MEDIA ON STUDENT ACADEMIC PROCRASTINATION

This study aims to determine the effect of the intensity of social media use on academic procrastination of Muhammadiyah University students of Palangkaraya. The research method used is quantitative. The population of this study was 2714, while the sample was 349 students. Data collection techniques were carried out by distributing questionnaires to students. Statistical testing using multiple linear regression analysis. The results of the study indicated that the significance value is 0.013 &lt;0.05, so it can be concluded that there is a significant influence on the intensity of social media use on academic procrastination of Muhammadiyah University students of Palangkaraya.
Optimizing Estimation Accuracy: Leveraging the Winner-Takes-All Approach

This paper proposes an algorithm for improving estimation accuracy in industrial applications. Traditionally, a weighted sum method is used to map two views, but this approach often leads to blurry results. Instead, the winner-take-all approach is suggested as a means of achieving better accuracy. Three criteria are introduced for evaluating image quality, including sharpness (which measures the effect of motion artifacts from the RGB camera), flatness (which estimates the number of parts in the depth image that belong to plane parts), and fitness (which checks the match between the current view and existing map). While depth images provide 3D structure of the environment, they typically lack sufficient resolution to deliver accurate results. However, by estimating a plane, accuracy can be improved and a more precise boundary can be obtained from the higher resolution of the RGB image.
Code Generation based on Controlled Natural Language Input

Over time the level of abstraction embodied in programming languages has continued to grow. However, most programming languages still require programmers to conform to rigid constructs. These constructs have been implemented in the name of efficiency for the computer. The continual increase in computing power allows us to consider techniques not so limited. To this end, we have created CABERNET, a Controlled Natural Language (CNL) based approach to program creation. CABERNET allows programmers to use an outline-based syntax. Using heuristics and inference to analyze and determine the programmer’s intent, this tool chain can create mobile applications. Using templates, a CABERNET application can be processed to run on multiple run-time environments. Since processing a CABERNET program file results in a native application, performance is maintained. In this paper, we compared sample applications created in Swift, SwiftUI, and CABERNET. The CABERNET implementations were consistently shorter than those produced in the other two languages. In addition, users surveyed consistently found CABERNET easier to understand
Examining Accuracy Heterogeneities in Classification of Multilingual

Tools for detection of AI-generated texts are used globally, however, the nature of the apparent accuracy disparities between languages must be further observed. This paper aims to examine the nature of these differences through testing OpenAIâ€™s â€œAI Text Classifierâ€ on a set of various AI and human-generated texts in English, Swahili, German, Arabic, Chinese, and Hindi. Current tools for detecting AI-generated text are already fairly easy to discredit, as misclassifications have shown to be fairly common, but such vulnerabilities often persist in slightly different ways when non-English languages are observed: classification of human-written text as AI-generated and vice versa could occur more frequently in specific language environments than others. Our findings indicate that false positives are more likely to occur in Hindi and Arabic, whereas false negative labelings are more likely to occur in English. Other languages tested had a tendency to not be confidently labeled at all.
Identifying the Bank Personnel involved in Fraudulent Activities

Binary classification is about predicting which one of the two class values if more likely for a given instance. To learn such a model it is important to have enough number of examples from both class values. When this is not the case, which is known to be class imbalance problem, building strong predictive models becomes a very challenging task. In this study we pick up one such problem: predicting the bank personnel which might commit fraud (stealing money from customer accounts). For this problem, in order to have a strong enough predictive model, we decided to combine the powers of descriptive and predictive modeling techniques where we developed several descriptive models and used them as an input of a predictive model at the last stage. The results show that our solution approach perform quite well.
Requirements Engineering Framework using Contextualization, Profiling, and Modelling

The proposed Requirements Engineering Framework (REF) is novel and efficacious in producing quality Requirements Specifications. The framework is based on the principles of design thinking that include empathy; system visualization to understand the system, its components, and the pattern of their interactions; and observing the possible behavior under different contexts and situations. The proposed framework includes requirement elicitation, requirement understanding, defining requirement goals, requirement profiling, requirement contextualization, and requirements modeling. All these are carried out by keeping ISO 25000 standards for software engineering at the core. The proposed REF will be impactful in implementing modern-day projects which are disruptive and becoming more and more context-aware systems because of machine/ deep learning, data engineering to deal with structured and unstructured data, sensor technologies, interactive technologies, 5G technologies, and control-related technologies. The framework also will address the limitations of CMM-based or agile-based approaches.
PENGARUH PENGGUNAAN MEDIA INTERAKTIF BERBASIS ARTICULATE STORYLINE TERHADAP HASIL BELAJAR PESERTA DIDIK SMP NEGERI 22 SURABAYA PADA MATERI LISTRIK STATIS

