bluuebunny/crossref_metadata_2025 huggingface dataset:
Insights into the Spatial and Temporal Variability of Soil Attributes in Irrigated Farm Fields and Correlations with Management Practices: A Multivariate Statistical Approach
Authors: Tomaz Alexandra , Martins Inês , Catarino Adriana , Mourinha Clarisse , Dôres José , Fabião Marta , Boteta Luís , Coutinho João , Patanita Manuel , Palma Patrícia
Published: October 2022

The evaluation of the spatial and temporal variability of soil properties can be valuable to improve crop productivity and soil health. A study of soil properties was carried out in southern Portugal, in three farm fields with irrigated annual crops (layers 0–20 cm and 20–40 cm), over three years. Factor Analysis (FA) and Discriminant Analysis (DA) were used to analyze the data. With FA, the observed variables were grouped into a smaller number of latent variables related to soil attributes. Discriminant Analysis was used to classify and identify the most dominant attributes and indicators for the time and space variability of soil parameters. The FA performed for the surface layer included factors related to texture, water and nutrient retention capacity, chemical composition, and soil fertility. In the sub-surface layer, the factor structure was similar, with four factors related to texture, chemical composition, nutrient availability, and soil fertility. The most influential factors and variables in temporal discrimination (sampling dates) in both layers were those related to chemical composition, with electric conductivity as the preponderant indicator. As for the spatial differentiation (fields), the dominant factor in the surface layer was texture, and in the sub-surface layer, nutrient availability. The most important discriminant indicators of spatial variability were fine sand proportion and available potassium, respectively, for the surface and sub-surface layers. The results obtained showed potential for the multidimensional and integrated assessment of patterns of temporal and spatial variation of soil functions from agricultural practices or soil degradation processes.
Green Synthesis and Characterization of LED-Irradiation-Responsive Nano ZnO Catalyst and Photocatalytic Mineralization of Malachite Green Dye
Authors: Pare Brijesh , Barde Veer Singh , Solanki Vijendra Singh , Agarwal Neha , Yadav Virendra Kumar , Alam M. Mujahid , Gacem Amel , Alsufyani Taghreed , Khedher Nidhal Ben , Park Jae-Woo , Park Sungmin , Jeon Byong-Hun
Published: October 2022

The green synthesis of nanoparticles is an emerging branch of nanotechnology in recent times, as it has numerous advantages such as sustainability, cost-effectiveness, biocompatibility, and eco-friendliness. In the present research work, the authors synthesized ZnO nanoparticles (ZnO NPs) by a green and eco-friendly method. The synthesized ZnO NPs were characterized by X-ray diffraction (XRD), field emission scanning electron microscopy (FESEM), and Fourier transform infrared (FTIR) spectroscopic techniques. The calculated average crystallite size of ZnO NPs was observed at 36.73 nm and FESEM images clearly showed the cylindrical shape of nanoparticles. The absorption peak at 531 cm−1 was observed in the FTIR spectrum of the ZnO NPs sample, which also supports the formation of the ZnO wurtzite structure. Finally, the synthesized ZnO NPs potential was analyzed for the remediation of malachite green from an aqueous solution. The ZnO NPs showed a desirable photocatalytic nature under LEDs irradiation.
Influence of the Gyeongju Earthquake on Observed Groundwater Levels at a Power Plant
Authors: Yee Eric , Choi Minjune
Published: October 2022

Groundwater levels at a power plant site were analyzed using statistical techniques to ascertain if there was any influence from an earthquake that occurred approximately 27 km away. This earthquake was the Mw 5.5 Gyeongju earthquake that occurred on 12 September 2016 at 11:32 UTC in South Korea. Groundwater levels at five groundwater monitoring wells were examined against the 2016 Gyeongju earthquake, local precipitation, and local tide levels. A visual examination of the groundwater monitoring well data suggested no real effect or influence from the earthquake. However, precipitation data implied a rise in groundwater levels. Cross-correlation analyses also showed no significant relationship between groundwater levels and the earthquake in question. Interestingly, three of the five groundwater monitoring wells suggested a low-to-moderate correlation between groundwater and tide levels while the remaining two groundwater monitoring wells showed a low-to-moderate correlation between groundwater levels and precipitation. Granger causality tests suggested a closer relationship between tide and groundwater levels for two of the wells, questionable results describing precipitation for another two wells, and no relationship with the earthquake for four of the wells. Data resolution plays an important role in the analyses.
Constructed Wetlands as a Solution for Sustainable Sanitation: A Comprehensive Review on Integrating Climate Change Resilience and Circular Economy
Authors: Masoud Ahmed M. N. , Alfarra Amani , Sorlini Sabrina
Published: October 2022

