Reviewerly/exHarmony huggingface dataset:
An AN ANALYSIS OF PAUSES IN CONVERSATIONS BY STUDENTS OF THE FACULTY OF LETTERS AND LANGUAGES, UNIVERSITAS KRISTEN INDONESIA

This article discusses about pauses phenomenon and the factors that cause pauses among students of the Faculty of Letters and Languages, Universitas Kristen Indonesia. This article was made by using qualitative research methods and using the theory of Reed and Kahar. Data is taken from recorded transcripts of online classes. Then, the data regarding the pauses phenomenon will be classified according to the types of pauses based on Reed and Kahar's theory. After that, the factors or causes of the pauses phenomenon will be analyzed. The results showed that there were 51 data on pauses (41 data filled pauses and 10 data unfilled pauses), which means that there are many students of the Faculty of Letters and Languages, Universitas Kristen Indonesia who do the pauses for various reasons, ranging from nervousness, hesitation, and etc. In conclusion, the students from the Faculty of Letters and Languages, Universitas Kristen Indonesia use filled pauses more than unfilled pauses for reasons of nervousness and hesitation when they are talking. It is suggested that the students have to read more and practice speaking English regularly, increase English vocabulary, and the lecturers can also motivate students to practice so that they can minimize their pauses.
Development of Interactive E-Books for Production Unit Courses by Implementing a Hybrid Learning System

The purpose of this research is to develop an interactive e-book for production unit courses by applying a valid, practical and effective hybrid learning. The product development model used is the IDI (Instructional Development Institute) model.. The subjects of this study were students of Fashion Design Education. The results obtained from this development research are as follows: (1) The availability of interactive e-books for production unit courses, (2) Production unit interactive e-books are declared to be very valid by material experts (0.86) and media experts ( 0.87), (3) interactive e-books for production unit courses based on lecturer responses are very practical (88%) and based on student responses are stated to be very practical (90%), (4) interactive e-book production units are declared effective in improve student learning outcomes (12.69%). Based on the findings of this study, it was concluded that interactive e-books for production unit courses were valid, practical and effective to be used as teaching materials in production unit courses at the university level.
The Context, Input Process, Product (CIPP) evaluation model as a Comprehensive Framework for evaluating online English learning towards the industrial revolution era 5.0

The research focuses on evaluation using qualitative descriptive evaluative methods. This evaluation research aims to determine whether online English courses are good or not in three study programs, namely Constitutional Law, Sari'a Economic Law and Islamic Family Law at Islamic University of Fatmawati Sukarno Bengkulu for the 2021-2022 period with the CIPP model (context, input, process, and product). Instrument development in this study is an instrument that uses the CIPP model based on Daniel Stufflebeam's theory. Data collection techniques using closed questionnaires and supported by triangulation, namely observation, structured interviews and documentation. Legitimacy by using Trustiness. Data management refers to the Guttmann scale. The results showed an average score of 0.70 from the context evaluation, 0.48 from the input evaluation which indicated a fairly weak average score, 0.77 from the process evaluation, and 0.785 from the product evaluation. So from the CIPP evaluation process for online learning English courses at the Fatmawati Sukarno Bengkulu State Islamic University, it is quite good.
Development Of Web-Based English Learning Media Using Content Management System (Word Press) And Elementor Plugin

This research was conducted based on the importance of English learning media that can be accessed by everyone anytime and anywhere, in this case not limited to the students of STIE Enam Enam Kendari butstudents from other tertiary institutions andeven the general public. It is related to the Ministry of Education,Cultures, Researchand Technology’s program about Freedom to Learn (Merdeka Belajar Kampus Merdeka)which creates a flexible and innovative teaching-learning process. Therefore this research aims to design and develop website-based learning media using a content management system (CMS), namely WordPress and the elementor plugin for English courses at STIE Enam Enam Kendari. The stage of research method used is a"modified waterfall model" which consists of several stages described as follows: Requirement and analysis:the stage for collecting basic information by utilizing the interview method and literature study; SystemDesigning: this stage is used to illustrate flowcharts and design web-based learning media and determine users/accessors; Implementation: the stage of installing a new system; Testing: the stage to ensure the system is running as needed; Deployment: the stage where the system that has been tested is implemented to the user; Maintenance: the stage used to meet the needs for system improvement after being distributed to users.Research findings showed that WordPress as a content management system and elementor plugin are effectivetools to develop and design web-based English learningmedia. It meets the criteria of online learning media aswell. The students can accessthe web-based English learning media to find information about the lessons ormaterials from the 1st to the 16th meeting in certain semesters. In addition, the usersin this case the students’ responses towards the web-based English learning media using WordPress and elementor were categorized as satisfied in all aspects (layout &amp; design; speed web pages load; and learning materials) with the averagenumber ofpercentage 87% (excellent).
Analysis of Students’ Difficulties in Developing Argumentative Essay