The use of Articulate Storyline in designing interactive learning media can be done easily. The user interface display of Articulate Storyline is similar to Microsoft Powerpoint, it also has a combination of features from media design, interactive question design, as well as a video editor. The purpose of this study was to investigate the effect of using interactive media based on Articulate Storyline on the learning outcomes of class IX students of SMP Negeri 22 Surabaya on the topic of static electricity. The method used is a quantitative descriptive type of quasi experiment with a non-equivalent control group design. The sample consisted of class IX A as the experimental class and class IX B as the control class. Data was collected using test and documentation techniques. The results showed that there was a significant effect of the use of interactive media Articulate Storyline on the learning outcomes of students in the experimental class, with a significance value of 0.000 which is less than the significance level of 0.05. The difference in the average score obtained by the experimental class (86.111) also proved to be higher than that of the control class (74.236). The conclusion is that the use of interactive media is proven to be able to increase students' understanding which is reflected in the increase in their learning outcomes.
PEMANFAATAN APLIKASI RUMAH BELAJAR DALAM MENDUKUNG PROSES PEMBELAJARAN KELAS IV SDN 03 JABALSARI

The function of information and communication technology has created a new learning method in the world of education, namely web-based learning media as an innovative learning method, one of which is Rumah Belajar applications. This study aims to describe the use of Rumah Belajar applications in supporting the learning process. This study uses a descriptive qualitative research method with a phenomenological approach. This type of qualitative research with a phenomenological approach is expected to reveal the situation and problems faced. The stages in conducting this research are the pre-field stage, the implementation stage, the data analysis stage, and the evaluation or reporting stage. Collecting data in this study using observation, interviews, and documentation. The results of the study show that the Rumah Belajar application provides various features which are divided into main features and supporting features. Its main features include sumber belajar features, laboratorium maya features, bank soal features, and kelas digital features. Supporting features include a peta budaya feature, an buku sekolah elektronik feature, a wahana jelajah angkasa feature, a karya bahasa dan sastra feature, a pengembangan keprofesian berkelanjutan feature, a blog pena feature, an edugame feature, and an augmented reality feature that can be accessed and function by teachers and students in carry out learning activities.
The Effectiveness of Using Android-Based Picture Guessing Game in Improving Arabic Vocabulary

In learning a foreign language such as Arabic, vocabulary is a very important aspect. This study discusses an android-based picture guessing game in increasing the Arabic vocabulary of MI Hasyim Asyari Jember students. The purpose of this study was to determine the effectiveness or not of the Android-based picture guessing game in increasing vocabulary. The object is students of class II MI Hasyim Asyari Jember. This research is included in the pre-experimental research because it only uses one class as the experimental class as well as the control class. The design used was one group design pre-test post-test. Researchers used the data method in the form of a test with ten multiple choice questions. Based on the results of the pre test and post test, the average pre test result was 61.5 and the post test average was 83.5. In addition, the calculated t value is greater than t table so that H0 is rejected and Ha is accepted. So, an android-based picture guessing game can be said to be quite effective in increasing the vocabulary of grade II students with a percentage of 65.75%.
Cybersecurity Awareness on Cybercrime Among the Youth in Gauteng Province

The increased independence on Internet has raised growing concerns that cyber security is becoming difficult to maintain. Not only do businesses depend on the internet for all types of electronic transactions, but home users increasingly also experience the immense benefit of the internet especially during the COVID-19 pandemic. Cyber security awareness and education are central to any attempt to secure cyber space. In the education system, youth must be made aware of the possible attacks and types of intruders. The rapid growth in the use of cyber space is not matched by the necessary skills. Therefore, there is a need for broad-based education initiatives on Internet safety and security to tackle the issues of child protection and social security in general. Cyber security and awareness become a vital issue because promoting awareness would contribute greatly towards cyber security as a whole. An interpretive research approach was adopted using a qualitative research method. The semi-structured interviews were conducted with 37 participants, eight from the SAPS Crime Intelligence Unit. Five participants from Crime Intelligence Unit, which constituted of males, participated in this study and for the youth, the first author interviewed 29 participants, which consisted of 17 female and 12 male participants who were between the ages of 19 to 35 years. The findings indicated that there are currently no existing initiatives in the field of policing cybercrime in South Africa. There are currently no cyber security awareness programmes or preventive techniques by the SAPS targeting the youth. South Africa is still lacking behind in the strategy development regarding cybercrime and cyber security.
Prediction of Rainfall and Water Discharge in The Jagir River Surabaya with Long-Short-Term Memory (LSTM)