About eighty percent of wastewater is discharged into the environment untreated. Many challenges are decelerating solving the global sanitation problem, such as the financial limitations and lack of technical capacities. Parallel to this, many countries are facing a growing demand on their limited water resources. Higher water demand and limited availability leads to over-abstraction and deterioration in the availability and quality water resources. In this situation, wastewater can be a new water source. Therefore, there is a growing interest in finding low-cost, easy-to-operate and sustainable sanitation solutions. Constructed wetlands (CWs) in recent years have proved their capability in the sanitation sector as an appropriate sanitation system in different contexts, CWs have proved their ability to treat several types of wastewaters for several decades. Several benefits and facts, such as the low construction and operational costs of CWs, low-energy, and less operational requirements, have raised the interests in CWs as a treatment technology. Several studies have investigated CWs suitability based on different sustainability indices (technical, social, environmental, etc.). In this paper, a comprehensive review covers the definition, types, treatment processes, sustainability criteria, limitations, and challenges of CWs. The paper also focuses on climate change resilience and circular economic approach under the technical and financial criteria, respectively.
Market Demand and Supply Potential of Chinese Fish Products
Authors: YE Y.
Published: October 2022

This paper reports the econometric estimation of market demand for fish and production or capture fisheries and aquaculture in China. Market demand for fish in China is highly income­-led and price-inelastic. With economic development, demand will expand further. However, there are limitations for increasing production from capture fisheries. Aquaculture has to de­velop substantially and play an increasingly dominant role in order to supply the market with sufficient aquatic products. A tentative prediction suggests that demand will reach 25.04 million tons by the year 2000. The maximum production from capture fisheries is only 8.4 million tons. If market demand is not depressed by high prices, 22.7 million laborers and 7.2·104 km2 of cul­ture area may need to be committed to aquaculture by the tum of the century.
Nevers ou pas? Attributions et aspects techniques
Authors: Maggetti Marino , Rosen Jean
Published: October 2022

The experiment related in this article deals with two kinds of analyses : those of 17th century faiences excavated from a consumption site outside Nevers, but also of an unusual gadrooned dish decorated «a compendiario», that is in blue and yellow. The results show that, thanks to archaeometric analyses, it is possible to go further than a classical visual expertise based on apparently acquired knowledge.
La salle de bains du comte de Toulouse à Rambouillet
Authors: Serrette Renaud
Published: October 2022

The bathroom in the castle of Rambouillet that was installed between 1730 and 1736 by the Comte de Toulouse, is today the only remaining example of the numerous similar rooms fitted with earthenware tiles in the 18th century. An analysis of its decoration allows us to recognise the provenance of the tiles and the technique of their laying while unpublished archival documents give information about later changes and successive restorations.
La porcelaine de Fürstenberg et ses modèles parisiens (1800-1815)
Authors: Baustian Olivier
Published: October 2022

In 1808, the porcelain factory of Fürstenberg in Germany became the royal manufactory of King Jerome (1784-1860), younger brother of Napoleon I. Should we conclude that the political context privileged the relationship of its director, Louis Victor Gerverot (1747-1829) with Alexandre Brongniart ? The artistic and economic reality was much more complex. The comparison of the new creations of coffee and chocolate cups from the "Gerverot period" with the Sèvres pieces and porcelain manufactures of Paris under the First Empire makes it possible to discover the sources of inspiration and to grasp the peculiarities of the ceramic work of Gerverot in Fürstenberg.
Mahieddine Boutaleb (1918-1991) le seigneur du grand feu
Authors: Suire Marie-Aimée
Published: October 2022

