Reviewerly/exHarmony huggingface dataset:
AN IMPLEMENTATION OF DUOLINGO APPLICATION FOR EXPANDING VOCABULARY IN WRITING DESCRIPTIVE TEXT TO HIGH SCHOOL STUDENTS

After the covid-19 pandemic, everything was online, including learning. Teachers no longer have to always race on books in the learning process, they can take advantage of technology that is smartphones. Therefore, the aim of this study is to find out how Duolingo application is implemented on 10th grade’ students along with the students’ response. Duolingo itself is a learning app that has the highest rating in the education field on the Appstore. This application provides various features and also integrated skills such as 4 skills (reading, writing, listening, and speaking), then pronunciation, vocabulary, and grammar. Since the previous study was only discussed vocabulary, the writer conducts writing skill for this study. Through this application, teachers will be easier to introduce various vocabulary for students to write descriptive text. In addition, students also become more interested in learning English and the learning process in the classroom is not boring anymore. This study analyzed teaching and learning process using descriptive qualitative method with 3 instruments those were observation, questionnaire and interview. It is stated that, based on the result of observation was the students became very enthusiastic and excited in the learning process of writing descriptive text in the classroom. Besides that, it is stated from the results of the questionnaire could be concluded that the students felt helping by the Duolingo application for learning vocabulary in writing descriptive text, and this application was also easily accessible.
THE USE OF BINGO GAMES IN EFL VOCABULARY CLASS: A CASE STUDY OF INDONESIA JUNIOR HIGH SCHOOL STUDENTS

Vocabulary is an important basic skill for learning English, because it contains the basis for the development of all other skills such as reading, speaking, writing, and listening. This study aims to explain the reflections of English foreign language (EFL) learners after using the Bingo game and to explore their perceptions of it is benefits. This research uses qualitative method. The results obtained from questionnaires and interviews. This research was conducted at a private junior high school in Medan, Indonesia. Twenty six college students participated in this study (12 females 14 males). The data from the questionnaire was viewed, and the results showed that most of the students were happy with how the Bingo game helped them learn new vocabulary. It can be seen that, in the second meeting, some students participated more actively than at the first meeting. When they don't know the vocabulary they looked up the dictionary or asked the teacher. In the second meeting, the students showed more confidence when they talked in front of their classmates and all of the students participated actively during the lesson. Bingo games can increase students'' vocabulary achievement and motivation. The results of the study show that bingo games are beneficial in three aspects: improving their learning outcomes, a more enjoyable learning environment, and increasing student learning motivation. The effectiveness of the benefits of bingo games in learning vocabulary has a positive impact on the benefits felt by students.
PENGENALAN TEKNOLOGI VIRTUAL REALITY (VR) PADA PEMBELAJARAN SIMULASI PEMBUATAN KOMPUTER DI JURUSAN TEKNIK INFORMASI DAN JARINGAN (TKJ)

The study is motivated by the difficulties encountered in the learning process of computer assembly. Inadequate support for the learning process arises from the insufficient availability of hardware components corresponding to the student population, leading to challenges for students in understanding and applying the subject matter. The shortage of components is primarily due to budget constraints for procurement, resulting in damage to school visual aids caused by errors made by students during practical exercises. Hence, there is a necessity to develop computer assembly learning materials incorporating virtual reality technology. The research utilized the Research and Development (R&amp;D) four-D (4D) development model, consisting of Define, Design, and Develop stages. The multimedia development model applied in this study follows the Luther-Sutopo version, involving six stages: concept, design, material collection, assembly, testing, and distribution. The research integrates both the 4D and Luther-Sutopo versions of the multimedia development model. The outcomes of this investigation include computer assembly learning materials based on virtual reality, presenting explanations of hardware components and a simulation segment for computer assembly. The product validity testing resulted in a score of 0.78, meeting the validity criteria. Regarding practicality, the test outcomes indicated a score of 85.11, demonstrating high practicality. Furthermore, the effectiveness test yielded a score of 0.74, indicating a high level of effectiveness.
THE EFFECT OF RECIPROCAL TEACHING TECHNIQUE TOWARDS STUDENTS READING COMPREHENSION OF ELEVENTH GRADE AT SMAN 1 KOTO KAMPAR HULU

