Reviewerly/exHarmony huggingface dataset:
Kimad: Adaptive Gradient Compression with Bandwidth Awareness

In distributed training, communication often emerges as a bottleneck. In response, we introduce Kimad, a solution that offers adaptive gradient compression. By consistently monitoring bandwidth, Kimad refines compression ratios to match specific neural network layer requirements. Our exhaustive tests and proofs confirm Kimad's outstanding performance, establishing it as a benchmark in adaptive compression for distributed deep learning.
Schema First! Learn Versatile Knowledge Graph Embeddings by Capturing Semantics with MASCHInE

Knowledge graph embedding models (KGEMs) have gained considerable traction in recent years. These models learn a vector representation of knowledge graph entities and relations, a.k.a. knowledge graph embeddings (KGEs). Learning versatile KGEs is desirable as it makes them useful for a broad range of tasks. However, KGEMs are usually trained for a specific task, which makes their embeddings task-dependent. In parallel, the widespread assumption that KGEMs actually create a semantic representation of the underlying entities and relations (e.g., project similar entities closer than dissimilar ones) has been challenged. In this work, we design heuristics for generating protographs – small, modified versions of a KG that leverage RDF/S information. The learnt protograph-based embeddings are meant to encapsulate the semantics of a KG, and can be leveraged in learning KGEs that, in turn, also better capture semantics. Extensive experiments on various evaluation benchmarks demonstrate the soundness of this approach, which we call Modular and Agnostic SCHema-based Integration of protograph Embeddings (MASCHInE). In particular, MASCHInE helps produce more versatile KGEs that yield substantially better performance for entity clustering and node classification tasks. For link prediction, using MASCHinE substantially increases the number of semantically valid predictions with equivalent rank-based performance.
Analysis of Extrovert and Introvert Personality of the Students on Speaking Performance at the Tenth Grade of State Islamic Senior High School 1 Padang Lawas

&#x0D; &#x0D; &#x0D; &#x0D; &#x0D; Abstract: This research aims to analyze students' speaking performances based on the extrovert and introverted personalities of students in the tenth grade of State Islamic Senior High School 1 Padang Lawas. This research uses a descriptive-qualitative method with a case study approach. The data were collected by Eysenck Personality Questionnaires (EPQ), speaking tests, and interviews. After the data was collected, it was analyzed using the Miles and Huberman model technique, which consists of three stages of data analysis: data reduction, data presentation, and verification or conclusion. The population in this study were students of class X-science, consisting of 198 students from a total of five classes. The sample used in this study amounted to 20 students using the proportional technique in the take of the sample. The findings showed that each of the 20 research samples—ten extroverts and ten introverts—had different speaking performance scores. The results of the speaking test from ten extrovert students obtained five students with good criteria and five with poor criteria. Meanwhile, the results of the speaking test for ten introverted students found that five students with poor criteria, four students obtained good criteria and one student received a speaking test result with very good criteria. From each of the extrovert and introvert students who were interviewed, they stated that they experienced several obstacles: a lack of preparation before performing, a lack of knowledge about language aspects, mispronunciation, and a lack of vocabulary. It can be concluded that students with various personality types can use various learning methods that suit the needs of each student. Therefore, whether an extrovert or an introvert, speaking performance will be better if students have sufficient linguistic knowledge and are also supported by frequent participation or good preparation.&#x0D; &#x0D; &#x0D; &#x0D;
Effect of Chain Writing Method on Students’ Writing Ability of Descriptive Text

Abstract: The objective of this research is to obtain the empirical evidence on the effect of chain writing method on students' writing ability of descriptive text. This research used a quantitative method with quasi-experimental design. The sample of this research is 70 students which is divided into experimental class control class that consist 35 students for each. The results of this research show that the post-test mean score of the experimental class is higher than the post-test mean score of the control class (74 &gt; 56). According to the result of statistic calculation, it is obtained that the score of to = 8.45 &gt; tt = 1.67 in degree of significance 5%. The score of to = 8.45 &gt; tt = 2.39 in degree of significance 1%. It indicates that the value of tobservation is bigger than ttable. tobservation = 8.45 &gt; ttable.= 1.67. tobservation = 8.45 &gt; ttable.= 2.39, so Ho is rejected and Ha is accepted. Thus, it proved that the chain writing method has good effect on the teaching writing of descriptive text and effective to improve students' writing ability of descriptive text.
COMPARATIVE STUDY OF ELGAMAL AND LUC ALGORITHM IN CRYPTOGRAPHIC KEY GENERATION