Born in 1918, Mahieddine Boutaleb is going to develop his artistic skills in Algiers where he studies miniature in the famous Muslim manuscript school directed by the Racim brothers in the early 1940. For thirty years after World War II, the Sèvres manufacture provides the talented ceramist with the opportunity to create new and personal decorations. His vibrant work of art successfully blends the Arabic and Muslim style he was taught in Algeria with the Sèvres tradition, notably with the use of high temperature fire which gives a great richness to his compositions.
Gamification, coaching, scribbling, storytelling in Ukrainian literature classes: innovative potential and effectiveness of application
Authors: Prosalova Vira , Hryhoshkina Yaroslava , Ivanyshyn Myroslava , Stepanenko Olena , Zamsha Anna
Published: October 2022

The article is devoted to the peculiarities of the application of innovative technologies and methods in the lessons of Ukrainian literature. The article aims to highlight the main characteristics, content, and practical importance of the innovative potential of gamification, coaching, scribing, storytelling, their impact on improving the quality of teaching. To evaluate the effectiveness of the application of these innovative methods, the article applied theoretical and empirical methods, including the study of professional literature and the conduct of scientific and pedagogical experiment in the lessons of Ukrainian literature in the seventh grade of secondary school. As a result, confirmation of the effectiveness of such innovative teaching methods as gamification, coaching, scribbling, storytelling was obtained. The scientific novelty of the study lies in the demonstration of the emergence of the effect of complementarity in the application of these methods in the classroom, which makes it possible to increase the effectiveness of their application. The practical value of the research consists in the fact that its results and conclusions can be used in pedagogical activity aimed both at training students and professional development of specialists in the field of pedagogy.
Numerical Study on Aerodynamic Performance of Mars Parachute Models with Geometric Porosities
Authors: Jiang Lulu , Jia He , Xu Xin , Rong Wei , Jiang Wei , Wang Qi , Chen Gang , Xue Xiaopeng
Published: October 2022

The supersonic flows around rigid parachute-like two-body configurations are numerically simulated at Mach number of 1.978 by solving three-dimensional compressible Navier-Stokes equations, where the two-body model consists of a capsule and a canopy, and a geometric structure (i.e., gap) is located on the canopy surface. The objective of this study is to investigate the effects of gaps with different porosities and positions on the aerodynamic performance of supersonic parachute. The complicated periodic aerodynamic interactions between the capsule wake and canopy shock occur around these two-body models. From the formation of canopy shock and drag coefficient variation, the cycled flow structures can be divided into three types:(1) narrow wake period, (2) open wake period, and (3) middle wake period. In addition, it was found that the geometric gaps have no obvious influences on the flow modes. However, compared with models with different gap positions, the two-body model with an upper gap (gap is close to the canopy vent, UG model) has a smaller drag coefficient fluctuation and better lateral stability. On the other side, the increase of porosity has a more significant impact on UG models.
Board Game: An Effective Way for Novice Trainees to Learn Incident Command System
Authors: Chou Wei-kuo
Published: October 2022

The incident command system (ICS) is widely used in disaster management, but it is hard for novice learners to apply what they learn in actual practice. Considering these aspects, we developed a board game for novice learners to learn ICS and conducted a study to evaluate the effectiveness of the board game method compared with that of traditional lectures.

Two sessions of ICS training were conducted using only board games and lectures for each session. In the board game session, the participants played the board game for 1.5 hours without receiving any teaching. The game participants played as disaster response teams based on ICS principles. In the lecture session, a didactic lecture on ICS concepts and their applications in disaster medical assistance team (DMAT) work was taught for 1.5 hours by a disaster medicine expert. Before and after each session, a test comprising 20 multiple-choice questions (5 points for each question) was conducted. In the test, participants were evaluated on how to apply the ICS principle to DMAT work. Participants who had not previously received any disaster medicine education were defined as novice learners and were included to compare the learning effects of the two methods. A paired t-test was used to compare the results within each group, and an analysis of variance (ANOVA) was used to compare the results between the two groups.