This study sought to investigate whether or not there was a significant difference in reading comprehension between students who were taught utilizing reciprocal teaching strategies and those who were not, as well as whether there was a significant effect of applying these strategies on reading comprehension. In September and October 2022, Senior High School 1 in Kampar Hulu was the site of the study. The Senior High School 1 Koto Kampar Hulu population for this study was made up entirely of eleventh graders. In class XI 1, the researcher utilized the reciprocal teaching technique as the experimental class, while in class XI 2, the researcher used the traditional strategy as the control class. A quantitative and experimental method was adopted in this study. Pretest and posttest were not equal in the study's quasi-experimental approach. Pre-test and post-test tests were used as study instruments to gather the data. The independent t-test and paired sample t-test statistic techniques from SPSS 22 were used to analyse and evaluate the data. The independent t-test calculation using the test results in both groups' posttest scores revealed that the significant value was greater than the level of significance (0,361 &gt; 0,05). It demonstrated that the experimental and control groups' differences were indeed substantial. Additionally, the paired t-test calculation revealed the paired sample t-test result (-12,805 0,05), which indicated that adopting the reciprocal teaching strategy had a substantial impact on students' reading comprehension
IoT Implementation of Smart Campus - A Digital Transformation for Green Environment

Everything will soon transition to smart apps thanks to the government of India's effort under the "Smart India" programme. This will be accomplished using the information technology platforms. With fewer features needed than in a smart city, the ideas of a smart city will be applied in a smart campus. All resources on a traditional campus are manually monitored and controlled, but on a smart campus, everything is digitalized. In terms of reducing operating expenses, enhancing efforts, and being timely, digitization will significantly improve. We designed "Smart Campus-Green Environment" to solve all of these problems. For this proposed method, we developed a problem-solving application of plant in terms of Energy efficiency, water conservation, and a speedy sprinkler system for the plant. The operating principle of this technology is based on the process of generating a digital representation of the vegetable, called a “model”. This model is used to measure and evaluate the micro-plasma impact of the vegetable in order to identify factors that may be associated with potential health risks
FACTORS AFFECTING STUDENTS' RELUCTANCE TO SPEAK ENGLISH IN CLASSROOM INTERACTIONS

EFL students have a big problem called reluctance. Reluctance is students’ unwillingness or disinclination to speak and participate in classroom activities. This research attempts to determine how much each of the three factors affects students’ reluctance to speak English in classroom interactions and which is the most dominant. A descriptive quantitative method was used in this research. A questionnaire was used to collect data. This research analysed the data using version 25 of the Statistical Package for Social Sciences, abbreviated as the SPSS program. The result showed that the weighted average of the proportions of the three factors was 2.66, 2.58, and 2.39, respectively, for psychological, language-related, and socio-cultural factors. It can be concluded that the psychological factor (lack of motivation) was the main factor that affected students’ reluctance to speak in English. Because of that, the students should maintain their high motivation to improve their speaking ability. Additionally, teachers should employ various strategies to create an engaging learning or activity environment that can motivate students.
AN ANALYSIS ON STUDENTS’ PROBLEM IN WRITING A NARRATIVE TEXT AT ELEVENTH GRADE OF SMAN 1 KOTO KAMPAR HULU

This study aims to describe the problems in writing narrative text for class XI students of SMAN 1 Koto Kampar Hulu, describing the problems faced by students in write narrative texts, and provide solutions or ways to overcome problems faced by students. This study uses a qualitative description method. Technique data collection was obtained by using interview techniques and documentation, and the data obtained were analyzed using Triangulation data sources and method triangulation. The results showed that in writing narrative text, in class XI students of SMAN 1 Koto Kampar Hulu carried out based on 2013 curriculum, class XI English learning syllabus, and carried out according to the English lesson plan for narrative text teaching materials. The problems faced in writing narrative texts are: teacher teaching to students is not optimal, students' motivation is low in writing narrative text, How to overcome these difficulties is that teachers are given training and guidance regarding learning and students are given attention, motivation to be active in learning
PRAGMATICS TEACHING BARRIERS IN EFL CLASSROOM

Pragmatics is a branch of linguistics that study about language and its context. In learning a second language, EFL learners need to have a pragmatic competence in order to be able to communicate effectively based on the context of the target language. There are some factors that can help learners improve their pragmatic competence, not only the EFL teachers who are competent in their field but also the tools and media that support the learning process. This study aimed to investigate (1) what the most common barriers to teaching pragmatics in EFL classrooms by Indonesian EFL teachers and (2) how pragmatic norms is provided in textbooks by the Indonesian authors. Qualitative used as the research methodology in this study. The participants of this study were 15 Indonesian EFL teachers from different schools -- junior and senior high schools. The writer used questionnaire as the instrument research. The participants were given questionnaires to find out what exactly the barriers found to teaching pragmatics in EFL classroom. English textbooks used in junior and senior high school written by Indonesian authors were also analyzed by the researcher. This study came up with the findings that (1) there are six common barriers to teaching pragmatics in EFL classroom by Indonesian EFL teachers and (2) most of the ELT textbooks do not consider the pragmatic norm in its content. Given the significance of students' pragmatic abilities, EFL teachers need to keep improving their research of teaching pragmatics in order to help EFL learners in developing their pragmatic competence.
AN ANALYSIS OF STUDENTS TRANSLATION NARATIVE TEXT USING GOOGLE TRANSLATE

