Reviewerly/exHarmony huggingface dataset:
Error analysis in the middle test of Writing Post-Basic written by the third semester of English education department Universitas PGRI Madiun year 2021/2022

Writing is one of the important English skills. The process to make good writing is difficult. There were errors in the writing process. Therefore, the researcher was interested in analyzing the kinds of errors in writing. The problem of this study is to identify the errors made by the third-semester students of English education department at Universitas PGRI Madiun in the academic year 2021/2022. A descriptive qualitative method is used to analyze this research. The researcher analyzed subject-verb agreement errors, verb tense errors, verb form errors, singular/plural noun ending errors, and word form errors. The steps to finding the data are: collecting the sources of the data, understanding the content of the writing, selecting the test which contains errors, analyzing the collected data, and drawing conclusions. The result of this research, from the lowest to the highest, is as follows: singular/plural noun ending errors (3.40%), subject-verb agreement errors (12.24%), verb form errors (13.61%), verb tense errors (30.61%), and the highest error is word form errors (40.14%). The suggestion of the researcher for the next researcher, there are still many aspects that can be analyzed from other kinds of errors and analyzing other skills of English such as reading, speaking, and listening concerned in the errors aspect.
Use of Machine Learning Applications for Speech Impaired People

While sign language is very important to deafmute people to communicate both with normal people and with themselves; it is still getting little attention from the normal people.We, as normal people, tend to ignore the importance of sign language unless there are loved ones who are deaf-mute.One of the solutions to communicate with the deaf-mute people is by using the services of sign language interpreters.But the usage of sign language interpreters can be costly.A cheap alternative to replace the interpreters is the use of a model that can automatically translate their actions into words.This paper covers the development of such a model which helps to automatically detect our actions in real time using the Mediapipe model and translate the same into respective text format.
Schema Resolver as a Solution for Digital Documents Retrieval

Discovering digital documents can sometimes be challenging.A digital document has many attributes to find and has been updated in many versions.In digital government documents, it can become other digital documents in different repositories, so finding the source of digital documents from other digital documents is so uncommon.This paper describes how to find a digital document from other digital document sources from different repositories.Bringing together Xquery and graph theory encourages this research for flexibility and efficiency in developing a tool for the retrieval of documents.Furthermore, to achieve the goal of having many algorithms in this tool, the tool, called the resolver, will develop the knowledge bases for many algorithms that can be used in this tool.Hopefully, the resolver can be used by any algorithm occasionally.
Kemampuan Early Childhood Mathematics Anak untuk Mempelajari Matematika di Tingkat Selanjutnya

This study aims to determine the skills that children should possess during early childhood and to interpret the problems that are obstacles, as well as efforts that can be taken as solutions. The method used in this research is a literature study. The survey conducted showed that children's classification and resultative counting skills are still relatively low. The results of the study found that children's skills in early childhood mathematics can predict how successful they will be in their mathematics learning achievement and in developing other skills. There are 4 skills that need to be developed, which is concept of comparison, classification, resultative counting dan general understanding of number. Teachers are expected to be able to prepare high-quality lesson plans to help develop children's abilities and can act as facilitators in learning for children. Keywords: Early childhood; Mathematics; Numerical; Skills Abstrak Penelitian ini bertujuan untuk mengetahui kemampuan apa saja yang harus dimiliki anak pada masa early childhood dan menginterpretasi apa saja masalah yang menjadi hambatan, serta usaha yang dapat diambil sebagai solusinya. Metode yang digunakan dalam penelitian ini adalah studi literatur. Survei yang dilakukan, menunjukkan bahwa kemampuan classification dan resultative counting anak masih tergolong rendah. Hasil dari penelitian ditemukan bahwa kemampuan anak dalam early childhood mathematics dapat memprediksi bagaimana anak tersebut dapat sukses dalam pencapaian pembelajaran matematika dan juga dalam mengembangkan kemampuan lainnya. Terdapat 4 kemampuan yang perlu dikembangkan, yaitu concept of comparison, classification, resultative counting dan general understanding of number. Guru diharapkan dapat mempersiapkan rencana pembelajaran yang berkualitas tinggi untuk membantu mengembangkan kemampuan anak dan dapat berperan sebagai fasilitator di dalam pembelajaran bagi anak.
Penerapan Media Permainan Word Square Dalam Pembelajaran Materi Lagu Daerah Kelas V SDN 1 Talang

