bluuebunny/crossref_metadata_2025_split huggingface dataset:
OPTICAL SYSTEMS FOR REDUCING THE DIVERGENCE OF LASER BEAMS
Authors: Pulov Dimcho , Tsvyatkov Petar 
Published: June 2023

The rational use of lasers as sources of radiation is also related to the development of optical systems for conversion of laser radiation. One of the ways to convert the laser radiation is related to its collimation, changing the cross-section and changing the divergence. This article presents a methodology for designing two component optical systems to reduce the divergence of laser beams. Ready-made optical elements were used, with which three different configurations were created and analyzed. The optical design was developed and subsequent optimization was performed. The resulting system has diffraction-limited quality of the outgoing laser beam and small dimensions.
INGREDIENTS DEGRADATION IN STEEL FIBER REINFORCED CONCRETE AFTER THERMAL LOADING
Authors: Rengasamy Kannasthan Karunamoorthy , Krasnikovs Andrejs , Macanovskis Arturs 
Published: June 2023

The steel fiber reinforced concrete in structures provides good mechanical and physical characteristics and such material applications are increasing. At the same time, if structure is subjected to thermal load it is affecting both properties of reinforcement and matrix as well. The aim of the present research is to investigate the degradation of the characteristics of fibers, randomly distributed in the body of concrete block. A short steel fiber reinforced concrete slabs (400x300x18cm) [1], [2] with homogeneously distributed fibers was undergone to calefaction process from one side. dimension of 16.5x14.5x15 cm) Fiber fracture process was performed based on the single fiber pull-out test by preparing the specimens with fiber from calefacted SFRC block. Experimental curves from each layer were compared with different layer of fibers and investigation had shown that higher load-bearing capacity is there over the thermal loaded fiber. The conclusion were made with the microscopic results and the experimental data.
Kernel estimation methods for seismic hazard area source modeling
Authors: Woo Gordon 
Published: June 2023

Abstract
In probabilistic seismic hazard analysis, the representation of seismic sources by area zones is a standard means of data reduction. However, where the association between seismicity and geology is complex, as it is in many tectonic regimes, the construction of zone geometry may become contentiously subjective, and ambiguities may end up being resolved through appeal to the nonscientific rule of conservatism or pragmatism. Although consideration of alternative zonations within a logic-tree framework provides a channel for some of the uncertainty, it does not address the fundamental validity of the zonation procedure itself. In particular, neither the minimal assumption of uniform seismicity within a zone nor the Euclidean geometry of a zone accord with the fractal spatial distribution of seismicity, and the magnitude insensitivity of zonation ignores the spatial extent and correlations of different-sized earthquakes. An alternative procedure for area source modeling avoids Euclidean zones and is based statistically on kernel estimation of the activity rate density inferred from the regional earthquake catalog. The form of kernel is governed by the concepts of fractal geometry and self-organized criticality, with the bandwidth scaling according to magnitude. In contrast with zonal models for intraplate regions, the kernel estimation methodology makes provision for moderate earthquakes to cluster spatially, while larger events may migrate over sizeable distances.
Basin structure effects on long-period strong motions in the San Fernando Valley and the Los Angeles Basin from the 1994 Northridge earthquake and an aftershock
Authors: Pitarka Arben , Irikura Kojiro 
Published: June 2023

Abstract
The strong ground motions recorded within the San Fernando Valley and in the Los Angeles Basin during the 17 January 1994 Northridge earthquake show complex waveforms and complicated patterns of peak acceleration and velocity. This complexity persists even at long periods (1 to 10 sec). We investigate basin structure effects on long-period wave propagation in the San Fernando Valley and in the Los Angeles Basin by the two-dimensional finite-difference modeling of the mainshock and one selected aftershock with M = 4.1.
The aftershock ground motion records in the San Fernando Valley and in the Los Angeles Basin can be explained by basin structure effects, assuming a simple point source model. The structural effects and a source model composed of two subevents can explain the most prominent characteristics of the strong-motion waveforms observed during the mainshock at sites south of the epicenter, while such a combination is not enough to explain the large strong motions observed in the north. This result suggests that the rupture propagation effects significantly amplified the ground motions at sites north of the epicenter.
Development of Interactive Learning Media for Software Engineering Subject Chapter Process Modeling in Higher Education
Authors: Sari Nadia Roosmalita 
Published: June 2023