Flood disasters can occur at any time when the factors for the amount of river water discharge and rainfall intensity tend to be high, so preparations and ways of handling are needed to anticipate flood disasters quickly, precisely, and accurately for the Surabaya Public Works Service. One of the steps to predict and analyze the status of the flood disaster alert level is by calculating predictions based on rainfall and the amount of river water discharge. This study uses the Long-Short Term Memory (LSTM) algorithm to predict rainfall and river water discharge on the Jagir River in Surabaya. The LSTM method is a model commonly used for predictions based on time series data. The data obtained are rainfall data and water discharge on the Jagir River, Surabaya, which will be used as training and testing data to make predictions. The results of implementing the LSTM method using data training of 70% and data testing of 30% on rainfall data using the best epoch, namely at epoch ten by producing tests on data testing can have a Mean Absolute Error (MAE) performance of 4.5 and Root Mean Square Error (RMSE) of 9.7. Whereas the water discharge variable uses the best epoch, namely at epoch 75, by producing data testing data which can have a Mean Absolute Error (MAE) performance of 11.49 and a Root Mean Square Error (RMSE) of 9.63.&#x0D;
Analisis Regresi Logistik Biner dalam Penentuan Faktor-Faktor yang Mempengaruhi Ketepatan Waktu Lulus Mahasiswa UIN Alauddin Makassar

This research is an application/applied research, namely by taking or collecting data and analyzing it using a binary logistic regression model to determine the factors that influence the accuracy of graduating students at UIN Alauddin Makassar. The type of data used in this research is secondary data. These data originally from undergraduate students data 0f 8 faculties obtained from the PUSTIPAD Information System of UIN Alauddin Makassar Rector Class of 2016. Undergraduate/D-IV program students are declared to graduate on time if they complete their studies at tertiary institutions for less than or equal to 8 semesters or you could say 4 years, with a minimum number of credits of 144 credits. To determine the binary logistic regression model, parameter significance tests were carried out simultaneously using the G test and partially using the Wald test. Then test the fit of the model by measuring the chi-square value and the Hosmer and Lowshow test at a significant level of 5%. The results showed that there were three factors that influenced the timeliness of graduation accuracy, namely gender (X1), IPK (X3) and educational background (X4)
Analisis Sistem Informasi Akuntansi Penerimaan Dan Pengeluaran Kas Pada PT. Anjungan Buana Wisata

PT. The Jambi Tourism Buanan Pavilion is a company in the tourism sector with the trademark Kampoeng Radja. The problem is that Kampoeng Radja is the only largest tourist park in Jambi Province that uses technological developments in the form of cards (Kampoeng Radja Cards) in the ticket system, because it is still the only tourist park that uses ticket system technology, so this study aims to analyze the information system process. accounting for cash receipts and disbursements at the ongoing PT Anjungan Buana Wisata. This research uses descriptive analysis method. Data collection techniques, using the method of interviewing, observation, and literature study. The results showed that; (1) The accounting system for cash receipts and disbursements at PT. The Buana Wisata Pavilion is carried out systematically, all processes of cash receipts and cash disbursements must be authorized by the parties concerned. (2) There is a separation of the functions of finance, accounting and cash so that security can be guaranteed. This is in accordance with the theory and is well implemented at PT. Buana Wisata Pavilion. (3) Cash receipt and receipt system supported by an excellent internal control system. (4) The company has used a computer system to record all transactions. All data has been automatically available in this system which is very effective and efficient for the company.
Perancangan Sistem Informasi Stock Opname Berbasis Web Pada Umkm Ilhamum-Taza

UMKM (micro, small and medium enterprises) Ilhamum-Taza is engaged in the production and sale of tempeh chips and peanut brittle which is one of the souvenirs from Jambi. MSME Ilhamum-Taza manages records in the form of stock items that are still manual, so that the recording of goods is not yet effective and efficient. So in order to be more optimal, it must use a web-based inventory information system and use the FIFO (first in first out) method. The development of this web-based stock information system uses the waterfall model and the data flow model using DFD (Data Flow Diagrams) and databases. This research and design produces a stock taking information system that will be implemented in Ilhamum-Taza.
Sistem Informasi Pencatatan Kas Masuk Pada Lemon Fresh Laundry Jambi

Laundry business is a business related to laundry services with washing machines and automatic dryers and special cleaning and fragrance fluids. This business is mushrooming in big cities where there are many boarding houses and rented houses, where renters of boarding or rented houses do not have time or cannot do their own washing and ironing of clothes due to busyness as students and workers. Lemon Fresh Laundry, one of the kilogram laundry in Kisaran. Its strategic location, precisely on Jl. Lkr. Barat 3, Bagan Pete, Kec. Kota Baru, Jambi City, makes many customers visit every day to use Lemon Fresh Laundry services. Until now Lemon Fresh Laundry does not have its own information system and still uses a manual system, this laundry also does not have an accurate database storage system so that all data is still stored in a book. With the use of this manual system, various problems arise such as the difficulty of finding customer data in a book. The purpose of this Web-based cash-in recording system application is to provide professional services to customers and minimize errors that may occur. This Web-based cash recording information system uses ERD and MYSQL flow diagrams for data processing.