The study aims to find out the description of the process and accuracy of google translate to translate the text narrative. the translation was carried out at SMAN Karangbinangun, and the subject of this study was 15 students. This study used a qualitative descriptive methodology that explains naturally and in detail. The translation process is carried out by students. To find out the translation process and accurate Google Translate for text narrative translation the writer use instruments in the form of observation, interviews, and documentation. The results of this google translate translation can be concluded to be accurate. This free language translator technology has helped a lot in bridging communication and language differences. The level of google translate is getting more sophisticated, google translate has been equipped with write-to-translate, speaking-to-translate, and instant camera features so that it can help students in translating text easily and quickly.
THE EFFECT OF USING POWTOON ON STUDENTS’ READING COMPREHENSION

The purpose of this research is to find out the effect of using Powtoon on students' reading comprehension. The subjects in this study were VIII grade students of SMPN 40 Padang, which consisted of two classes, namely VIII4, which amounted to 32 students as the experimental group, and VIII2, totaling 32 students as the control group. This is a quantitative study using the quasi-experiment method with a nonequivalent control group design. The experiment group received treatment using Powtoon, while the control group used PowerPoint. The test was utilized to gather data, and one paired sample test was used to analyze it. Meanwhile, the results of the hypothesis test state that H0 is rejected and H1 is accepted based on the sig value.(2-tailed) on the posttest value of the experimental group and the posttest control group with a value of 0.035, which means less than 0.05 The results showed that Powtoon learning media had a significant effect on students' reading comprehension in eight-grade Students at SMPN 40 Padang.
Word Order of Noun Phrase by Modification in Mambwe Language

Mambwe language is spoken in Mbala and Senga districts in Northern Province along the corridors of Zambia and Tanzania. Guthrie (1948) classifies Mambwe as M15. Nurse and Phillipson (1999) have characterized Mambwe as emanating from a language called Fipa in Southern Tanzania. Nurse and Phillipson (1999) add that most speakers of Mambwe language are found on the Zambian side. This article presents an analysis of the syntactic structure of the word of the noun phrase (NP) by modification in Mambwe language. The paper is underpinned by Lexical Morphology (LM) and Bantu Morpho-syntax theoretical frameworks. The study used qualitative approach, elicitation and document analysis methods for data collection and analysis. The paper identifies the modifiers which are prevalent in Mambwe and analyses how they combine with nouns to form the NP. It also outlines the prevailing word orders in the NP by modification in Mambwe language. The study shows that there are three common word orders in the NP by modification in Mambwe language, namely; Noun + Demonstrative (N+Dem), Noun + Adjective (N+Adj) and Possessive Pre-prefix + Adjective (Poss. Pre-prefix +Adj).
Examining The Role of Diversity Oriented Leadership on Organizational Resilience: A Mediated Moderation Analysis

The purpose of this study is to investigate the relationship between diversity-oriented leadership on organizational resilience with mediating effect of knowledge sharing and moderating role of information technology and knowledge sharing culture. The study model is tested by the use of a survey methodology. The target population for this research was manufacturing and services industries of Punjab, Pakistan including banking, education, IT, textile and pharma. The results of the study indicated that diversity-oriented leadership has significant and positive effect on organizational resilience. Further, the results indicated that Knowledge sharing has significant mediation effect between diversity-oriented leadership and organizational resilience. Further the findings indicate that knowledge sharing culture significantly moderate the relationship between diversity-oriented leadership and knowledge sharing. Lastly, the findings indicate that information technology significantly moderate between diversity-oriented leadership and knowledge sharing. The contribution of the study is that it provides a nuanced understanding of the complex relationships between diversity-oriented leadership, knowledge sharing culture, and organizational resilience. By identifying the moderating role of knowledge sharing culture, the study offers practical insights for organizations to enhance their resilience by fostering a culture of knowledge sharing.
THE COPYRIGHT ON A THEATRE COSTUME (LESSONS OF THE COURT CASE)

Annotation: the article is devoted to the peculiar object of copyright – a theatre costume. It considers the problems of law enforcement related to the peculiarities of the nature of creativity in the making of theatrical costumes on the example of a court case. The influence of these features on the authorship of their creators is shown. As a result of the analysis of the French judicial practice, the advisability of the usage foreign law enforcement experience in resolving such disputes in Russia is justified.
Sign Language to Text Conversion Using Flex Sensors