The software development process model or what is commonly called SDLC (Software Development Life Cycle) is one of the Software Engineering (RPL) course materials in the Information Engineering Education (PTI) undergraduate study program where one of the competencies is understanding and knowing the concepts of device engineering software that can be applied in the software development life cycle which is summarized in the material for the SDLC software development process model. This material is the initial material that must be mastered by students to develop quality software. The use of interactive and interesting computer assisted learning media is expected to help the stages of the student learning process properly. This requires an interactive learning multimedia application. The purpose of this research is to develop interactive learning media as an alternative to independent learning tools to assist students in mastering the Software Development Process Model (SDLC) material for students and to find out the feasibility of multimedia application products for learning the Software Development Process Model (SDLC). The research and development methodology used in this research is Research and Development (R&D) with Borg and Gall's development steps which include: (1) Research and data collection; (2) Planning; (3) Development of product drafts; (4) Initial field trials; (5) Revision of trial results (6) Field trials; (7) Product improvement; (8) Field implementation test; (9) Completion of the final product; and (10) Dissemination of implementation. This methodology covers all matters relating to development to produce quality interactive learning media software. Based on the trials, the results obtained were 90.63 percent from media experts, 98.08 percent from material experts, 85.46 percent from initial field trials, 84.56 percent from field trials, and 86.27 percent from field implementation trials. The average value obtained is 89 percent based on the results of the overall data analysis. The conclusion of this research is that the development of multimedia applications for learning the Software Development Process Model (SDLC) is feasible as an independent learning medium. The product produced in this development research is a multimedia application for learning flash-based software development process (SDLC) models.
Development Of Interactive Learning Multimedia With Challenge Based Learning To Empower Vocational Students’ Problem-Solving Ability
Authors: Irfanudin Muhammad Ardian , Rosyid Harits Ar 
Published: June 2023

Based on the results of observations and interviews at SMK Negeri 12 Malang and several SMKs in Malang, it shows that, (1) Lack of adequate and easily accessible learning resources; (2) Learning resources only rely on material demonstrations with the help of .pdf and .ppt files; (3) The low problem solving ability of students in solving programming problems; (4) The material only refers to BSE whose competence is not in accordance with the current curriculum; and (5) Lack of use of smartphones by students in learning activities. This research and development aim to develop, test the feasibility, and determine the effect of PWDPB application learning media on students' problem-solving abilities. The research and development model adopts the ADDIE development model. The results of material validation by 2 experts obtained a percentage of 89.13 percent, the results of media validation by experts obtained a percentage of 92.73 percent, the results of small group trials obtained a percentage value of the media feasibility level of 78.32 percent, and 88.93 percent for In large groups, the level of media influence on students' problem solving abilities in small groups obtained a percentage of 74.42 percent and 85.69 percent in large groups. Based on the data from the validation and trial results, the PWDPB application learning media can be concluded. As follows: (1) the overall feasibility through the evaluation stage, the response criteria are quite feasible; (2) The effect of the product on the user's problem-solving ability obtained a response from the user with quite good criteria.
Interactive E-book Development for Graphic Design Subjects at Multimedia Department of Vocational School in Malang
Authors: Nugroho Hario Muttaqin Yuda , Suswanto Hary 
Published: June 2023

This research is based on learning media that is not suitable enough to the needs of students. Most of students don’t understand about the using of e-book in the class because of incomplete learning media material. The development of e-book is used for printing graphic design subjects for grade XI in SMKN 5 Malang. The purpose of this research is: (1) to develop an e-book as printing graphic design learning media for grade XI in multimedia department SMKN 5 Malang. (2) to increase students’ understanding of printing graphic design material by using an e-book. (3) to know the efficiency level of e-book on printing graphic design subjects in even semester. The method of this research is true experimental and pretest-posttest control group as the design model. Data analysis uses 4D e-book development model. There are four important steps in 4D model, that are: (1) Define, (2) Design, (3) Development, and (4) Disseminate. The validation of e-book is done by material experts, media experts, small-scale test, and wide-scale test. The average results of the validation percentage of media experts and material experts is 91,5 percent. The average percentage of small-scale test media validation is 87,75 percent and the average percentage of wide-scale test media validation is 86,42 percent. Based on validation, the total average percentage of learning media is 88,55 percent. On the students learning outcomes show that there is an increasing of average value from pre-test value to post-test value. The average pre-test value is 46,67 percent and the average post-test value is 88,09 percent. These results show that the using of e-book is efficient in learning process for printing graphic design subjects.
Relationship of Field Studies and Social Environment on Students' Interest in Teaching Profession (Study in Bachelor Study Program of Information Engineering Education at Universitas Negeri Malang)
Authors: Saputra Abdi Kholis , Irianto Wahyu Sakti Gunawan , Prihanto Dwi 
Published: June 2023

