bluuebunny/crossref_metadata_2025_split huggingface dataset:
Onset of phase diffusion in high kinetic inductance granular aluminum micro-SQUIDs
Authors: Friedrich Felix , Winkel Patrick , Borisov Kiril , Seeger Hannes , Sürgers Christoph , Pop Ioan M , Wernsdorfer Wolfgang 
Published: October 2019

Abstract
Superconducting granular aluminum is attracting increasing interest due to its high kinetic inductance and low dissipation, favoring its use in kinetic inductance particle detectors, superconducting resonators or quantum bits. We perform switching current measurements on DC-SQUIDs, obtained by introducing two identical geometric constrictions in granular aluminum rings of various normal-state resistivities in the range from ρ
n = 250–5550 μΩ cm. The relative high kinetic inductance of the SQUID loop, in the range of tens of nH, leads to a suppression of the modulation in the measured switching current versus magnetic flux, accompanied by a distortion towards a triangular shape. We observe a change in the temperature dependence of the switching current histograms with increasing normal-state film resistivity. This behavior suggests the onset of a diffusive motion of the superconducting phase across the constrictions in the two-dimensional washboard potential of the SQUIDs, which could be caused by a change of the local electromagnetic environment of films with increasing normal-state resistivities.
Non-Abelian Majorana fermions in topological s-wave Fermi superfluids
Authors: Toikka L A 
Published: October 2019

Abstract
By solving the Bogoliubov–de Gennes equations analytically, we derive the fermionic zero-modes satisfying the Majorana property that exist in vortices of a two-dimensional s-wave Fermi superfluid with spin–orbit coupling and Zeeman spin-splitting. The Majorana zero-mode becomes normalisable and exponentially localised to the vicinity of the vortex core when the superfluid is topologically non-trivial. We calculate the energy splitting due to Majorana hybridisation and identify that the s-wave Majorana vortices obey non-Abelian statistics.
Blended learning with schoology in mathematics: Student’s activity and their outcome
Authors: Wijayanti R T , Chrisnawati H E , Fitriana L 
Published: October 2019

Abstract
The aim of this research is to determine: (1) the design of learning media based on Blended Learning Schoology in the Mathematics subject of mathematics logic material; (2) describe the validity of the product; (3) describe the practicality of the product; (4) describe the product’s effectiveness in enhancing student’s activity and their outcome. The development procedures employed were Four-D model which consisted of four phases: define, design, develop, and disseminate. In develop phase, the assessment had been conducted by two experts there were media expert and material expert to assess validity of media both in construct and content aspects. The results showed that the validities by the media expert and material expert were “very good” and “good” category. The learning media developed is practical to be use. The achievement percentage of the learning media’s practicality was 81.02 % which is appropriate to the achievement criteria. The implementation was done to 36 students of vocational school. The results from classroom implementation revealed the effectiveness of the product in enhancing student’s activity and their outcome. Moreover, 77.78% of the students are active in using the product and there were significant differences in learning outcome between Blended Learning based on Schoology and Direct Instruction.
The effectiveness of project-based learning on students’ communication skills in science
Authors: Putri S U , Hidayat S 
Published: October 2019

AbstractThis study aims at analyzing the effectiveness of project-based learning on elementary school students’ communication skills. This study involved 45 5th grade students who were divided into experimental groups (n=24) and control groups (n=21). Both classes were given a pre-test to identify students’ communication skills before learning. The experimental group were given instruction by using project-based learning while the control groups using cooperative learning. At the end of the learning process, the two groups were given post-test. The research instrument used a communication skills test developed in accordance with the water cycle science materials. Data were analyze using n-gain and non-parametric test (mann whitney). Based on the results of the study, it can be identified that there is an increasing number of most of the communication skills indicators except for the drawing the water cycle process and how to save water indicators. The implication of this research is that project-based learning can be an alternative to build the 21st century skills for elementary students in science subject.
Development of Ikigai instructional method to cultivate computational thinking of millennial generations
Authors: Hikmawan R , Sari D P , Majid N A , Ridwan T , Nuriyah W , Aprilia L , Diani D 
Published: October 2019

