bluuebunny/crossref_metadata_2025_split huggingface dataset:
Liquid products of meat and bone meal pyrolysis: comprehensive assessment by chromatographic methods
Authors: Logutov Vladimir , Abdrakhmanov Valery , Kulikovskii Andrey , Knyazeva Alexsandra , Utiyanov Dmitry 
Published: January 2023

Dorogov’s antiseptic stimulators (fractions 2 and 3) are products of meat and bone meal pyrolysis that are used to treat farm animals. However, there is a lack of detailed information about their chemical composition. We aimed to study individual compositions of organic substances in the water- and oil-soluble condensates of these preparations.
Dorogov’s antiseptic stimulators ASD-2F and ASD-3F (Agrovetzashchita, Russia) were used as samples of the water- and oil-soluble condensates of meat and bone meal pyrolysis. Volatile substances were identified by gas chromatography and gas chromatography-mass spectrometry, while amino acids were determined by high-performance liquid chromatography.
The initial water-soluble condensate contained ammonium salts, amides of carboxylic acids, N-heterocyclic compounds, hydantoins, amino acids, and dipeptides, with a total content of 8% of the condensate’s weight. Its dehydrated concentrate had almost no ammonium salts and amides of carboxylic acids, but its contents of hydantoins, amino acids, dipeptides, and lowvolatile nitrogen-containing heterocycles were 10–15 times as high as those in the initial condensate. The condensate contained 13 dipeptides and 19 amino acids with a total content of 2.5%. According to gas chromatography-mass spectrometry, the oilsoluble condensate contained over 30% of nitriles; 7–10% of higher and aromatic hydrocarbons, phenols, and amides (with esters); and 1–3% of N-heterocyclic compounds, naphthalenes, pyridines, and dipeptides. The nitrogen-containing heterocycles, as well as dipeptides, were similar to those in the water-soluble condensate.
We identified 80% of individual organic substances in the water-soluble pyrolytic condensate. Together with its concentrate, they contained more than 220 organic substances divided into 10 main groups. The oil-soluble condensate consisted of over 350 individual organic compounds. The full composition of the preparations can be further identified by three-quadrupole liquid mass spectrometry.
Relationship between Knowledge Level and Anxiety Facing Childbirth in Primiparous Mothers at Panembahan Senopati Hospital Bantul
Authors: Naibili Maria Julieta Esperanca , Hamranani Sri Sat Titi , Wahyuningsih Melania 
Published: January 2023

The 7 “P” factors influencing the child-birth process are “Power”, ”Passage”, “Passenger”, “Psyche”, ”Pain”, “Patience”, and “Position”. Psyche includes anxiety, which for laboring mothers creates tension, vasoconstriction in uterine blood vessels, pain, reduced uterine contraction, and delayed cervical opening so that childbirth takes longer. Long childbirth or partus can increase mothers' and babies' morbidity and mortality rates. This research aimed to identify the correlation between Knowledge Level and Anxiety Facing Childbirth in Primiparous Mothers at Panembahan Senopati Hospital Bantul. This study was quantitative research with a descriptive-analytic design using the cross-sectional approach. The population in this research consisted of 145 primipara mothers, with purposive sampling of 59 respondents. The data were collected with a questionnaire and analyzed with the Spearman Rank Correlation Test. The respondents’ knowledge level belonged to the ‘good’ category, 96.6%, while the anxiety level among the primipara mothers belonged to the ‘moderate’ category, 79.7%. The analysis of the correlation between the knowledge level and the anxiety level among Primipara mothers in Panembahan Senopati Hospital Bantul resulted in a p-value = 0.001 with a Rho-Spearman correlation value of -0,415. There was a moderate correlation between knowledge and anxiety levels among primipara mothers in Panembahan Senopati Hospital Bantul. Healthcare providers can promote the seven essential power education models of childbirth ("Power," "Passage," "Passenger," "Psyche," "Position," "Pain," and "Patience") in maternity nursing practice so that nurses can pay attention to the complexities of care holistically for women who give birth
Aplikasi Gamifikasi Peralatan Konstruksi untuk Pembelajaran Jarak Jauh pada Masa Pandemi
Authors: Hakim Febri Fahmi , Friatmojo Eko Kusumo , Taurano Galih Adya , Wijaya Hendra Adi 
Published: January 2023