In today’s era of digital, data security in communication channel becomes important factor to be considered during exchange of information. Cryptography is one of techniques to send and receive information securely through an insecure channel. Based on the number of keys used, encryption methods are categorized as symmetric and asymmetric cryptography. Compared to symmetric cryptography that often suffers from key management issues, asymmetric cryptography delivers higher level of data security. Thus, asymmetric cryptography is more preferred when security if the priority. To determine suitable algorithm, three essential aspects should be considered: security, speed, and prime numbers. This study aims to compare the application of asymmetric cryptographic algorithms between ElGamal and LUC algorithms in the key generation process. A comparative analysis of these two algorithms was conducted by evaluating the processing speed and prime numbers during key generation process to determine the advantages and drawbacks from ElGamal and LUC algorithms. The application in this study was developed using PHP programming language by following the Waterfall Model. Application testing involved two kinds of tests: (i) Black Box test and (ii) System Usability Scale (SUS) test. Results show the application developed from this study successfully performed the encryption, decryption, and checking of prime numbers from ElGamal and LUC algorithms. It displayed ciphertext, plaintext, and the speed of the encryption and decryption process from both methods. The black box test showed that all application functions follow the user's needs, while System Usability Scale (SUS) test obtained an average score of SUS interpretation of 83.75. This value means the adjective ratings was “excellent”, the grade scale was “B”, and the acceptability range was “acceptable”. It is concluded that the LUC algorithm superior to ElGamal in terms of the speed of encryption process. However, during the decryption process the LUC algorithm responded slower than ElGamal.
UTILIZING RASCH ANALYSIS TO ANALYZE AND IDENTIFY STUDENTS’ ATTITUDE TOWARD ECONOMICS

Economics is one of the subjects studied in class 10th grade of high school. Demand, supply, and the balance of market prices are material that contains many mathematical symbols, curves, and graphs that are learned in grade 10. One that influences the enthusiasm of students in learning economics is their attitude towards economics. This study aims to identify students’ attitudes towards economic learning after the COVID-19 period by utilizing Rasch analysis approach. The sample of this study was 81 high school students in Subang consisting of 61 female students and 20 male students. This research method uses a quantitative method with a survey design, especially using a cross-sectional design. Students’ attitudes towards the economy were identified using an instrument of 15 statements in the form of a Likert scale. The results of the analysis show that 77% of students have a positive attitude and 23% of students have a negative attitude towards the economy. So it can be concluded that the attitude of students towards the economy, especially in terms of demand , supply, and market equilibrium tends to be positive
PENGEMBANGAN MEDIA PEMBELAJARAN KOTAK DAN KARTU MISTERIUS UNTUK MENINGKATKAN HASIL BELAJAR

Education is always developing and can be seen from the various findings and the increasing components of the existing education system. The learning outcomes obtained by students are a reflection of the learning process with the learning model and learning media used. The purpose of this study was to develop learning media for mysterious boxes and cards in the Economics subject of Class XI at Nurusshaleh High School. The type of research used is Research and Development using procedures developed by Brog and Gall. The steps used are: Analysis and potential problems, Data Collection, Product Design, Design Validation, Design Revision, Product Testing. The Material and Media testing phase is carried out by media experts. The data in this study are in the form of qualitative and quantitative data. The research instrument was a questionnaire on student learning motivation and a questionnaire on the assessment of mysterious boxes and cards by experts. Based on the development obtained an average of the validation of material experts 29,5, media experts 9,625, learning practitioners 10,265 and student responses with an average of 11,625, learning outcomes obtained from an average pretest score of 52,5 an average posttest score of 76,1. Based on the results of the research that has been done, it means that the mysterious box and card media are in the good category and are suitable for use in class XI SMA Nurusshaleh.
Sistem Rekomendasi Pemilihan Program MSIB Bagi Mahasiswa Pendidikan Informatika