Abstract: The proposed system is a smart glove designed to assist individuals facing challenges in verbal communication. It functions by converting sign language into readable text. Equipped with flex sensors and utilizing an Arduino Uno microcontroller, the glove can accurately recognize hand gestures. The integration of Arduino Uno and flex sensors enables seamless and reliable gesture recognition capabilities.
Posture Recognition in Bharathanatyam Images using 2D-CNN

The postures are important for conveying emotions, expressing artistic intent, and preserving appropriate technique. Posture recognition in dance is essential for several reasons, as it improving the performance and overall artistic expression of the dancer. The Samapadam, Aramandi, and Muzhumandi are three postures that serve as the foundation for the Bharathanatyam dance style. This work proposes a model designed to recognize the posture portrayed by the dancer. The proposed methodology employs the pre-trained 2D-CNN model fine-tuned using the Bharathanatyam dance image dataset and evaluates the model performance.
Simulating tentacle Creature with External Magnetism for Animatronics

The control technology of animatronics is an interesting topic explored in various fields, including engineering, medicine, and art, with ongoing research efforts. The conventional method for controlling the movement of animatronics is to use electric motors installed inside the body. However, this method is difficult to apply when expressing a narrow space inside the body. In this study, a method of using external forces instead of installing mechanical devices inside the body was proposed to control the movement of a thin and long tentacle organism. Specifically, in this study, the joint body of animatronics was made of magnetic metal material so that it could be affected by the force of an externally installed electromagnet. The strength of the electromagnet was controlled by a PID controller to enable real-time control of the position of the animatronics body. In addition, the magnet was made to rotate, and the speed of rotation was changed to create various movements. Through virtual environment simulations, our experiments demonstrate the superiority of the proposed method, showcasing real-time control by users and the creation of animations in various styles.
Cabaran Pelaksanaan Didik Hibur oleh Guru bagi Pengajaran Simpulan Bahasa dalam kalangan Murid Sekolah Rendah

This paper aims to explain the challenges of the implementation of fun learning emphasizes by teachers for teaching idioms among primary school students. This qualitative study involves a Malay subject teacher in a primary school in Kuala Selangor. Data was obtained through interview methods. The results of the study show that there are four aspects that are a challenge in the implementation of fun education in the classroom, namely professional training, time, teaching aids and students. In terms of implications, this study emphasizes that didik hibur is an approach that is suitable for teaching about idiom topics because it is fun and can actively involve students in the activities carried out in the classroom, but the approach also has challenges that need to be addressed for enabling fun educational activities to be implemented holistically in all teaching situations.
PEMBANGUNAN APLIKASI PENERIMAAN KARYAWAN BARU BERBASIS WEBSITE MENGGUNAKAN FRAMEWORK LARAVEL (STUDI KASUS: PT. XYZ)

The Application Program is a system that is often used by many agencies or companies in increasingly advanced times, be it government or private agencies, in carrying out daily work operations related to fast and accurate data presentation. Company PT. XYZ still uses conventional methods in recruiting employees and managing data, therefore a website-based system will be built to help the world of work face competition in the current era of globalization. The method used in this program uses the waterfall model method. This research will produce a recruitment and employee data processing system that utilizes technological developments to help companies and prospective employees so that all stages run more effectively and efficiently.
CLUSTERING KUALITAS KINERJA PEGAWAI PADA NARUNA CAFE &amp; RESTO MENGGUNAKAN ALGORITMA K-MEANS

The employee appraisal system at Naruna Cafe and Resto uses conventional, manual-based appraisal methods which are carried out subjectively by the direct supervisor without a clear evaluation framework so that the appraisal process is often not transparent and lacks objectivity, which causes dissatisfaction and injustice among employees. Clustering techniques can be used as an employee assessment to be more objective, consistent, and based on measurable data. This study aims to apply the K-Means Clustering method, as well as use the K-means algorithm to make it easier to perform calculations, after which the researcher performs processing using RapidMiner to obtain results on the performance quality assessment of Naruna Cafe and Resto employees. This study uses quantitative research methods and collects data based on the quality of employee performance as an object of research. This study produced clusters with very satisfactory work quality of as much as 1 data, clusters with satisfactory work quality of as many as 3 data, clusters with quite satisfactory work quality of as much as 4 data, clusters with unsatisfactory work quality of as much as 1 data, and clusters with unsatisfactory work quality as much as 5 data. From the data processing that has been done, it can be concluded that this research has succeeded in creating a quality group of employee performance at Naruna Cafe and Resto that can be used to view employee performance.