The study included 17 participants in the board game group and 25 participants in the lecture group. The mean test score was significantly higher after the game and the lecture (pre-game score = 56 versus post-game score = 75, p-value = .001; pre-lecture score = 58 versus post-lecture score = 74, p-value = .002). No significant difference was found in the score improvement between the two groups (p-value = .6). Hence, we can concluded that learning ICS through board games was as effective as using the traditional lecture method for novice disaster medicine trainees. The board game is an useful tool of disaster medicine education.
SynErGame: Gamified Knowledge Building on Synchronizing Energy Supply and Energy Demand
Authors: Bauer Dennis , Gail Sara , Hitzenberger Lena , Kaymakci Can , Sauer Alexander , Körting Laura , Körting Benjamin
Published: October 2022

Climate change is one of humanity’s biggest challenges. With reference to power grids, there is a strong need for decarbonization alongside for a substantial increase in renewable energy generation. Keeping in mind that renewable energy sources are volatile – solar and wind power are heavily weather dependent – it is necessary to ensure the balance between power generation and power demand in the European power grid at all times. Significant deviations in grid frequency or bottlenecks could lead to a blackout. This raises the need for flexibility in the power grid substantially. An option so far relatively little explored is to make use of industrial demand-side flexibility. With a share in the power demand of about 45 per cent in Germany, industry could contribute significantly to power grid stability. While technologies for industrial demand-side flexibility have been comprehensively explored by the scientific community and (prototypically) implemented in industry, this knowledge has not spread to a broader audience. To foster knowledge on industrial demand-side flexibilization, we developed an approach using a serious game called SynErGame, synchronizing energy supply and demand. Within two game modes, one perspective macro-oriented and the other industry-oriented, a player learns about the benefits and challenges of using demand-side flexibility options to stabilize a power grid. The paper first introduces the topic of flexibilizing industrial power demand. Secondly, requirements are derived and the game design is outlined in detail. Thirdly, the paper shows how to make the game accessible via browser or app on mobile devices, such as smartphones and tablets. During ongoing use, SynErGame has proven particularly effective for audiences inclined to digital technologies, such as students.
Evaluation of Empirically Collected Feedback from a Simulation Game for Digitalised Production
Authors: Yesilyurt Ozan , Himmelstoß Henry , Bildstein Andreas
Published: October 2022

Digitalisation causes a fundamental change in industrial production and brings new challenges for which employees in the manufacturing industry must be trained. A simulation game developed by researchers of the Fraunhofer Institute for Manufacturing Engineering and Automation IPA supports this change process, from lean production to digitalisation in production through a game-based qualification. To evaluate how qualified employees are and to what extent they accept digital transformation, a quantitative survey was designed and filled out by the participants after each simulation game workshop. This paper aims to examine the mindset of different focus groups regarding their awareness of ongoing challenges concerning digital transformation. The survey results show that despite challenges due to the changes in production technologies and environments caused by Industry 4.0, the simulation game has generally contributed to a better understanding of the impact of digitalisation and the acceptance of the changes in production caused by the digital transformation.
Modelling Core Personality Traits Behaviours in a Gamified Escape Room Environment
Authors: Liapis Georgios , Zacharia Katerina , Rrasa Kejsi , Liapi Aikaterini , Vlahavas Ioannis
Published: October 2022

Personality Traits are one of the most important aspects of human behaviour analysis that can be widely used in a plethora of scientific fields. Nowadays, a variety of industries use self-assessment techniques to evaluate their employees or candidates to form effective teams based on the relationships between the personnel. The Big Five personality traits, also known as the OCEAN Five model, encompass an individual’s behaviour on five factors: Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Currently, the evaluation is based on questionnaires, which are prone to subjectivity and can be biased. In this paper, we analyse the behaviours on which each trait is based, in a series of 3D Escape Rooms with the aim of collecting metrics in a number of settings/situations to effectively assess them, with the use of gamification. Each Escape Room has unique features and simulates special occasions to monitor the player's reactions as well as gameplay style to generate specific models that calculate the level of each personality trait. The final profiling, however, is based on a combination of metrics from the different rooms since the behaviours are common and overlap with each other but can be evaluated in different situations. Results validate the mathematical models of metrics for each behaviour and crystallise the nature of the situations in which these behaviours can be modelled. Therefore, through gamification, a new generic model for categorising players, based on the Ocean five personality trait model, is generated.
Refurbishing the Educational Escape Room for Programming: Lowering the Threshold and Raising the Ceiling
Authors: Humble Niklas , Mozelius Peter
Published: October 2022