Abstract
Digitalization in industrial revolution 4.0 era has many impacts towards all aspects of life. Massive technology advancement shifts industrial demands in Indonesia from quantitative to qualitative demands. These qualitative demands can be interpreted that today’s industry workforce not only need technique competencies but also must have good Computational Thinking (CT) which is the pillar of collaboration, communication, creativity, and problem-solving skills. This issue did not balance with the enhancement of cognitive skills of Indonesians, especially youth or millennial generation. Millennial generation required to overcome multilevel challenges to improve thinking skills particularly on individual level. The low level of intrinsic motivation in using computational thinking to solve its problem became one of millennial culture characteristics. One of the solutions is cultivate student’s intrinsic motivation to use CT by utilize Ikigai concept on teaching and learning activities from early grade. The Ikigai role as motivation template has been endure for millennia and proven, if used properly, to be most important factor that help eastern culture people achieve self-actualization. This study aims to develop instructional design that include Ikigai concept to support the achievement of intellectual competencies. Product development is done by Research and Development (R&D) Method with Akker procedure scheme. Product expected to improve students CT in accordance to standard needed in industrial 4.0 era. At this point, we currently at Empirical Testing phase. As expected, we got good response from teacher for product’s ease of use and provide clear assessment of students CT Skills. Student that can be described as skilled programmer often have poor communication or collaboration skills with societies. However, when the students have clear life-goal, those lack of social skills are gradually improved. Otherwise, student with good social skills but has poor technique (coding), become more motivated to pursue computing knowledge.
Blended and face-to-face learning on lecturing in elementary school teacher education
Authors: Setiadi P M , Ganda N 
Published: October 2019

Abstract
In this study, a blended learning model was designed for elementary school teacher educations in Universitas Pendidikan Indonesia Kampus Tasikmalaya. Students learned both from internet by using YouTube platform and face-to-face course. YouTube and online learning system that usually used in Universitas Pendidikan Indonesia was chosen for learning platform which can facilitate learning through texts, tests, assignments, and videos that made by lecturer itself. This research aims to determine the effects of face-to-face and blended learning model on the result and the student’s attitudes, opinions and perceptions on blended learning. This study used a combination design of both qualitative and quantitative methods. There were two different groups in this study, face-to-face group and blended learning group. The face-to-face learning group and the blended learning group consisted of 40 and 40 students. The face-to-face group conducted face-to-face lectures as usual for 16 meetings. Meanwhile, the blended learning group conducted lectures in an integrated model both face-to-face as well as online lectures through YouTube platform. The results showed that the blended learning group was more effective than the face-to-face group. The usability of face-to-face learning and blended learning in higher education is addressed in recommendations for future research and practice.
Exploring the integrating potentials of role playing with YouTube in building student’s self confidence
Authors: Lestari T , Mulyana E H , Nurzaman I , Gandana G , Apriyaningsih E 
Published: October 2019

Abstract
Self Confidence become a fundamental requirement for an increase in an individual’s career, of course, this applies to student’s role-playing effective technique to increase self-confidence, but it is still limited to integrate with social media. Though the survey in 2018 claimed 85% of young adults like to access information about academic and non-academic from platform YouTube. Finding these opportunities, researchers explored the technique of role playing and integrate social media to build self-confidence YouTube students. This study was conducted during 8 meetings of the 40 students at a university in Indonesia in one of the courses. To measure the success of the treatments used Award observation assessment sheet and post-test to determine changes in the level of self-confidence of students. Before given treatment do pre-test and is known to many as 19 people or 47.5% of the students still have low self-confidence. After administering treatment increased significantly by 52.5% from the pre-test. there was an increase in all aspects of self-confidence, that self-love is increased to 94%, self-understanding 95%, clear purpose in life 83%, positive thinking 84%, communication 85% specificity 81%, grooming 86%, and control feelings of 92% to an average of student self-confidence increased to 87.5%.
Didactical design of mathematics teaching based on gobak sodor traditional games in primary school
Authors: Nur’aeni E , Muharram M R W , Sriwianti S 
Published: October 2019

Abstract
The research is motivated by the results of the preliminary study analysis that there are students’ learning obstacle in the perimeter of rectangles material that makes students’ understanding were low. Therefore, it is necessary to plan a didactical design to overcome the learning obstacle experienced by students. Didactic design based on traditional games is planned as an effort to preserve local wisdom. The formulation of the research problem is how to implement didactical design on the perimeter of rectangles material based on gobak sodor traditional games in primary school. The purpose of the study was to describe the implementation of didactical design on the perimeter of rectangles material based on gobak sodor traditional games in primary school. The method used is DDR (Didactical Design Research) with 3 stages of procedure, namely: prospective analysis, metapedadidactic, and retrospective analysis. Research subjects were fourth grade elementary school students. The study was conducted in two elementary schools located in Indonesia. The results of the study are learning design in the form of teaching materials in the form of student activity sheet and lesson plan which are developed as alternative learning design that can be used in mathematics learning on perimeter of rectangles material to overcome learning obstacles experienced by students.
Mathematical Literacy Training (MLT) through Virtual based Mathematics Kits (VMK) for best mathematics performance
Authors: Pradana L N , Sholikhah O H 
Published: October 2019