This study discusses a recommendation system using a content-based filtering method with cosine similarity to help informatics education students choose the right Certified Independent Study and Internship Program (MSIB). The data used is data based on student interests, program and course data available on the MSIB web portal. The content-based filtering method is used to consider the suitability between student preferences and the MSIB program curriculum, while the cosine similarity algorithm is used to calculate the similarity score between different contents. The development of this recommendation system can assist informatics education students in choosing the MSIB program that is in accordance with the preferences of the student's interest profile. The results of the system evaluation obtained an average precision level of 89.4%, indicating that the list of recommendations provided by the system is very good and very relevant according to user preferences.
Implementasi Sistem Pengelolaan Rekap Jual Beli pada Toko Busana

The buying and selling recap management system is a system that can help manage buying and selling transactions in a business. The aim of implementing a sales and purchase recap management system at the Fashion Store is to increase store management efficiency, facilitate financial management, monitor inventory, and reduce errors in recording transactions. The method used is in the form of observation, interviews, and data analysis to collect the necessary data. Furthermore, designing and implementing a buying and selling recap management system at the Fashion Store. This system can record buying and selling transactions automatically and generate reports on sales, purchases, and profits easily and quickly. The results of the implementation of the sales and purchase recap management system show that this system can increase store management efficiency, reduce errors in transactions, facilitate stock and financial monitoring. This system also makes it easy for users to access buying and selling transaction data and generate reports automatically. In conclusion, the implementation of a sales and purchase recap management system at Clothing Stores provides significant benefits for store management and can be applied to various types of businesses to increase management efficiency and save time and costs required in store management.
Rancang Bangun Aplikasi Kamus Bahasa Daerah Menggunakan Flutter (Bahasa Daerah Bugis Kabupaten Pinrang)

The dictionary is one of the instruments that can be used so that language differences are not an interaction obstacle. However, the Bugis Language Dictionary is only available in certain places, such as language centers, and is not widely known by the native Bugis community or outsiders. In addition to the rare number, the Bugis language dictionary is still in the form of a thick book, so it takes a relatively long time to find the desired vocabulary and is felt less effective in its use. With this, the researchers designed an application using the Flutter Framework to help people who want to learn local languages. Flutter is an open-source SDK or framework developed by Google to design or develop an application that will run on Android and iOS operating systems. The development method used is Waterfall, the testing method used to test an application is black-box, and user validation testing uses the System Usability Scale with a total of 47 respondents. This application produces an average SUS score of 74.25 with a grade scale "B" and an adjective ranking value of "Good".
Prediksi Kualitas Red Wine dan White Wine Menggunakan Data Mining

Data mining is a technique used in business intelligence or artificial intelligence capable of classifying and clustering data based on the nature and correlation of the data sets used. The methods commonly used in data mining are C45, K-Means, Apriori Decision Tree, KNN, LSTM, Naive Bayesian, etc. In this study, the method used is the Decision Tree method which aims to classify the quality of red wine and white wine. The results of this study indicate that the prediction of red wine has a precision of 61.1%, recall of 60.7%, f-measure of 60.3%, and an average accuracy of 60.7%, while white wine has a precision of 58.2%, recall of 58.7%, f-measure 58.4%, and 58.7% accuracy. The method used in this study also shows that the Decision Tree can outperform other previously applied methods, namely Lib-SVM, BayesNet, and Multi Perceptron.
Educational Game-Based Learning Media to Grow Learning Motivation in Computer and Basic Network Subjects in Vocational High Schools