Programming education at university level has often been identified as problematic learning. At the same time, prognosis for future labour market is increased need for professionals with programming and related skills. To meet demands of future society, K-12 schools around the world have integrated programming in the curriculum. However, research show challenges for integrating programming in K-12 education. Challenges include students’ and teachers’ struggle with learning and teaching programming, lack of time to properly incorporate programming in existing teaching and learning, and insufficient support for teachers. This study addresses these challenges by designing, developing, and evaluating an educational game on programming that combines the idea of game-based learning with digital escape rooms. In the game, the player develops knowledge about programming concepts to escape 10 rooms. The study’s main research question was: What are K-12 students’ perceptions of the game and what do they considered to be important design factors for a digital escape room game on computer programming? A design science approach was used for designing, developing, and evaluating a web-based escape room game on programming. This was conducted in a five-step process: 1) Explicating the problem, 2) Defining the requirements, 3) Designing and developing the artefact, 4) Demonstrating the artefact, and 5) Evaluating the artefact. The game was tested and evaluated by 32 K-12 students with a questionnaire during the autumn semester of 2021 and spring semester of 2022. Collected data were then analysed and grouped into categories to answer the study’s aim and research question. Findings of the study show several suggestions for further development and important design factors to consider when developing a digital escape room game. The next steps of research are to combine these findings with evaluations from teachers, and to incorporate this in an updated version of the game.
Design Considerations for a Serious Game on using HR to Shape Employee Behavior for the Digital Transformation
Authors: Collou Luuk , Bruinsma Guido
Published: October 2022

Organizations increasingly embrace the digital transformation (DT): organizational change shaped by the widespread diffusion of technology. This results in specific demands in terms of employee behavior. Organizations need to adapt to technology-driven work methods and proactively set out to reap the benefits of new technology. Shaping employee behavior conjures a significant challenge for organizations. While aligned HR configurations shape employee behavior, the number of interrelated HR practices to select from is vast. Currently, no tool aids professionals with the design of an HR configuration that shapes DT behaviors. DITInLine is a serious game that captures this challenge; it invites professionals to design an HR configuration that shapes the DT behaviors of employees. Departing from the state of the art HRM literature, it presents professionals with a set of granularly defined HR practices that can combinedly be implemented during the game. The game provides feedback on the impact of their decisions. Professionals are challenged to combine those HR practices into a strategy-aligned HR configuration that shapes the employee behaviors most effectively. After each round, feedback on the HR configuration design is provided to the players. By providing an abstract representation of the HR and DT challenges that organizations face, DITInLine constitutes a valuable tool for professionals tasked with designing aligned HR configurations. DITInLine forces managers to be explicit about their HR decisions. It provides a risk-free environment for them to experiment with HR practices and gauge the effects of their decisions, potentially enabling learning. From a research perspective, the HR choices of these professionals are made explicit. It enables studying HR decisions. Furthermore, the serious game introduces a promising level of detail, providing a falsifiable theoretical framework on the impact of HR for DT.
Adaptability and Procedural Content Generation for Educational Escape Rooms
Authors: Sousa Diana , Coelho António , Torres Manuel , Garcia Ana , Paula Pinto Tiago
Published: October 2022

We present a literature review that aims to understand the role of the Educational Escape Room (EER) in improving the teaching, learning, and assessment processes through an EER design framework. The main subject is to identify the recent interventions in this field in the last five years. Our study focuses on understanding how it is possible to create an EER available to all students, namely visually challenged users. As a result of the implementation of new learning strategies that promote autonomous learning, a concern arose in adapting educational activities to each student’s individual needs. To study the adaptability of each EER, we found the EER design framework essential to increase the student experience by promoting the consolidation of knowledge through narrative and level design. The results of our study show evidence of progress in students’ performance while playing an EER, revealing that students' learning can be effective. Research on Procedural Content Generation (PCG) highlighted how important it is to implement adaptability in future studies of EERs. However, we found some limitations regarding the process of evaluating learning through the EERs, showing how important it is to study and implement learning analytics in future studies in this field.
Can We Detect Non-playable Characters’ Personalities Using Machine And Deep Learning Approaches?
Authors: Hernandez Jérôme , Muratet Mathieu , Pierotti Matthis , Carron Thibault
Published: October 2022

Personality recognition and computational psychometrics data have become prevalent in personnel selection processes. Such assessment tools are adequate for human resources seeking tools to assess a large volume of diverse player personalities in the current "war of talents." Recently, studies about using Gamified situational judgment test approaches have shown positive results in assessing players' behavior and personality.