Student learning outcomes can be divided into three types, namely cognitive learning outcomes related to the material obtained by students, affective learning outcomes related to students' attitudes in carrying out and after the learning process, and student psychomotor learning outcomes related to student skills. The purpose of this study is to determine the application of word square learning media at SDN 1 Talang. The subjects of the study were the principal, teachers and students of SDN 1 Talang. Techniques in data collection namely interviews, observation, and documentation. The results obtained from this study are that SDN 1 Talang has used word square game media in learning, especially folk song material for fifth grade students.
Storytelling as a media in speaking English for Indonesian EFL learners: A speech competition study

EFL is still interesting to be researched even in this digital age. There are new things that are found in any event or class. This study aimed to investigate the participant’s English speaking skills in storytelling competitions at MA Al-Ittihad. This qualitative study used observation, interviews, and documentation to collect primary data from six Indonesian EFL learners who were participants in storytelling and secondary data from two judges. The study revealed that there is a relationship between good speaking skills with fluency, correct pronunciation, vocabulary, and grammar. Meanwhile, a good speaker has a big chance to win the competition.
Peramalan Jumlah Pengunjung Objek Wisata Gumul Paradise Island Kabupaten Kediri Menggunakan Metode Prophet

&#x0D; &#x0D; &#x0D; The obstacle most often faced by tourist attractions is related to the variable number of visitors where the number of visitors has decreased due to the co-19 pandemic. This variable number of visitors can be an obstacle for tourist attraction managers to be able to maximize the income earned. This study aims to develop a forecasting system for the number of visitors to Gumul Paradise Island by applying the Prophet Method. The stages of the research include communication, prophet modeling, and evaluation of results. The data used as training data is visitor data from 2012 to 2021. This study used data-filling techniques to fill in the blank training data. The accuracy rate of forecasting the number of visitors is 99.387% in comparing the forecasting results of training data with test data and 90.242% in forecasting results with actual data. This can be interpreted that the forecasting model using the prophet method can predict the number of visitors to the Gumul Paradise Island tourist attraction.&#x0D; &#x0D; &#x0D;
A Survey of Learning Media Utilization in Elementary School Survei Pemanfaatan Media Pembelajaran di Sekolah Dasar

The principle objective of this research, first was to survey the need of learning media in four public schools which consist of 55 samples, second was to engage learning media which contain of environmental awareness in primary schools. This research used documentations, observations, and in-depth interviews to collect data. The data analysis used quantitative and descriptive analysis. The findings reveal that learning media in which frequently used by teachers as follows laptop and LCD (31,25%), books (62,5%), and others (6,25%), while learning media which expected or needed by students were: reality (62,5%) and multimedia (37,5%). Findings suggest that teacher might provide reality and multimedia as a learning media which contain interactive material to the students.
The Implementation of Data Mining Method Using K-Means Algorithm to Analyze Study Interest of High School Students

At present, the school is experiencing difficulties processing the results of student academic achievement for the specialization process for high school students. The currently running student interest process still uses a manual system by calculating the subject value of each student and then grouping the results of the calculation of each student's value into science or social studies interest groups in accordance with the requirements imposed by the school. For that, we need a solution that can overcome these difficulties. The author develops the application using the Rapid Application Development (RAD) method, which consists of the requirements planning phase, the design phase, the construction phase, and the implementation phase. At the construction stage, the K-Means algorithm is implemented in data mining technology to classify student academic achievement results into science and social studies interest groups. The results of making this application are intended for the school, especially the homeroom teacher, so that it can be an alternative solution or advice in making decisions for student specialization.
A Hybrid Data Resampling Algorithm Combining Leader and SMOTE for Classifying the High Imbalanced Datasets