The use of technology in the learning process requires educators to be able to adapt to technology in the learning process. Based on the observations that have been made, in the Subject of Computers and the basic network of computer assembly shows that students are less motivated. To foster motivation to study computer assembly material, media was developed to discuss basic competencies regarding computer assembly tools. Researchers make Educational Game-Based Learning Media as Learning Media that adapts to digital technology. This media has many advantages, including being easy to operate, not limited by distance and space, not boring, and easy to understand. The purpose of this development research is to develop and determine the feasibility of Educational Game-based learning media to foster motivation to learn basic subjects of Computers and Networks in TKJ. The research and development method used is Design Thinking with the following stages: 1) Empathize; 2) Define; 3) idea; 4) Prototype; 5) Test. The types of instruments used are game test questionnaires and student learning motivation tests. The type of data in this study is quantitative and quantitative with data collection methods using questionnaires. The results of the research and development carried out produced educational game learning media for computer subjects and basic network computer assembly materials. Feasibility analysis on material validation 96.45%, media expert validation 96.46%, product trial 84.23%, and learning motivation test 84.38%. Based on the results of the feasibility analysis of Educational Game learning media it is said to be "Valid" or Decent Enough. The results of the analysis of learning motivation are said to be high and can foster learning motivation. It can be concluded that Educational Game learning media can be used as a complement to the learning process and can foster student learning motivation.
IDENTIFYING STUDENTS’ DIFFICULTIES IN PRONOUNCING ENGLISH VOCABULARY AT THE TENTH GRADE OF SMTK MO’ALE

Pronunciation is the fundamental aspect in building a communication so that everyone can convey the message or ideas to other people clearly, correctly, and orally. Pronunciation will be a problem if the people who pronounced the words not as the correct pronunciation so that, will be effected on listener or hearer comments or reaction. This research was aimed to identifying students difficulties and the causes of students difficulties in pronouncing English vocabulary at the tenth grade of SMTK Mo’ale. This research designed by using qualitative method. The instruments of data collection were interviewed and documentation by video record. The technique of data analysis were data reduction, data display, and conclusion drawing verification. After analyzing the data, researcher found that students have difficulty in pronunciation such as consonants sounds[ʤ,θ, t∫, ∫, v, c], and vowel sounds[ə-ɑ, ɔ, e-I,ʌ], difficulty in pronouncing close consonant sounds , difficulty in pronouncing all the suffixes tion “∫”, and changes letter into other pronunciation. The causes of students difficulties were (1) Lack of confidence (2) Lack of practice (3) The influence of Indonesian language (4) Difference in spelling, pronunciation, and the meaning (5) Lack of vocabulary. Therefore, the researcher concluded that Identifying Sudents’ Difficulties In Pronouncing English Vocabulary was necessary because it can be primary attention in teaching learning process after knowing the difficulty and the cause of students difficulty. It is suggested that research for all the English teachers, students, and next researcher, hopefully can be used as consideration and refereces to make students can pronounced the word correctly.
CODE SWITCHING USED BY INTERNATIONAL TOURIST TO LOCAL PEOPLE IN SORAKE BEACH

Code switching as one of the language events that often occurs in social interactions between speakers and interlocutors due to the ability of language users as bilinguals or multilingual. This research aimed to describe and to explain the types and the reasons of code switching occurrence between local people in Botohili Sorake Village and international tourists in Sorake Beach. The participants of this research were the international tourists (foreign tourist) in Sorake Beach. This research was conducted by utilized qualitative method with descriptive approach. The instruments applied in collecting data were the observation and interview. The data acquired were analyzed by using Miles and Huberman’s mode: 1) data condensation, 2) data displayed, and 3) conclusion drawing/verification. The results of this study indicate that the types of code switching used by international tourists (foreign tourist) in their interaction to local people in Sorake Beach, Botohili Sorake Village, Luahagundre District were: a) Inter-sentential Code Switching, b) Intra-sentential Code Switching. Thus, based on the results found, it can be concluded that the code switching in an interaction is very helpful for language users, both speakers and interlocutors in understanding and conveying messages or information. This study also reveals several reasons for the use of code switching in an interaction, none other than to avoid misunderstanding the meaning of language between the speakers and interlocutors and as an advantage, especially for bilingual. Briefly, it can be stated that code switching has an important role in a communication. However, although the presence and role of code switching is quite important in language, the researcher also suggests to language users to increase the ability to use language as communication tool, both in their own language and in other language.
Analisis cost volume profit pada Hasanudin Orchids Nursery &amp; Laboratory