Gamified situational judgment tests combine the advantages of gamification, such as enhancing players' reactions and flow state, with the acknowledged traditional situational judgment test approach. To gamify a situational judgment test, an innovative approach using the visual novel game genre has shown positive results in the gamification by adding game elements such as narrative scripts, non-player characters, dialogs, and audiovisual assets to the test. Indeed, these elements play an essential role in the validity of the players' personality results by using a stealth-assessment method to minimize social bias and player's stress. However, to our knowledge, as gamification in personality detection is still recent, little is known on the possible positive outcomes of designing game elements such as the dialogues and non-player character personalities in the validity of the team cohesion measure. To this end, we propose an empirical study to build personality trait models based on non-players characters' speeches. 

We used the Myers–Briggs Type Indicator based on four dichotomies to classify the personalities as one of companies and organizations' most used personality typology. For each of the four dimensions, we train twenty-four separate binary classifiers and one 16-class classifier, using well-established machine learning and a convolutional neural network in the domain of natural language processing, text analytics, and computational psychometrics. The results of this study show that it is possible to recognize non-playable characters’ personalities and thus can help game designers to understand their characters' personalities using natural language processing.
Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream"
Authors: Koenig Nikolaus , Denk Natalie , Wimmer Simon , Prandstaetter Hanna
Published: October 2022

The Archivist’s Dream („Der Traum der Archivarin“) is a Live Escape Room Game that has been developed by the University of Krems’ Center for Applied Game Studies on behalf of the Archives of Contemporary Arts in Krems, Austria, which are dedicated to collecting pre-mortem bequests and post-mortem estates of outstanding artists. Located in the underground facilities of the archive, the Escape Room interweaves selected archival materials, historic media devices and archivist approaches to form an interactive puzzle experience. However, it is not an interactive exhibition showcasing the archives’ contents; and while the Escape Room incorporates elements of educational game design, it is an example for a less common application of (Escape Room) Games: the use of game design in the field of cultural mediation (Kulturvermittlung). Instead of following an educational goal in the narrower sense, the Escape Room is designed to turn aspects of cultural mediation and archival practice into gameplay principles, focusing on letting players explore the tenets of archival thinking rather than on “teachable” content. This is achieved by establishing different levels of (un-)reality players have to travers within the game: players follow a fictional archivist into her dreams, which merge with the real-life archives. In order to “escape” this dream world, players combine archival practices with dream logic to solve a secret tied to actual archival materials, while at the same time dissolving the borders between real life, dream and game.
Treasure Hunt as a Method of Learning Mathematics
Authors: Mikulić Crnković Vedrana , Traunkar Ivona , Crnković Bojan
Published: October 2022

Future jobs will require students to handle interdisciplinary knowledge that goes beyond computing techniques when it comes to mathematics education. The traditional approach to education insufficiently develops the needed mathematical skills and mathematical literacy and there is a need to devise new methods of teaching and learning. We introduce game-based learning in mathematics education through carefully designed activities aiming at interdisciplinarity and increasing students’ motivation, mathematical and digital literacy, physical activity, level of knowledge, etc. We propose the treasure hunt cantered around cryptography as an example activity that satisfies the described criteria.  Parts of the clues leading to the treasure are hidden using different ciphers, following the historical development of cryptography. The treasure hunt is time-limited to one hour and, to successfully complete the search, students need to learn, adapt, and apply different methods of encryption and decryption. To complete the hunt in time, students must work as a team and effectively divide the tasks among themselves. Students have at their disposal all instructions and manuals in written form, and they are compelled to read with comprehension. We conducted the activity with several groups of high school students with no previous knowledge and skills in the field of cryptography. Students were asked to take a pre-test and post-test survey about their experience and familiarity with cryptography concepts. Most teams completed the search and achieved all learning outcomes. In the paper, we will describe the activity in detail, analyse the test results and give additional examples of game-based activities in mathematics education.
Ganking the Ranking: The self-reported Learning Potential from a Selection of game Genres to Develop self-directed Learning
Authors: Bunt Byron , Bunt Lance
Published: October 2022