Objective:The traditional classifiers are ineffective in classifying the imbalanced datasets.Most popular approach in resolving this problem is through data re-sampling.A hybrid resampling method is proposed in this paper that reduces the misclassification in all the classes.Method: The proposed method employs the Leader algorithm for under sampling and SMOTE algorithm for oversampling.It generates the desired number of samples in both the classes based on the problem that overcomes the over-fitting and under-fitting issues.Findings: To evaluate the performance of the proposed work, it is tested on 13 high imbalanced datasets obtained from the keel repository and the results are compared with the state-of-the-art hybrid data resampling methods such as SMOTE+Tomek Links, SMOTE+ENN, and SMOTE+RSB*.From the experiment it is observed that among the 13 high imbalanced datasets, the proposed method outperforms in 12 datasets and produces the same result in 1 dataset.The proposed method reduces the misclassification rates of minority and majority classes and is more suitable for the extreme imbalanced datasets.Novelty: This research work introduces a novel approach for classification by combining machine learning algorithms with domain-specific knowledge and resulting in significantly improved accuracy in classifying the extreme imbalanced datasets compared to the traditional methods.The uniqueness of the work is the utilization of the Leader algorithm and the SMOTE algorithm with a required resampling ratio instead of balancing and it improves the performance of the classification on the imbalanced data.
A contextualised model of the use of agile technique in South African software development team

Background: Software development teams are challenged with the adoption of the most appropriate software development methodology. Despite their acceptance of agile methodologies, still many countries use traditional software development methods.Objectives: The major objective of this study was to develop a contextualised model for the adoption of agile methodologies in software development teams in South Africa.Method: Our study identified the factors that contributed to the adoption of agile software development teams in South Africa by conducting a factor analysis. We used descriptive statistics to determine the frequencies of the participant’s demographics and situational variables. A composite research model based on technology, organisation and environment, individual characters and culture constructs was constructed and analysis was performed by applying the statistical techniques of correlation analysis, regression analysis and structural equation modelling.Results: The result of the analysis revealed that many teams do not have a specific model that they use in agile development methodology. Technology, organisation, environment and culture constructs were found to have an impact on teams in adopting agile methodologies.Conclusion: The study demonstrated that organisations lack appropriate models of agile methodologies adoption to inform their decision making. Therefore, adopt the developed model in taking informed decisions for their software development methodologies. The study makes a practical contribution to management and practice.Contribution: This study improves on software development approaches in developing countries. The developed model can be adopted as a theory in future research. It contributed literature to the body of knowledge.
Analisis Sentimen Masyarakat Terhadap Pandemi Covid-19 Pada Sosial Media Menggunakan Naïve Bayes Clasifier

&#x0D; &#x0D; &#x0D; Social Media is an application internet based of communication. Twitter is one tool that Internet users frequently utilize. Twitter is one tool that Internet users frequently utilize., Twitter is a website that offers microblogging services so that users can communicate ideas, opinions, or just their daily lives through brief writings called Tweets. Social media is a communication tool that Internet users are currently using in large numbers. Tweets from Twitter users cover a wide range of topics, and from these tweets, data can be extracted for sentiment analysis, which can provide information to a variety of parties. The purpose of this project is to develop a system for sentiment analysis that can produce data and information in the form of positive sentiment, negative sentiment, and neutral sentiment. The Nave Bayes Classifier technique is used to categorize feelings. This system receives input in the form of public tweets on the Covid-19 Pandemic. Data visualizations of positive, negative, and neutral sentiment are produced by this system as its output. The Public Sentiment Analysis System with the Nave Bayes Classifier Algorithm can automatically do sentiment analysis with an accuracy of 70% when classifying a tweet using the Nave Bayes Classifier approach. The analysis's findings are presented in tabular form and visually using word clouds and diagrams.&#x0D; &#x0D; &#x0D;
LOVELL FERNANDEZ MEMORIAL LECTURE: THE GLOBAL SHADOW ECONOMY 23 FEBRUARY 2023