Penerapan gamifikasi pendidikan adalah salah satu solusi yang secara umum telah diterapkan pada konteks keadaan normal (non-pandemi). Dalam penelitian ini penerapan solusi gamifikasi diuji sebagai alternatif pendekatan pembelajaran praktik pada institusi pendidikan vokasi dalam masa pandemi. Perangkat interaksi berupa purwarupa aplikasi web gamifikasi peralatan konstruksi dibuat dan diujicobakan kepada 82 mahasiswa Politeknik Pekerjaan Umum yang telah mendapatkan mata kuliah Peralatan Konstruksi. Instrumen ukur dikembangkan dengan skala Likert 7-poin untuk mengukur manfaat gamifikasi terhadap motivasi belajar. Hasil uji validitas butir menunjukkan 33 dari 34 butir dalam instrumen valid untuk digunakan (r-hitung r-tabel=0.244), sedangkan hasil uji reliabilitas terhadap 7 (tujuh) dimensi instrumen ukur penelitian menunjukkan bahwa 6 (enam) dimensi reliable untuk digunakan dalam instrumen ukur penelitian (Alpha Cronbach ≥ 0.6 yaitu Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, dan Outcome=0.785).The application of educational gamification is a solution that has generally been applied in the context of normal (non-pandemic) circumstances. In this study, the application of gamification solutions was tested as an alternative approach to practical learning in vocational education during the pandemic. An interaction device in the form of a gamification web application prototype for construction equipment was made and tested on 82 Polytechnic of Public Works students who had received the Construction Equipment course. The measuring instrument was developed with a 7-point Likert scale to measure the benefits of gamification on learning motivation. The results of the item validity test show that 33 of the 34 items in the instrument are valid to use (r-count r-table=0.244), while the results of the reliability test on 7 (seven) dimensions of the research measuring instrument show that 6 (six) dimensions are reliable to be used in research measuring instrument (Cronbach's Alpha ≥ 0.6, namely Interest/Enjoyment=0.823, Perceived Competence=0.804, Pressure/Tension=0.737, Value/Usefullness=0.812, and Outcome=0.785).
Mixed Reality Edukasi Pengenalan Bioma dengan Metode Occlusion Detection dan Algoritma FAST Corner Detection
Authors: Mahdafiki Rizki Akbar , Fauziah Fauziah , Sari Ratih Titi Komala 
Published: January 2023

Disebabkan cepatnya perkembangan teknologi yang terjadi, secara tidak langsung mempengaruhi banyak bidang, salah satunya dalam bidang pendidikan. Untuk membuat sistem pembelajaran menjadi lebih interaktif, dibuatlah sebuah aplikasi dengan mengimplementasikan teknologi Mixed Reality (MR), yang merupakan hasil kombinasi Virtual Reality (VR) dengan Augmented Reality (AR). Penelitian ini mengimplementasikan teknologi Mixed Reality untuk media edukasi tentang jenis serta karakteristik bioma berbasis android yang memanfaatkan teknologi 3D sebagai objek pembelajarannya. Pengguna dapat berinteraksi dengan objek virtual, dan untuk memunculkan objek virtual dibutuhkan sebuah marker sebagai penanda dari objek virtual. Algoritma FAST Corner Detection akan memindai marker untuk menentukan titik tengah gambar pada marker. Agar mendapatkan hasil yang lebih nyata dan interaktif digunakan metode Occlusion Detection, sehingga objek virtual dapat berinteraksi langsung dengan pengguna aplikasi. Aplikasi telah diuji pada perangkat dengan versi sistem operasi android yang berbeda-beda, yaitu Nougat (7.0) hingga R (11.0) dimana hasil pengujian jarak terhadap marker bervariasi, mulai dari jarak terdekat sebesar 10 cm hingga terjauhnya yaitu 240 cm hingga 300 cm. Juga hasil pengujian sudut kemiringan terhadap marker, batas maksimal sudut kemiringan marker dapat dipindai adalah sebesar 80°. Waktu respon Mixed Raeality pun diuji dengan cara menghitung lama waktu munculnya objek virtual saat pertama kali kamera memindai marker, yang menghasilkan waktu 0,5 detik.
Budgeting in App: Sebuah aplikasi pengembangan media ajar berbasis desktop pada mata kuliah penganggaran
Authors: Bakhtiar Yohan , Izzah Abidatul , Yanuarmawan Dion 
Published: January 2023