Abstract
Mathematical literacy bridges mathematics with real-world contexts. This study aims to enhance mathematics performance by MLT through VMK. The study involves grade 4 elementary school students in 4 classes. The MLT has been held 5 weeks (90 minutes each week) as extracurricular activities in 4 classes. The MLT focus on students’ ability to reason, convey ideas effectively and solve math problems. Various math problems represented by VMK (digital-based media). The VMK used for stimulating students’ thinking. The enhancement seen by comparing student’ mathematics performance before and after MLT activities. The MLT gives an enhancement for student’ mathematics performance and mathematical literacy. The use of VMK can stimulate students’ ability to reason and solve math problems. In convey ideas effectively, student still needs help in making an idea. This study shows the VMK in MLT activities enhance student’ mathematics performance.
Guided experiments book based on SETS (Science, Environment, Technology, and Society) to empower science literacy for elementary school students
Authors: Prasasti P A T , Listiani I 
Published: October 2019

Abstract
Guided Experiment Book based on SETS used a guidebook for students in carrying out scientific work. The SETS-based Guided Experiment Book assists students in developing the skills they possess and familiar with the scientific process for acquiring concepts. Primary school students who have science literacy was expected to apply concepts obtained in school with natural phenomena that occurred in everyday life. The purpose of the research to empower Science Literacy through a SETS-based Guided Experiment Book. The study involved 50 grade V students divided into 2 groups covering 25 students in the intervention group and 25 students in the control group. Activities were conducted over a period of 3 months outside of school activities. The empowerment of science literacy seen from the increased results before and after the SETS-based Guided Experiment Book implementation. SETS-based Guided Experiment Book helped students to empower science literacy through the stages of invitation, exploration, problem-solving, concept application and concluding. These stages were activities that familiarize students to learn concept through the processed and apply environmentally sound technology. Based on the results of research and hypothesis testing can conclude that Guided Experiment Book based on SETS can empower the literacy of science of elementary school students.
How should elementary school students construct their knowledge in mathematics based on Bruner’s theory?
Authors: Zuliana E , Retnowati E , Widjajanti D B 
Published: October 2019

Abstract
Elementary school teachers should know how their students construct a very abstract concept of mathematical knowledge. Elementary school children are still at the concrete operational stage, while the characteristic of mathematics itself is abstract. This study is descriptive qualitative research. Data collected by observation and documentation. The study describes how Elementary school students should build their mathematical knowledge based on Bruner’s Theory (enactive, iconic and symbolic stage) and how mathematics learning process provided by Elementary school teachers.
The impact of implementing of INSTAD model toward student’s mathematics learning outcome for 5th grade elementary school students
Authors: Syamsuddin A 
Published: October 2019

Abstract
This research paper aims to identify the process and results of the implementation of the Inquiry-Student Team Achievement Division (INSTAD) learning model, find out students’ learning outcomes and identify the effect of the implementation of the INSTAD model on students’ learning outcomes in mathematics learning. This type of research is a quasi-experimental study with nonequivalent control group design. This study involved 60 elementary students. The instrument used is a test of learning outcomes which consists of 10 items. Students’ learning outcomes were analyzed using the t-test formula through of SPSS 20.0 for Windows. The results of descriptive analysis and hypothesis testing revealed differences significantly in learning outcomes between the experimental class and control class, it was indicated by the results of using the t-test on students’ learning outcomes obtained that H0 was rejected because the value of t-count > t-table (4.340> 1.99547) and p value (0.000 <0.05 = α). Based on the value of post-test learning outcomes in the experimental class is an average score of 78.3 while for the average score of the control class is 71.0 and the average N-gain of the experimental class is 0.49, while the N-gain of the control class is 0.22. It can be concluded that the point of N-gain of experimental class is greater than point of the control class. It can be said that the use of the INSTAD learning model has a positive effect on improving students’ mathematics learning outcomes.
Building children’s learning motivation through positive reinforcement in science and math classroom
Authors: Sumiati T , Septiani N , Widodo S , Caturiasari J 
Published: October 2019