Ladies and Gentlemen, dear friends and colleagues, it is a great honour for me to deliver this Lovell D. Fernandez Memorial Lecture. Lovell is alive in our memory. We remember him as an inspired teacher and as a warm-hearted person.He personified the dramatic transition South Africa underwent: Lovell was born and brought up in the times of Apartheid. He had the stamina to survive in a difficult academic environment and he has given a lot to those who were fortunate to be born after Apartheid.From his interest in transitional justice, he turned to economic crime. He realised that corruption and related money laundering were amongst the major challenges for economies in the Global South, including South Africa. I am personally very happy that Lovell invited me to teach at the University of Western Cape. For us (Kathrin and I) this course in South Africa is one of the highlights of the year.
POTENTIAL USE OF TECHNOLOGY TO DEVELOP ELEMENTARY STUDENTS’ MATH SKILLS THROUGH TOON MATH

Everyone needs to learn mathematics, which is a basic science. It is undeniable that the life of the world cannot be separated from mathematics. But, most elementary school students, unfortunately, are still difficult to count and lack interest in mathematics. Through this paper, the researcher aims to find out the elementary students’ arithmetical speed in grade 2 and to apply a quantitative approach by applying the pre-experimental design method, one group pretest-posttest type. The research results indicate that there was a significant increase. In the pretest, there were students who answered quickly and correctly on the summation questions, there were 32% students. Based on the subtraction questions, there were 22% of students. Based on the story summation questions, there were 43% of students. Based on the division questions, there were 13% of students. And based on multiplication, there were 51% of students. And these results increased in the post-test conducted by researchers, which students who answered quickly and correctly on summation questions at 84% of students, subtraction questions at 73% of students, story summation questions at 62% of students, division questions were 43% of students, and on multiplication questions 54% of students. The implication of this Toon Math application is that Toon Math can be used as a variation of mathematics learning so that students have an interest to learn mathematics. Based on the description of the data, it states that the Toon Math game influences the students’ increasing arithmetical speed.
Using Augmented Reality Virus (VAR) Application Media to Improve High School Students' Disposition and Creative Thinking Skills

This study aims to reveal the effect of using the Augmented Reality (VAR) Virus Application in arousing the creative dispositions and creative thinking skills of high school students. The research was conducted on 118 class X students at a public high school in Mataram in biology lessons on viruses. The research was conducted using an experimental method pretest and posttest control group design. The experimental class group of students got learning by using the VAR application and the control group using the power point application (ppt). Both classes received pretest and posttest by filling out creative disposition questionnaires and tests of creative thinking skills before and after the intervention. Research data in the form of quantitative data, both creative disposition and creative thinking skills, were tested and analyzed using the N-gain test and difference test. The results of the study revealed that the VAR application aroused students' creative dispositions in the medium category (N-gain 0.41) for the experimental class (VAR application) and in the low category (N-gain 0.23) for the control class (ppt application), both statistically significantly different. The creative thinking skills of VAR class students increased in the moderate improvement category (N-gain 0.32) and in the low category ppt class (N-gain 0.09), both of which also showed significant differences. The conclusion of this study is that the use of the VAR application has the potential to be used as a learning aid for Virus material and is recommended to be suitable for stimulating the growth of creative thinking skills
A Study on the APT Attack Scenario Verification System