Metode pembelajaran daring yang diterapkan menimbulkan kesulitan bagi mahasiswa program studi Akuntansi dalam memahami materi yang memuat teori perhitungan seperti Penganggaran. Oleh karena itu, pada penelitian ini telah dibangun sebuah aplikasi bernama Budgeting in App yang membantu memahami materi dan latihan soal Penganggaran. Tahapan penelitian ini antara lain analisis permasalahan, analisis kebutuhan, perancangan, pembuatan aplikasi, dan pengujian aplikasi. Aplikasi ini memuat tujuh topik materi yakni anggaran jualan, anggaran bahan baku, anggaran beban usaha, sediaan, anggaran piutang, menu perhitungan anggaran kas, dan anggaran utang dan modal. Serangkaian pengujian telah dilakukan untuk mengevaluasi kehandalan aplikasi yang terdiri dari tiga skenario antara lain pengujian sistem secara fungsional, alur aplikasi, dan dampak penggunaan aplikasi dalam proses belajar mengajar. Berdasarkan pengujian tersebut dapat diambil kesimpulan bahwa semua fitur aplikasi aplikasi telah berjalan dan telah sesuai dengan algoritma konsep penganggaran, serta 75% mahasiswa sangat setuju bahwa aplikasi ini telah dikembangkan dengan baik. The online learning method applied makes it difficult for Accounting students to understand material that contains calculation theory such as Budgeting. Therefore, in this study, an application called Budgeting in App has been built which helps improve understanding of budgeting materials and exercises. The stages of this research include problem analysis, needs analysis, design, application development, and application testing. This application contains seven material topics namely sales budget, raw material budget, operating expense budget, inventory, accounts receivable budget, cash budget calculation menu, and debt and capital budget. Tests have been carried out to evaluate the reliability of the application which consists of three scenarios including functional system testing, application flow, and the impact of using applications in the teaching and learning process. The results show that all application features of the application have been running well and are in accordance with the concept of budgeting algorithms, and 75% of students strongly agree that this application has been developed well.
Studi kasus pelaksanaan asesmen pembelajaran bahasa Indonesia menggunakan aplikasi Moodle
Authors: Nurr Rokhmah Akhirul Insan , Widawati Colin Widi , Yuniarta Inta Rachma , Suwandi Sarwiji 
Published: January 2023

Penelitian ini berkontribusi dalam mendeskripsikan asesmen penggunaan aplikasi Moodle untuk Penilaian Akhir Tahun (PAT) mata pelajaran bahasa Indonesia di SMA Negeri 7 Surakarta. Penggunaan aplikasi Moodle ini sudah dilaksanakan selama masa pandemi Covid-19. Data disajikan dan dianalisis menggunakan narasi deskriptif, studi kasus, analisis dokumen, dan wawancara mendalam. Hasil penelitian menunjukkan penggunaan aplikasi Moodle saat PAT cukup mudah digunakan baik untuk guru dan siswa. Guru mudah dalam penginputan soal, sementara siswa mudah dalam pengoprasiannya. Kendala yang dihadapi adalah (1) masalah jaringan yang berbeda-beda di setiap siswa, (2) ada soal yang kurang lengkap, (3) layar ponsel yang kecil membuat siswa tidak nyaman, dan (4) karakteristik soal bahasa Indonesia yang terlalu panjang membuat mata siswa lelah dan menurunkan konsentrasi, (5) pengawas yang kurang bersungguh-sungguh dalam mengawasi pengerjaan PAT, dan (6) aplikasi Moodle yang masih dapat membuka aplikasi lain ketika pengerjaan tes sehingga siswa masih dapat membuka aplikasi lain ketika mengerjakan soal, sehingga masih tinggi tingkat kecurangan. This study contributes to describing an evaluation using the Moodle application for the Year-End Assessment (PAT) of Indonesian subjects at SMA Negeri 7 Surakarta. The use of this Moodle application was implemented during the Covid-19 pandemic. Data are presented and analyzed using descriptive narratives, case studies, document analysis, and in-depth interviews. The results showed that the use of the Moodle application when PAT was relatively easy to use for both teachers and students. Teachers are accessible to input questions, while students are easy to operate. The obstacles faced are (1) different network problems for each student, (2) there are preliminary questions, (3) the small mobile phone screen makes students uncomfortable, and (4) the characteristics of the Indonesian language questions that are too long make it challenging to read. Students' eyes get tired and decrease concentration, (5) supervisors who are not severe about supervising PAT work, and (6) Moodle application which can still open other applications when working on tests, so students can still open other applications when working on questions, so it is still high cheating rate.
Rancang bangun game edukasi “Noxious” sebagai media pembelajaran bagi pendidikan karakter remaja (Studi kasus di Kabupaten Bandung)
Authors: Rachmawati Wineu Siti , Padmasari Ayung Candra , Firmansyah Feri Hidayatullah 
Published: January 2023