𝘐𝘯𝘵𝘳𝘰𝘥𝘶𝘤𝘵𝘪𝘰𝘯: 𝘊𝘰𝘴𝘵 𝘷𝘰𝘭𝘶𝘮𝘦 𝘱𝘳𝘰𝘧𝘪𝘵 𝘢𝘯𝘢𝘭𝘺𝘴𝘪𝘴 𝘪𝘴 𝘰𝘯𝘦 𝘰𝘧 𝘵𝘩𝘦 𝘵𝘰𝘰𝘭𝘴 𝘵𝘩𝘢𝘵 𝘤𝘢𝘯 𝘣𝘦 𝘶𝘴𝘦𝘥 𝘢𝘴 𝘱𝘳𝘰𝘧𝘪𝘵 𝘱𝘭𝘢𝘯𝘯𝘪𝘯𝘨, 𝘤𝘰𝘯𝘵𝘳𝘰𝘭𝘭𝘪𝘯𝘨, 𝘢𝘯𝘥 𝘮𝘢𝘬𝘪𝘯𝘨 𝘥𝘦𝘤𝘪𝘴𝘪𝘰𝘯𝘴 𝘢𝘣𝘰𝘶𝘵 𝘤𝘰𝘮𝘱𝘢𝘯𝘺 𝘢𝘤𝘵𝘪𝘷𝘪𝘵𝘪𝘦𝘴 𝘪𝘯 𝘢𝘤𝘩𝘪𝘦𝘷𝘪𝘯𝘨 𝘵𝘩𝘦 𝘥𝘦𝘴𝘪𝘳𝘦𝘥 𝘱𝘳𝘰𝘧𝘪𝘵 𝘢𝘯𝘥 𝘥𝘦𝘢𝘭𝘪𝘯𝘨 𝘸𝘪𝘵𝘩 𝘤𝘩𝘢𝘯𝘨𝘦𝘴 𝘵𝘩𝘢𝘵 𝘮𝘢𝘺 𝘰𝘤𝘤𝘶𝘳 𝘪𝘯 𝘴𝘢𝘭𝘦𝘴 𝘷𝘰𝘭𝘶𝘮𝘦 𝘢𝘯𝘥 𝘤𝘰𝘴𝘵𝘴 𝘪𝘯𝘤𝘶𝘳𝘳𝘦𝘥. 𝘛𝘩𝘦 𝘰𝘣𝘫𝘦𝘤𝘵𝘪𝘷𝘦𝘴 𝘰𝘧 𝘵𝘩𝘪𝘴 𝘳𝘦𝘴𝘦𝘢𝘳𝘤𝘩 𝘢𝘳𝘦 𝘵𝘰 𝘬𝘯𝘰𝘸 𝘵𝘩𝘦 𝘤𝘰𝘴𝘵 𝘰𝘯 𝘴𝘵𝘳𝘶𝘤𝘵𝘶𝘳𝘦 𝘢𝘴 𝘸𝘦𝘭𝘭 𝘢𝘴 𝘬𝘯𝘰𝘸𝘪𝘯𝘨 𝘵𝘩𝘦 𝘢𝘱𝘱𝘭𝘪𝘤𝘢𝘵𝘪𝘰𝘯 𝘰𝘧 𝘤𝘰𝘴𝘵 𝘷𝘰𝘭𝘶𝘮𝘦 𝘱𝘳𝘰𝘧𝘪𝘵 𝘢𝘯𝘢𝘭𝘺𝘴𝘪𝘴 𝘪𝘯 𝘏𝘢𝘴𝘢𝘯𝘶𝘥𝘪𝘯 𝘖𝘳𝘤𝘩𝘪𝘥𝘴 𝘕𝘶𝘳𝘴𝘦𝘳𝘺 &amp; 𝘓𝘢𝘣𝘰𝘳𝘢𝘵𝘰𝘳𝘺. 𝘔𝘦𝘵𝘩𝘰𝘥𝘴: 𝘛𝘩𝘪𝘴 𝘳𝘦𝘴𝘦𝘢𝘳𝘤𝘩 𝘪𝘴 𝘥𝘦𝘴𝘤𝘳𝘪𝘱𝘵𝘪𝘷𝘦 𝘳𝘦𝘴𝘦𝘢𝘳𝘤𝘩 𝘶𝘴𝘪𝘯𝘨 𝘢 𝘲𝘶𝘢𝘯𝘵𝘪𝘵𝘢𝘵𝘪𝘷𝘦 𝘢𝘱𝘱𝘳𝘰𝘢𝘤𝘩 𝘛𝘩𝘦 𝘥𝘢𝘵𝘢 𝘶𝘴𝘦𝘥 𝘪𝘯 𝘵𝘩𝘪𝘴 𝘴𝘵𝘶𝘥𝘺 𝘶𝘴𝘪𝘯𝘨 𝘱𝘳𝘪𝘮𝘢𝘳𝘺 𝘥𝘢𝘵𝘢 𝘰𝘣𝘵𝘢𝘪𝘯𝘦𝘥 𝘵𝘩𝘳𝘰𝘶𝘨𝘩 𝘥𝘪𝘳𝘦𝘤𝘵 𝘰𝘣𝘴𝘦𝘳𝘷𝘢𝘵𝘪𝘰𝘯 𝘢𝘯𝘥 𝘪𝘯𝘵𝘦𝘳𝘷𝘪𝘦𝘸𝘴. 𝘊𝘰𝘴𝘵 𝘴𝘵𝘳𝘶𝘤𝘵𝘶𝘳𝘦 𝘥𝘢𝘵𝘢 𝘢𝘯𝘢𝘭𝘺𝘴𝘪𝘴 𝘶𝘴𝘪𝘯𝘨 𝘵𝘩𝘦 𝘧𝘰𝘳𝘮𝘶𝘭𝘢 𝘛𝘰𝘵𝘢𝘭 𝘊𝘰𝘴𝘵 (𝘛𝘊 = 𝘝𝘊 + 𝘍𝘊) 𝘤𝘰𝘴𝘵 𝘷𝘰𝘭𝘶𝘮𝘦 𝘱𝘳𝘰𝘧𝘪𝘵 𝘢𝘯𝘢𝘭𝘺𝘴𝘪𝘴 𝘶𝘴𝘦𝘥 𝘤𝘢𝘭𝘤𝘶𝘭𝘢𝘵𝘪𝘰𝘯 𝘤𝘰𝘯𝘵𝘳𝘪𝘣𝘶𝘵𝘪𝘰𝘯 𝘮𝘢𝘳𝘨𝘪𝘯, 𝘣𝘳𝘦𝘢𝘬 𝘦𝘷𝘦𝘯 𝘱𝘰𝘪𝘯𝘵 (𝘉𝘌𝘗), 𝘢𝘯𝘥 𝘮𝘢𝘳𝘨𝘪𝘯 𝘰𝘧 𝘴𝘢𝘧𝘦𝘵𝘺 (𝘔𝘖𝘚). 