APT(Advanced Persistent Threat)는 대상시스템을 사전에 조사한 후에 악성코드에 감염시키다. 이러한 APT 공격 대상은 스마트빌딩, 스마트팩토리 등과 같은 디지털화된 공간과 결합이 되면서 점차 다양한 공격으로 변화하고 있다. 스마트빌딩, 스마트팩토리에서 APT 공격에 접점으로서 IoT센서, 보안용 CCTV, 공급망에 대상으로 APT 공격이 발생하고 있다. 이는 기존의 거주지, 산업공간이 4차산업기술과 융합이 되면서 통신연결, IoT센서를 통한 자동화를 통한 데이터 수집이 되면서 APT 공격 대상도 확대되고 있다. 본 연구에서는 IoT센서 무선취약점 APT 공격 시나리오, CCTV계정 취약점 APT 공격 시나리오, 공급망 네트워크 취약점 APT에 대해 MITRE ATT&CK 프레임워크 절차에 따라 개발하였다. 제안하는 APT 시나리오 검증 시스템을 통해서 3개 APT를 특정 시스템을 대상으로 실험을 수행하였으며 3개 APT 공격에 대해서는 해당 시스템에 전체 공격 성공율은 86.9%로 취약한 것으로 분석되었다. 본 연구를 통해 다양한 APT 공격의 시나리오를 개발하고 검증하는데 활용이 가능하다. APT (Advanced Persistent Threat) pre-investigates the target system and infects it with malicious code. These APT targets are gradually changing into various attacks as they are combined with digitized spaces, such as smart buildings and smart factories. In smart buildings and factories, attacks on IoT sensors, security CCTV, and supply chains are being hit as contact points for APT attacks. This combines existing residential areas and industrial spaces with the fourth industrial technology to collect data automatically through communication connections and IoT sensors. The target of APT attacks is expanding. In this study, the IoT sensor wireless vulnerability APT attack scenario, CCTV account vulnerability APT attack scenario, and supply chain network vulnerability APT was developed according to MITREATT&CK framework procedures. Using the proposed APT scenario verification system, three APTs were examined on specific systems, and the overall success rate for the three APT attacks was 86.9%, which was analyzed as vulnerable. These results can be used to develop and verify scenarios for various APT attacks.
Pengembangan Game Visual Novel Sebagai Media Pembelajaran Bahasa Inggris Menggunakan Metode ADDIE

The methods and media that are used in the teaching and learning process are crucial to its success. With the use of suitable learning resources, teachers and students can overcome barriers to learning, enabling students to quickly access and comprehend course material. The survey was conducted in SD Negeri 1 Rogojampi, and the findings revealed that teachers only verbally communicated knowledge to the students while they were learning. With the use of an Android-based Visual Novel Game and the ADDIE method, the researcher hoped to innovate in the development of English learning media. Sixth-grade elementary school students who were randomly selected as respondents during the implementation stage were divided into groups that used learning media and groups that did not. According to the expert validation results, learning media are practicable to use and test on respondents. There were no problems in the learning media during the small group test, allowing it to be continued to the implementation stage or the big group test on research respondents. The respondents are put into two groups for comparison purposes: the group that received learning media and the group that did not. The average comparison value between the groups using learning media and the groups not using learning media differs by 2.9, showing that visual novel learning media is both useful and effective as a learning medium.
Sistem Penentuan Prioritas Penerima Rehab Rumah Dhuafa Menggunakan Metode TOPSIS Berbasis Web

&#x0D; &#x0D; &#x0D; The process of selecting candidates for home rehabilitation of Dhuafa in Desa Ulee Nyeue, Kec. Banda Baro, Aceh Utara still using a manual process and by a subjective assessment. In this study the authors designed a decision support system to determine the candidates for home rehabilitation of Dhuafa in Desa Ulee Nyeue, Kec. Banda Baro using TOPSIS method. The criteria we used in the decision support system process are the area of the house, house building materials, type of floor, occupation and income. In this decision support system, it is supported by a method in making decisions, that is a web- based Topsis method which can support data processing. The sample data analyzed by using Topsis method in this research obtained that several people who had the priority to receive the housing rehabilitation of dhuafa assistance based on the preference value of each alternative are Fatimah Ben, which has a value of 0.534110001, Habsah with a value of 0.481135666 and Mawardi with a value of 0.629027038. Habsah with a value of 0.481135666 and Mawardi with a value of 0.629027038. The final result of this research is that the system built can help the selection team for home rehabilitation of dhuafa in Desa Ulee Nyeue, Kec. Banda Baro, Aceh Utara to make the process of determining more accurate.&#x0D; &#x0D; &#x0D;