This study is aimed to explore the students' difficulties in developing an argumentative essay in Writing for Academic Purposes Subject in of English Department, Universitas Negeri Gorontalo. The participants of this research are the students of class C, which consists of 8 students in the 5th semester of the academic year 2019/2020. Using a qualitative method that data were obtained from the semi-structured interview. This study also used Braun and Clarke's (2006) theory as the technique for analyzing the data. Therefore, the interview questions were adapted and developed from Creswell (2002). As a result of this research, the students, when they are writing an argumentative essay, still face difficulties although they have already passed the material. Besides, the students have various difficulties such as difficulty determining the topic, difficulty using the academic word, difficulty collecting data and information, and some students lack understanding of how to write an essay.
Management Of English Learning In Senior High Boarding School (Qualitative Descriptive Study Of Strategies To Improve The Quality Of Speaking Skills At Nahdlatul Wathan Bogor High School And Azzhahiriyah Islamic High School Bekasi)

The problem in this study is that the management of learning English at Pondok Senior High School is not good. The general research objective is to identify and describe the quality management of speaking skills in English language learning at Islamic boarding schools. Results of the study: In general, the management of learning English at Islamic Boarding School High Schools on the Strategy for Improving the Quality of Speaking Skills at Nahdatul Wathan Bogor High School and Azzhahiriyah Bekasi Islamic High School is going well, although there are some deficiencies in the aspects of Syllabus and RPP, strategy, strategy implementation, evaluation, and innovative efforts made to improve the quality of English speaking skills. The specific conclusions are: (1) Syllabus and lesson plans for learning English speaking skills at Pondok Senior High School, including: Learning syllabus, learning lesson plans, learning materials, learning methods, learning media, learning evaluation, and learning success standards have been well prepared. (2) The strategy for improving the quality of teaching English speaking skills at Pondok Senior High School includes: Internal strategy and external strategy have been well implemented. (3) Implementation of a strategy to improve the quality of teaching English speaking skills at Pondok Senior High School, including: Internal strategy consisting of increasing the competence of English teachers, providing English learning media, and intracurricular and extracurricular activities. The external strategy consisting of partnerships with other institutions and developing sister schools has been well implemented. (4) Evaluation of the Implementation of the Strategy for improving the quality of teaching English speaking skills at Pondok Senior High School, including: Evaluation objectives, evaluation tools, evaluation results, and evaluation follow-up plans have been carried out properly. (5) Obstacles in the Implementation of Strategies to improve the quality of teaching English speaking skills at Pondok Senior High School, including: HR Barriers, Learning Facilities Barriers, Learning Media Barriers, and Cost Barriers have been given a good solution. (6) Innovative efforts made to improve the quality of English speaking skills at Pondok Senior High School, include: Super camp and English E-learning have been well implemented IThe concusion is management of learning English on speaking skill is effective.
Google Workspace Training Management to Improve the Quality of MTs Learning in Purwakarta

One of the breakthroughs made by the Ministry of Education, Culture, Research and Technology is the launch of Learning Accounts which can be accessed through www.belajar.id. This account can be used by students, educators, and education staff to access electronic-based learning services. A Learning Account is created in the form of a Google Account with the @belajar.id domain. The use of technology and mastery of digital literacy are important for teachers to master considering that currently many learning materials are sourced and accessed from the internet. This training aims to assist teachers at KKMTs Purwakarta, in accessing features available on Google Workspace for Education, so that it is hoped that teachers can maximize the student learning process online during distance learning. The general objective of implementing this training is to increase teachers' understanding and skills regarding the use of digital technology as a learning medium in learning activities. The specific objectives of this training include: (1) Teachers are able to use and manage online classes, (2) optimize available digital technology facilities, and (3) increase the effectiveness, efficiency and attractiveness of learning. The methods that will be used in the implementation of the training are socialization, practice, mentoring, and evaluation. This training material will be carried out in 2 stages where the first stage will focus more on providing information about the material regarding the role of digitizing learning media. This information is very important so that research participants get an overview of the role of digital technology as a learning medium, as well as the importance of training as a form of teacher self-development. The second stage, the training focused on introducing and understanding Google Workspace For Education, in which the training introduced the features available on Google, such as: Google Mail, Google Drive, Google Class Room, Google Meet, Jamboard, Google Calendar, Google Doc, Google Slides, Google Forms, Google Sheets, and Google Sites. Evaluation of this activity is carried out during training activities and the results of making digital learning media. The aspects that were evaluated were attendance, participant activity, participants' understanding of the material that had been given. The criteria for achieving the program for each aspect are the attendance of participants,
Media Accounting Games For Increasing Knowledge Tudents At Dharma Karya Senior High School