Pendidikan karakter kepada remaja melalui game menjadi perhatian khusus, terutama di tengah pelabelan dunia terhadap Indonesia yang dianggap memiliki masyarakat paling tidak sopan se-Asia di tahun 2020. Tujuan penelitian ini adalah untuk mengetahui cara merancang game edukasi yang tepat untuk media pendidikan karakter bagi remaja dan mengetahui hasil uji kelayakan media untuk. Game edukasi ini dinamai “NOXIOUS” yang dirancang menggunakan model pengembangan ADDIE dan dilakukan uji kelompok kepada 60 orang siswa di Kabupaten Bandung. Hasil uji coba mendapat poin rata-rata yaitu 0,76 dan jika dibulatkan menjadi 1. Di dalam severity rating, poin 1 dapat diartikan ke dalam kategori cosmetic problem, sehingga permasalahan tidak perlu diperbaiki kecuali waktu pengerjaan proyek masih tersedia dan game edukasi NOXIOUS layak digunakan sebagai media pembelajaran karakter. Rekomendasi untuk studi lanjutan dapat menelusuri efektivitas game sejenis pada variabel karakter yang lebih spesifik. Character education for teenagers through games is of particular concern, especially amid the world's labeling of Indonesia as having the most impolite society in Asia in 2020. This research aims to find out how to design educational games that are appropriate for character education media for teenagers and find out the results of the media feasibility test. This educational game is called "NOXIOUS" which was designed using the ADDIE development model, and group tests were carried out on 60 students in Bandung Regency. The test results get an average point of 0.76, and if it is rounded up to 1. In terms of severity rating, point 1 can be interpreted as a cosmetic problem category, so the problem only needs to be fixed if the project time is still available and the NOXIOUS educational game is suitable for use as a character learning medium. Recommendations for further studies can explore the effectiveness of similar games on more specific character variables.
Media pembelajaran perpipaan sistem refrigerasi berbasis aplikasi Android
Authors: Maolani Irman , Sumardi Kamin , Berman Ega Taqwali 
Published: January 2023

Penelitian ini didasari oleh kebutuhan terhadap media pembelajaran yang inovatif, sesuai kemampuan, murah dan mudah diakses oleh peserta didik. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis aplikasi android yang layak dan dibuat menggunakan web program kodular pada materi perpipaan sistem refrigerasi. Penelitian ini menggunakan metode pengembangan dengan model perancangan, produksi, dan evaluasi. Sampel penelitian ini adalah peserta didik kelas XI TPTU B sebanyak 35 peserta didik. Instrumen penelitian menggunakan non-tes yaitu lembar validasi dan angket respon peserta didik. Hasil penelitian menunjukan penilaian dari pakar media sebesar 87,8% dan 55,3% dari pakar materi. Dengan hasil persentase tersebut bahwa media dinyatakan layak dan dapat digunakan dalam kegiatan proses pembelajaran. Uji coba terhadap peserta didik mendapatkan hasil rata-rata sebesar 87%, hal ini menandakan aplikasi pembelajaran disukai dan mudah digunakan. Rekomendasi dari penelitian ini yaitu penelusuran lebih lanjut efektivitas media pembelajaran perpipaan sistem refrigerasi pada kelompok eksperimen yang lebih banyak dan terkontrol. This research is based on the need for innovative learning media, according to abilities, inexpensive and easily accessible to students. This study aims to produce learning media based on android applications that are feasible and made using codular web programs on refrigeration system piping material. This research uses the development method with design, production, and evaluation models. The sample of this research was 35 students of class XI TPTU B. The research instrument uses non-tests, validation sheets, and student response questionnaires. The study results a show that the media expert assessment is 87.8% and 55.3% from material experts. With the results of these percentages, the media is declared feasible and can be used in learning activities. Tests on students obtained an average mark of 87%; this indicates that learning applications are liked and easy to use. This study concludes that the learning media for piping refrigeration systems based on Android applications with the help of codular web programs is feasible and easy to use by students. This study recommends further investigating the effectiveness of learning media on piping refrigeration systems in more numerous and controlled experimental groups.
Comparing the Use of a Mobile App and a Web-Based Notification Platform for Surveillance of Adverse Events Following Influenza Immunization: Randomized Controlled Trial
Authors: Bota A Brianne , Bettinger Julie A , Sarfo-Mensah Shirley , Lopez Jimmy , Smith David P , Atkinson Katherine M , Bell Cameron , Marty Kim , Serhan Mohamed , Zhu David T , McCarthy Anne E , Wilson Kumanan 
Published: January 2023