The purpose of this study was to reveal the significance of the relationship between: (1) Field Study (X1), Social Environment (X2) and Interest in Becoming a Teacher (Y); (2) XI and X2 with Y partially; and (3) X1 and X2 with Y simultaneously. This type of research was ex-post facto research with descriptive analysis, partial correlation analysis and multiple regression analysis. The population and sample in this study were 105 PTI undergraduate students who had implemented Field Study. The results showed that there was a significant positive relationship: X1 with Y (rx1y equal 0.265); X2 with Y (rx2y equal 0.398); and between X1 and X2 with Y (Rx1x2y equal 0.281).
Android-based Learning Media Development for Computer and Basic Networking at State Vocational High School 1 Bandung Tulungagung
Authors: Ardiansyah Febri Yuda Nur , Lestari Dyah , Pujianto Utomo 
Published: June 2023

This development aims to design and develop android-based learning media for Computer and Networking subjects in Class X of Computer and Network Engineering of State Vocational High School 1 Bandung Tulungagung. The development method applied in this development uses the ADDIE development model. This model has five steps, namely (1) analysis, (2) design, (3) development, (4) implementation, (5) evaluation. This android-based learning media was then tested on experts and 30 students of class XI of the Computer and Network Engineering Expertise Program at State Vocational High School 1 Bandung Tulungagung. The product produced in this development is an android-based learning media. After analyzing the data, the proportion of learning media from expert I was 82.50 percent, expert II was 83.33 percent, small group trial was 86.50 percent, field trial was 88.58 percent. The overall average percentage of expert I, expert II, small group trial, and field trial was 86.38 percent
Field Practice Studies, Self-Efficacy, and Pedagogic Competence Effect on Interest in Teaching Profession to Candidates for Undergraduate Informatics Education at Universitas Negeri Malang
Authors: Adyatama Yudha Adhenda Jaka , Rahmawati Yuni , Ningrum Gres Dyah Kusuma 
Published: June 2023

The background problem in this research is that the 2015 Informatics Engineering Study Program students have low interest in the teaching profession. This study aims to: (1) describe the Field Practice Study, self-efficacy, pedagogic competence, and interest in being a teacher; (2) revealing the partial effect of Field Practice Study, self-efficacy, and pedagogic competence on interest in becoming a teacher in undergraduate students of Informatics Engineering Education Faculty of Engineering, State University of Malang; (3) revealing the simultaneous influence of Field Practice Studies, self-efficacy, and pedagogic competence on interest in teaching profession in undergraduate students of Informatics Engineering Education, State University of Malang. The research method used is ex post facto with a descriptive correlational research design. In this study, there are three independent variables, namely Field Practice Studies (X1), self-efficacy (X2), and pedagogic competence (X3) and one dependent variable, namely interest in teaching profession (Y). The population and sample in this study were undergraduate students of Informatics Engineering Education class of 2015 who had carried out Field Practical Studies (KPL) activities, totaling 80 students. The data collection technique in this study used a questionnaire/questionnaire. The results showed: (1) the level of KPL, pedagogic competence, and interest in being a teacher were in the high category while self-efficacy was in the medium category; (2) there’s positive and significant effect between the KPL on interest in becoming a teacher, with a tcount of 2.152 and a significance value of 0.03; (3) there’s positive and significant effect between self-efficacy on interest in becoming a teacher, with a tcount value of 2.053 and a significance value of 0.04; (4) there’s positive and significant effect between pedagogic competence on interest in becoming a teacher, with a tcount of 2,314 and a significance value of 0.02; (5) There’s positive and significant effect between the Field Practice Study, self-efficacy, and pedagogic competence on interest in becoming a teacher, with an Fcount of 7.606 and a significance value of 0.000. The amount of the Effective Contribution (EC) of the three independent variables is 23.1 percent
Improving Student Learning Outcomes through Utilization of Interactive Learning Media with Creative Problem Solving
Authors: Firmansyah Moh Yusril , Patmanthara Syaad , Sutapa Yohanes Gatot 
Published: June 2023