Increasing accounting learning in the millennial generation needs to be improved. In the era of advanced technology and the rapid development of social media as literacy in understanding new learning methods, it needs to be used so that students’ interests and talents can be channeled and improved according to future needs and preparations. The current accounting function is not only to record but also to use it. To evaluate the non-financial, social, and emotional condition of decision-makers. This is what makes accounting cannot be replaced by machines and computers. Therefore, business owners, even as young as high school, need to understand accounting so they can make the right business decisions. One way to gain a good understanding of accounting is through teaching accounting. This accounting lesson is given by explaining the basic concepts and theories of accounting, identifying simple accounting applications that have occurred in everyday life with the aim of knowing the importance of accounting records, and explaining accounting principles and cycles which are the basis for understanding accounting properly. The purpose of this research was carried out based on the results of observations made during the socialization and teaching of students to increase knowledge about learning to account with media games and increase the entrepreneurial spirit for millennials and generation Z. This observation was carried out in class XII students of SMA Dharma Karya. The results obtained are that the millennial and Z generations are currently happy with game-based learning because it makes it easier for them to absorb the substance of the learning besides that the increase in knowledge about accounting is also increasing, this is evidenced by their being more active and comprehensive in solving problems in game-based learning.
Indonesian Translation Equivalence Of Action Verbs On Linkedin Homepage Template

An online platform to find professional opportunities, LinkedIn, reaches more than 22 million Indonesian users. The Indonesian version of the LinkedIn homepage certainly plays a significant role to spread information. This study has the purpose to describe the Indonesian translation equivalence of action verbs on the LinkedIn homepage template. The result shows that the translations are: (1) formal equivalences in the form of root verbs, (2) formal equivalences in the form of root verbs plus affixes, and (3) dynamic equivalences in the form of root nouns with no mark describing amount. This study is expected to contribute to the field of translation, especially in the online platform.
PENGEMBANGAN MEDIA “PROKSINA” BERBASIS ARTICULATE STORYLINE DENGAN MODEL TGT MUPEL IPS KELAS V

Abstrak&#x0D; Penelitian ini dilatarbelakangi oleh keterbatasan penggunaan media pembelajaran interaktif berbasis IT serta penggunaan model pembelajaran yang kurang inovatif mengakibatkan hasil belajar siswa relatif rendah pada mupel IPS. Tujuan penelitian ini yaitu mengembangkan desain media pembelajaran, menguji kelayakan dan efektifitas media PROKSINA berbasis Articulate Storyline dengan model pembelajaran TGT pada mupel IPS. Metode penelitian yang digunakan adalah Research and Development dengan model pengembangan Borg and Gall. Hasil penelitian menunjukkan media PROKSINA terdiri dari: halaman opening; menu petunjuk; menu informasi; halaman kompetensi; profil pengembang; daftar referensi; halaman menu utama; menu materi; dan latihan soal. Media PROKSINA memperoleh kategori sangat layak dengan persentase penilaian ahli materi sebesar 96,6%; ahli media 97,2%; dan ahli bahasa 93,7%. Kelayakan media juga didukung oleh hasil angket tanggapan guru dan siswa kelas V memperoleh persentase sebesar 100%. Hasil belajar pretest dan posttest dihitung menggunakan T-test memperoleh sig.(2tailed) sebesar 0,000&lt;0,05 menunjukkan perbedaan signifikan. Sedangkan peningkatan rata-rata (N-gain) 0,49 berada pada kategori sedang. Dapat disimpulkan bahwa media PROKSINA berbasis Articulate Storyline dengan model pembelajaran TGT sangat layak dan efektif dalam meningkatkan hasil belajar materi Peristiwa Seputar Proklamasi Kemerdekaan Indonesia mupel IPS kelas V SDN 2 Sarirejo.&#x0D; Abstract&#x0D; This research was motivated by the limited use of IT-based interactive learning media and the use of learning models that were less innovative resulting in relatively low student learning outcomes in the social subjects. The purposes this research were to develop a learning media design, to test the feasibility and effectiveness of PROKSINA media based on Articulate Storyline with the TGT learning model on social subjects. The research used Research and Development method with the Borg and Gall development model. The results showed that PROKSINA media consisted of: opening page; instruction menu; information menu; competency page; profile developer; reference list; main page menu; material menu; and practice questions. PROKSINA's media received the very proper category with a percentage of material experts' assessment of 96.6%; 97.2% media experts, and 93.7% linguists. The feasibility of this media was also supported by the results of the teacher's response questionnaire and the fifth grade students obtained a percentage of 100%. The pretest and posttest learning results were calculated using the T-test to obtain sig. (2 tailed) of 0.000 &lt;0.05 indicating a significant difference, while the average increase (N-gain) 0.49 was in the medium category. It can be concluded that PROKSINA's media based on Articulate Storyline with the TGT learning model is very feasible and effective in improving learning results material for the Events Surrounding the Proclamation of Indonesian Independence on social subjects in grade 5th of SDN 2 Sarirejo.
PENGEMBANGAN MEDIA SMART PAPER BERBASIS QR-CODE UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA

Abstrak&#x0D; Penelitian ini bertujuan untuk mendesain media, menguji kelayakan, dan keefektifan media Smart Paper berbasis QR-Code untuk meningkatkan kemampuan berpikir kritis siswa kelas V SDN 2 Boja Kendal. Jenis penelitian yaitu Research and Development (R&amp;D) dengan model pengembangan Borg &amp; Gall. Teknik pengumpulan data penelitian berupa observasi, wawancara, angket, tes, dan dokumentasi. Teknik analisis data awal menggunakan uji normalitas dan uji homogenitas. Analisis data akhir menggunakan uji perbedaaan rata-rata dan uji N-Gain. Hasil penelitian menunjukkan media Smart Paper berbasis QR-Code didesain menggunakan aplikasi Canva, Microsoft Sway, dan Google Form. Hasil validasi produk ahli media sebesar 91,67% dan ahli materi sebesar 96,67% dengan kriteria sangat layak. Keefektifan media diperoleh dari hasil pretest dan posttest diuji menggunakan N-gain diperoleh skor 0,57 kriteria sedang, serta uji perbedaan rata-rata diperoleh nilai sig (2-tailed) 0,001&lt;0,05, maka Ha diterima. Kesimpulannya, media Smart Paper berbasis QR-Code berhasil dikembangkan, layak dan efektif untuk meningkatkan kemampuan berpikir kritis siswa. &#x0D; This research aims to design media, test the feasibility and effectiveness of QR-Code based Smart Paper media to improve the critical thinking skills of fifth grade students at SDN 2 Boja Kendal. The type of research is Research and Development (R&amp;D) with the Borg &amp; Gall development model. Research data collection techniques include observation, interviews, questionnaires, tests and documentation. The initial data analysis technique uses the normality test and homogeneity test. Final data analysis uses the average difference test and the N-Gain test. The research results show that QR-Code based Smart Paper media was designed using the Canva, Microsoft Sway and Google Form applications. The product validation results for media experts were 91.67% and material experts were 96.67% with very feasible criteria. The effectiveness of the media was obtained from the results of the pretest and posttest tested using N-gain, obtaining a score of 0.57, medium criteria, and the average difference test obtained a sig value (2-tailed) 0.001&lt;0.05, then Ha is accepted. In conclusion, QR-Code based Smart Paper media has been successfully developed, feasible and effective for improving students' critical thinking skills.
PENGARUH MEDIA CERITA BERGAMBAR BERBASIS MIND MAPPING TERHADAP LITERASI BERBAHASA ANAK

The purpose of this study was to reveal and analyze the effect of mind mapping-based illustrated story media on language literacy in early childhood. The method used in this research is survey research with a quantitative research approach. The population in this study were 45 children in group B (TK Negeri 1 Rembang, TK Negeri 2 Rembang and TK Negeri Pembina Pamotan). The results showed that mind mapping-based pictorial story media had a positive and significant effect on children's language literacy. The description of the mind mapping-based illustrated story media shows good results. Likewise, the description of language literacy shows good results, and the correlation value of mind mapping-based illustrated story media on language literacy is in a strong position&#x0D;
Designing Esp Learning Instruction In Managements Study Program: A Survey On Students' Needs

The purpose of this research is basically oriented towards the output of teaching materials based on English for Specific Purposes (ESP) in the Management Study Program, Faculty of Economics and Business, State University of Gorontalo. The research objectives are: (1) identifying the English curriculum at FEB, namely in the management study program, student character and needs, concept analysis, formulation of learning objectives, and analyzing teaching materials; (2) designing ESP-based English materials; (3) designing the format of ESP-based English teaching materials. The research was conducted at the State University of Gorontalo, Faculty of Economics and Business, especially in the Management study program. The research method uses a research and development design (Research &amp; Development) which includes 9 (nine stages) including: 1) developing information and research, 2) planning, 3) developing an initial product form, 4) initial field testing, 5) product revision, 6) core field test, 7) operational product revision, 8) operational field test, and 9) final product revision. This form of development was modified with a constructivist approach. The result showed tat students have a lack of experience studying English. Moreover, most students say that their English proficiency level is average. Most students say they are unable to fluently speak. The last category pertains to the students' desire to use proper grammar. The last phase of the need assessment is the target needs. The five areas of learning needs include input, procedure, setting, student role, and the teacher's role. The students want to participate in group dialogue and role play as part of the curriculum, in addition to talking and role playing. The students desire to have group dialogue and role play prior to undertaking the assignment.