𝘙𝘦𝘴𝘶𝘭𝘵𝘴: 𝘗𝘳𝘰𝘤𝘦𝘦𝘥𝘴 𝘧𝘳𝘰𝘮 𝘴𝘦𝘭𝘭𝘪𝘯𝘨 𝘰𝘳𝘤𝘩𝘪𝘥 𝘴𝘦𝘦𝘥𝘴 𝘪𝘯 𝘣𝘰𝘵𝘵𝘭𝘦𝘴 𝘏𝘢𝘴𝘢𝘯𝘶𝘥𝘪𝘯 𝘖𝘳𝘤𝘩𝘪𝘥𝘴 𝘕𝘶𝘳𝘴𝘦𝘳𝘺 &amp; 𝘓𝘢𝘣𝘰𝘳𝘢𝘵𝘰𝘳𝘺 𝘪𝘯 2019 𝘸𝘦𝘳𝘦 48,000 𝘶𝘯𝘪𝘵𝘴 𝘰𝘧 𝘣𝘰𝘵𝘵𝘭𝘦 𝘴𝘦𝘦𝘥𝘴 𝘰𝘳 𝘙𝘱1.920.000.000 𝘸𝘪𝘵𝘩 𝘢 𝘱𝘳𝘰𝘧𝘪𝘵 𝘰𝘧 𝘙𝘱928.430.869, 𝘛𝘩𝘦 𝘉𝘌𝘗 𝘱𝘳𝘪𝘤𝘦 𝘸𝘢𝘴 𝘙𝘱61.300.000, 𝘸𝘩𝘪𝘭𝘦 𝘵𝘩𝘦 𝘉𝘌𝘗 𝘲𝘶𝘢𝘯𝘵𝘪𝘵𝘺 𝘸𝘢𝘴 1.534 𝘣𝘰𝘵𝘵𝘭𝘦𝘴 𝘰𝘧 𝘰𝘳𝘤𝘩𝘪𝘥 𝘴𝘦𝘦𝘥𝘴 𝘢𝘯𝘥 𝘔𝘖𝘚 𝘭𝘦𝘷𝘦𝘭 𝘰𝘧 96.80% 𝘰𝘳 𝘴𝘢𝘭𝘦𝘴 𝘰𝘧 46.466 𝘣𝘰𝘵𝘵𝘭𝘦𝘴 𝘰𝘧 𝘰𝘳𝘤𝘩𝘪𝘥 𝘴𝘦𝘦𝘥𝘴. 𝘊𝘰𝘯𝘤𝘭𝘶𝘴𝘪𝘰𝘯: 𝘚𝘢𝘭𝘦𝘴 𝘢𝘵 𝘏𝘢𝘴𝘢𝘯𝘶𝘥𝘪𝘯 𝘖𝘳𝘤𝘩𝘪𝘥𝘴 𝘕𝘶𝘳𝘴𝘦𝘳𝘺 &amp; 𝘓𝘢𝘣𝘰𝘳𝘢𝘵𝘰𝘳𝘺 𝘩𝘢𝘷𝘦 𝘦𝘹𝘤𝘦𝘦𝘥𝘦𝘥 𝘉𝘌𝘗 𝘢𝘯𝘥 𝘴𝘢𝘭𝘦𝘴 𝘢𝘳𝘦 𝘢𝘣𝘭𝘦 𝘵𝘰 𝘤𝘰𝘷𝘦𝘳 𝘧𝘪𝘹𝘦𝘥 𝘤𝘰𝘴𝘵𝘴 𝘸𝘩𝘪𝘤𝘩 𝘮𝘦𝘢𝘯𝘴 𝘴𝘢𝘭𝘦𝘴 𝘤𝘢𝘯 𝘨𝘦𝘯𝘦𝘳𝘢𝘵𝘦 𝘱𝘳𝘰𝘧𝘪𝘵𝘴. 𝘛𝘩𝘦𝘴𝘦 𝘳𝘦𝘴𝘶𝘭𝘵𝘴 𝘤𝘢𝘯 𝘣𝘦 𝘶𝘴𝘦𝘥 𝘢𝘴 𝘢 𝘱𝘭𝘢𝘯𝘯𝘪𝘯𝘨 𝘳𝘦𝘧𝘦𝘳𝘦𝘯𝘤𝘦 𝘧𝘰𝘳 𝘵𝘩𝘦 𝘯𝘦𝘹𝘵 𝘴𝘢𝘭𝘦.
Membuat Aplikasi Penginputan Data Siswa pada Taman Kanak Kanak Harith Foundation Berbasis AppSheet

The development of informatics technology and science is very rapid and affects the field of information and management, especially in the field of data processing using computer technology. Computer technology is something that is highly coveted by every organization, because it will produce accurate and perfect information. The need for computers as a means of solving problems quickly and precisely cannot be denied. Currently, the Harith Foundation Kindergarten manages data. Managing Student and Student data, especially in recapitulating and filtering Student and Student data, is still using MS Excel and writing manually. Therefore the purpose of this study is to make an Apsheet-based application for entering student data at the Harith Foundation Kindergarten. The method used in this study is the Waterfall method. The waterfall method is a work method that emphasizes sequential and systematic phases. This application uses the AppSheet platform to process Student and Student data at Harith Foundation Kindergarten which can be used with computers and Android operating system, with the results of making Student and Student data collection applications at Harith Foundation Kindergarten making it easier for Kindergarten Secretaries and Teachers to collect data.