Background
Vaccine safety surveillance is a core component of vaccine pharmacovigilance. In Canada, active, participant-centered vaccine surveillance is available for influenza vaccines and has been used for COVID-19 vaccines.

Objective
The objective of this study is to evaluate the effectiveness and feasibility of using a mobile app for reporting participant-centered seasonal influenza adverse events following immunization (AEFIs) compared to a web-based notification system.

Methods
Participants were randomized to influenza vaccine safety reporting via a mobile app or a web-based notification platform. All participants were invited to complete a user experience survey.

Results
Among the 2408 randomized participants, 1319 (54%) completed their safety survey 1 week after vaccination, with a higher completion rate among the web-based notification platform users (767/1196, 64%) than among mobile app users (552/1212, 45%; P<.001). Ease-of-use ratings were high for the web-based notification platform users (99% strongly agree or agree) and 88.8% of them strongly agreed or agreed that the system made reporting AEFIs easier. Web-based notification platform users supported the statement that a web-based notification-only approach would make it easier for public health professionals to detect vaccine safety signals (91.4%, agreed or strongly agreed).

Conclusions
Participants in this study were significantly more likely to respond to a web-based safety survey rather than within a mobile app. These results suggest that mobile apps present an additional barrier for use compared to the web-based notification–only approach.

Trial Registration
ClinicalTrials.gov NCT05794113; https://clinicaltrials.gov/show/NCT05794113
Veiledning som lederstøtte i skoleutvikling: den utfordrende oppstarten
Authors: Abrahamsen Lena , Aas Marit 
Published: January 2023

Skoleledelse har betydning for skoleutvikling og påvirker dermed elevenes læring indirekte. Av den grunn trenger skolen ledere som har kunnskap om å lede endrings- og utviklingsarbeid, og en slik kompetanse kan utvikles gjennom veiledning eller coaching. I denne studien undersøker vi hva som skjer i en middels stor kommune i Norge når skoleeieren etablerer og iverksetter en veilederordning for å støtte skolenes ledergrupper i skoleutviklingsarbeidet. Innenfor rammen av aksjonsforskning undersøker vi hva som skjer når veilederteamene tar i bruk skolevurdering som redskap i oppstarten av veiledningsforløpet og skoleutviklingsarbeidet. Vi studerer også hvordan rektorenes respons på bruken av dette redskapet endrer veiledningspraksisen. Våre funn viser at vurderingen blir oppfattet som en kritikk av skolens praksis og fører til motstand hos ledergruppene. For å forstå og forklare det som skjer, drøfter vi funnene i lys av kulturhistorisk aktivitetsteori. Avslutningsvis peker vi på studiens implikasjoner i form av noen anbefalinger til andre som ønsker å støtte ledergrupper i arbeidet med skoleutvikling.
ENGLISH ABSTRACT
Coaching as leadership support in school development: the challenging start-up phaseSchool leadership is important when it comes to school development and affects students’ learning indirectly. For this reason, school leaders should have knowledge about leading school development, and coaching leaders is one way to acquire such knowledge and competence. In this study, we examine what happens in a medium-sized municipality in Norway when the school owner establishes two coaching teams to support school leadership groups in their school development work. Within the framework of action research, we examine what happens when the coaching teams apply school evaluation as a tool in the start-up phase of the coaching and school development process. We also study how the principals respond to the use of this tool and how it leads to changes in the coaching practice. Our findings show that the school evaluation is perceived as a critique of the school’s practice and foster resistance within the leadership group. To understand and explain what happens we discuss our findings in light of Cultural Historical Activity Theory. Finally, we point to the study’s implications with recommendations for others who wish to support leadership groups pursuing school development.