Game-based learning (GBL) is said to have encouraging potential for varying educational contexts and scenarios, but how do practitioners select suitable edifying gaming content for their own unique environments? Moreover, what are the correct strategies, recommendations, procedures and/or parameters for choosing appropriate gaming media for learning? There are countless options to choose from, varying in genre, play style, medium, difficulty, aim(s), etc. This paper presents the results of an interpretive study seeking to discern a set of requirements and qualities of informed GBL selection. Online surveys completed by history-for-education students at a South African Higher Education institution hope to bring us closer to guidelines for more effective GBL selection and application in tertiary education contexts across the globe. The following paper begins with remarks on the significance of self-direction in contemporary Higher Education and the potential for GBL to not only spur this tendency on, but to frame and support it. The conceptual framework used in the project is then unpacked as it relates to self-directed learning, game-based learning, video games and supplementary theoretical structures. The proceeding section is divided into three sections related to central study concepts, including: meta-behaviour, metacognition, and meta-emotion, with trial and error, observation and modelling, as well as reinforcement learning as subcategories of meta-behaviour that follow. Additional subcategories surrounding metacognition are then explored, namely: connected learning, reflect and improvise, logical and analytical reasoning, inquiry-based learning, and synthesis. The methodology then describes the hybrid video/survey techniques utilised to gather data relating to participant impression(s), motivational factors, challenge and educational value of GBL selection for Higher Education contexts. Results obtained provide a suitable starting point to construct a viable applied framework for such an environment.
A Reflective Game Design framework for Game-Based Learning
Authors: Shaheen Anjuman , Halvorsen Frida , Fotaris Dr Panagiotis
Published: October 2022

Reflective practice is the ability to revisit and reassess one's previous actions to engage intentionally in the process of learning. The concept of reflection leads from unconscious aspects of learning or experience to mindful awareness, giving an individual the power to absorb everyday experiences to make appropriate conscious choices. Digital games in game-based learning (GBL) offer interactive learning with authentic practice and a high retention rate. Digital games are also considered an immersive and safe medium of stealth learning with the freedom to identify, explore, fail, and then retry. Main game elements such as feedback in a user interface (UI), head-up displays (HUDs), maps, prompt messages, and social discourse are reflective in nature; therefore, by default, games are reflection machines and appropriate mediums for triggering and supporting reflective learning. However, despite reflective learning having the ability to improve teaching and learning experiences in a practical form, work dedicated to reflective design in GBL is still limited. Previous studies have incorporated reflective practices into a learning environment to improve the learning rate. These practices may vary over domains and yield different outcomes that are not converged yet. While current game design comprises all features that facilitate reflection "as a whole set", it misses individual reflection differences. However, getting maximum usage of the reflective nature of games with authentic learning content while maintaining the fun criteria can be challenging. Hence, a sound design methodology and guidelines are needed to assist the game designer in aiding effective learning with reflective practices. In this paper, our primary purpose is to align reflective learning practices with existing GBL approaches and then provide a framework to incorporate reflective learning practices into designing GBL. The intention is that this framework will help designers, educators, and researchers to design game-based learning experiences following reflective design practices.
Trace Metals Behaviors in the Superficial Sediments from a Tropical Lagoon
Authors: Arthur Mahi Agolé Mahi , Konan Yao Marcel , Stéphane Claon Jean , Albert Trokourey
Published: October 2022

The aim of this study is to assessment the effects of the seasonal water inputs on the seasonal dynamic of trace metals in the superficial sediments from the lagoon area II of Ébrié system. This study was implemented during one year (from June 2020 to May 2021) and all the physical and chemical parameters of these sediments, used in this study, were all obtained according to AFNOR standards. In hot season, the trace metal contents of these sediments, dominated by coarse sands in all seasons, were on the whole favored by the marine inputs; which would induce their very slightly basicity and reduce characters, low salinity and conductivity. However, the majority of their trace metals content decreases in rainy season with the meteorite inputs; would induce their slightly acidic and oxidizing characters and, the increase in their salinity and conductivity. These were again for the slightly basic and reduce characters of the open waters at the interface water-sediment, as their relative important salinity, conductivity and organic matter content in this season. The same effects were observed in flood season but a less marked by the important presence of Comoé river in this ecosystem.
Self-esteem of Children from Multi-cultural Families
Authors:   Korean Association of Regional Sociology, Tran Thu Cuc , Lee Yun-Suk
Published: October 2022