Abstract
This research is based on how the teacher builds a learning motivation of 5-6 years old children. In the classroom, sometimes children’s motivation decrease, there is one way to build learning motivation on children, it is called positive reinforcement. This research aims to determine the learning motivation of 5-6 years old children by giving positive reinforcement in the math and science subject. The method of this research was qualitative descriptive with the sample was six students of B2 class around 5-6 years old at the kindergarten in the Purwakarta, Indonesia. The instrument of the research was an observation sheet of students and teachers’ activities and the interview. The result of the data analysis on teacher’s observation was a positive reinforcement from the teacher by giving children praise; nonverbal reinforcement was delivered by smiling at children, showing a cheerful face and thumbs. Moreover, the result of observation also showed that children more like if the teacher gives praise in words forming for what they are doing, so the good behavior will continuous appear.
Designing lesson plan of Science, Technology, Engineering, Mathematics (STEM) education in science learning
Authors: Winangun M M , Fauziah D 
Published: October 2019

Abstract
Science learning has developed into the idea of connecting scientific science with the needs of the world of future work including; scientists, technologists, engineers, and mathematicians. STEM learning in science subjects can prepare future workers through increasing STEM literacy. However, STEM literacy of students is still low. There have been many studies that promote STEM learning in the classroom, but limited to proving STEM education in science learning with certain models can improve STEM literacy. No research has been found on how to plan STEM education in science learning in practical for use in the classroom. Therefore, this study intends to provide a contextual description of how STEM learning is planned primarily for science subjects in the classroom. This study is useful for teachers as an initial reference for planning STEM education in science learning in classroom.
Theater extracurricular program based on M-Learning strategy in primary school level
Authors: Hidayat S , Suryana Y , Indihadi D 
Published: October 2019

Abstract
Mobile learning (m-learning) challenges the traditional approach of teaching and learning in primary school. In recent years, using m-learning has attracted increasing attention esspecially in theater art extracurricular programme. Extracurricular Programme is a model of learning in cultivating student’s creativity. There are three steps of theater programme trough m-learning strategy by planning, implementation and evaluation. Exposing qualitative approach, this research reveals the phenomenon of student creativity cultivation by means of theater extracurricular activity in primary school level. The data were revealed through three stages: planning, implementation and evaluation. This study finds that the fusion of the m-learning in in theater art extracurricular programme has enhanced teaching and learning experiences among students in primary school level.
Brainstorming in scientific writing in elementary school
Authors: Nugraha D , Indihadi D 
Published: October 2019

AbstractBrainstorming as a strategy in scientific writing in elementary school writing instrusction was succesfully proven by this study. There is a relationship between brainstorming as a strategy to writing instruction and students scientific writing ability. Improved learning out comes of students’ expository writing as scientific writing in a staight forward, logical, sytematic and functional manner of items, or events in chronological was achieved after brainstorming is implemented to grade five elementary school. Based on the research and development approach, the data obtained in the trail 1 (13 males and 15 famales participants) was 13,50 and trail 2 was 14,07. This means that brainstorming as a strategy has the opportunity for language teachers to teach students writing skills. The instruction of brainstorming strategy had a positive effect on students scientific writing improvement and also make them more active.
Developing of TaPe Game App for interactive learning based on DGBL model for students in elementary school
Authors: Fauzi A , Yudha B , Harli E , Kusmanto T H , Rangka I B , Sapriyanti S 
Published: October 2019

Abstract
Gaming is not only a fun activity in competing, but also an activity that can be used as a learning tool. Gaming technologies can be utilized to create a fun and interactive learning environment through game based learning. This research on developing a TaPe App, as a learning media, can be used by teachers and students in learning activities or at ice breaking time. TaPe App is built with 3 key elements: challenge, response and feedback. TaPe App is developed by using Digital Game Based Learning (DGBL) model with the stages consisting of analysis, design phase, development phase, quality assurance, implementation and evaluation. TaPe App is built with attention to the principle of a good learning media that is easy to see (visible), interesting, simple, useful, accurate, legitimate, and structured which known as the principle of VISUALS. This study shows that the TaPe App can run in many computer environment and the functionality running well based on black box testing. TaPe App has many features of a game that includes three difficulty levels, a random questionnaire in every step of game, and has a user friendly interface. The next focus on this research is to implement this app on android platform.