Acceptance of information technology changes the paradigm through the internet network used on smartphones. The results of observations at SMKN 7 Malang with teachers of basic graphic design subject in class during the COVID-19 pandemic which were held remotely through their respective homes, that the use of conventional models and PowerPoint media used by teachers is less easy to explain basic lessons graphic design, the PowerPoint produced through the material presented are difficult to accept, and the use of media in learning activities that is not maximized to be able to motivate students to improve learning outcomes. This study aims to design interactive learning media based on graphic design with creative problem-solving content in improving student learning outcomes in class X TKJ. This study uses the ADDIE development research model and Waterfall. The test subjects of this study included material experts, media experts, and X TKJ students in SMKN 7 Malang. From the results of development research, this interactive learning media obtained an average score of media experts with a value of 92.78 percent and material experts with a value of 82.97 percent. Then from the small group trial with a value of 91.20 percent, and from the large group trial with a value of 80.37 percent. The effectiveness of the product is evidenced by the student’s final post-test scores. In conclusion, creative problem-solving learning media content that was developed is very appropriate and effective for use in student learning activities at SMKN 7 Malang.
Implementation of the STAD Model on Mobile Learning Applications to Improve Student Learning Outcomes at Vocational Schools in Malang
Authors: Masduki Wahyu Agil , Patmanthara Syaad , Yunus Yunus 
Published: June 2023

Software Modeling is a discipline that studies procedures in developing software using various development models. This study aims to produce mobile learning media products using the STAD model to improve student learning outcomes in software modeling subjects. The development of this learning media uses the ADDIE development model. The test subjects in this study were students of class XI RPL SMKN 8 Malang who were divided into 3 trial subjects who were randomly selected, namely: (1) 2 individual trial subjects, (2) 10 small group trial subjects, and (3) large group trial subjects totaling 30 people. The results of media expert validation show that 95.2 percent of learning media is very valid and based on material experts 88 percent of the material in learning media is very feasible to use in the learning process. In the individual trial process, a percentage of 80.9 percent was obtained with very valid criteria, through small group trials, a percentage of 83.2 percent was obtained with very valid criteria, and large group trials showed that the media was very valid with a percentage of 85.9 percent. The results of increasing learning outcomes can be seen from the comparison before and after using the media by comparing the average grades and classical completeness scores of students. Before using the media, an average score of 67 was obtained with 63.3 percent classical completeness and after using the media, an average score of 88 was obtained with 96.6% classical completeness. Based on these results it is concluded that learning media is appropriate for use in the learning process
Simple Additive Weighting Algorithm Implementation for Determining Supervisors in Student Final Project Information System
Authors: Asfani Khairudin , Firdaus Azmi Fachriza , Basyirun Basyirun 
Published: June 2023

The determination of the student supervisor for the final project at the Department of Electrical Engineering, State University of Malang, is determined by the Expertise Group and Study Program Coordinator. The determination is carried out and considered manually by both. It requires considerable time and effort, so the process is less efficient. Therefore, this study aims to develop an information system that can handle all processes related to the final project based on the Standard Operating Procedures applicable in the Department of Electrical Engineering, State University of Malang. This thesis and final project information system were developed using the Waterfall development model, which consists of four steps, namely: (1) Analyze; (2) Design; (3) Codes; and (4) Test. The method or algorithm applied to this information system is Simple Additive Weighting (SAW). Information systems experts and users test the system at every user access level. The tested data was obtained through a questionnaire. Based on the trials that have been carried out, the percentage results obtained are 100 percent for system validity by information systems experts, 97.41 percent for system validity by students, 93.75 percent for system validity by supervisors, 91.32 percent for system validity by members of Expertise Group, 100 percent for system validity by the Chair of the Expertise Group and Study Program Coordinator. The average percentage of trial results by all user access levels is 98.24 percent, indicating that the information system developed is considered valid and can be used by the University
Improving the Quality of Blended Learning through Mobile Learning Applications in Basic Programming Learning for Vocational School Students
Authors: Amin Mohammad Nasikhun , Ramadhani Dwitha Fajri , Herwanto Heru Wahyu 
Published: June 2023

The development of science and technology demands a more effective and innovative learning process that gives rise to various types of technology-based educational innovations. The results of observations and informal interviews at SMKN 1 Kepanjen found that basic programming is a subject that is considered difficult, the time allocation given is also lacking, the methods and media used by teachers have not helped students learn the material, and the use of mobile devices in learning is still lacking. This development research followed ADDIE's steps which consisted of five stages, namely analysis, design, development, implementation, and evaluation. The results of this development research are (1) to produce a mobile learning media product called coding; (2) learning media is stated to be very valid to be used as learning media in terms of the media expert's average score of 96.64 percent in the very valid category, the mean material expert's validity score is 87.94 percent in the very valid category, the small group's average score is 85.15 percent in the very decent category, and the mean score of the large group was 81.90 percent in the very decent category; and (3) the usefulness of the product is proven through learning independence which is obtained from the student's response of 79.28 percent in the effective category.