This study investigates the factors affecting children’s self-esteem by analysing data from the 2018 National Survey of Multi-Cultural Families. The findings as follows.
First, the more children experience depression or discrimination, the lower their levels of self-esteem. The better family relationship and school grade, the higher their levels of self-esteem. Second, not only the relationship between children and parents, but also the parental roles are important to children’s self-esteem. Third, with regards to socialization at service centers, it reveals that attendance at those centers appears to have no relation to their self-esteem. Four, although parental roles are of paramount importance, they vary upon children’s school levels.
Alat Pengusir Burung Pada Tanaman Padi Berbasis IoT
Authors: Andi taufiq Andi Taufiqurrahman Akbar , Latief Arda2 Abdul , Taufiq Imran
Published: October 2022

Penduduk indonesia menggunakan beras sebagai bahan pangan pokok sekitar 90% . Karena beras dapat menyumbangkan 40-80% kalori dan 45-55% protein. Sedangkan produksi padi belum mampu memenuhi kebutuhan masyarakat yang disebabkan oleh beberapa kendala yang memberikan dampak terhadap penurunan produktifitas. Salah satu penyebabnya gangguan pada tanaman padi yaitu hama burung. Kelompok burung dikenal sebagai salah satu hama yang biasa menyerang tanaman padi masyarakat. Tujuan dari penelitian ini adalah menghasilkan desain alat Alat Pengusir Burung Pada Tanaman Padi Berbasis IoT. Alat pengusir burung berbasis iot ini terdiri dari dua bagian utama yaitu sistem perangkat keras (hardware) dan sistem perangkat lunak (software). Sistem perangkat keras menggunakan rangkaian Daya solar cell dan Aki, sistem rangkaian , Node MCU , dan Motor DC . Penelitian ini dilakukan di Lokasi persawahan yang berada di kabupaten Bulukumba. Pada penelitian ini menggunakan metode penelitian R&D (Research & Development ) diawali dengan melakukan studi literatur kemudian dilanjutkan dengan perancangan sistem. Instrumen penelitian yang digunakan dalam penelitian ini adalah Laptop dan perangkat lunak seperti Arduino IDE dan App Inventor. Hasil dari penelitian ini yaitu Ultrasonik menangkap gambar burung kemudian motor DC secara otomatis akan menggerakkan Sensor ultrasonik yang diiringi suara lonceng yang mampu mengusir hama burung. Alat ini menggunakan Solar cell dan Aki. Alat ini dapat menggunakan sumber aki dengan tegangan pada aki mencapai 7 volt.
UPAYA MENURUNKAN KADAR KOLESTROL PADA LANSIA MELALUI PEMBERIAN AIR REBUSAN DAUN KARSEN
Authors: Wahyuni Sry , Wahab Masyitah , Fitriani Lina
Published: October 2022

Kolesterol darah yang tinggi, dapat berakibat serius bagi kesehatan individu. Seseorang dengan risiko tinggi kolesterol darah hingga 200 mg/dL berisiko tinggi mengalami gangguan kesehatan. Semakin tinggi kadar kolesterol, semakin tinggi risiko jantung dan pembuluh darah. Daun kersen (m. calabura l.) diketahui mengandung flavonoid, triterpenoid, saponin, dan steroid. Saponin efektif dalam peningkatan sekresi, flavonoid menyebabkan pengurangi transfusi HMG-CoA ke mevalonat, mengakibatkan efektif terhadap sintesis kolesterol. Penelitian ini bertujuan untuk membuktikan efektifitas air rebusan karsen terhadap kadar kolesterol pada lansia.  Oleh karena itu fokus dalam pengabdian ini wilayah kerja Puskesmas Wonomulyo dapat mendukung kegiatan ini dengan memberikan air rebusan daun karsen kepada penderita kolestrol. kegiatan pengabdian ini menggunakan metode pretest dan posttes dengan pendidikan kesehatan tentang kolestrol. Hasil dari pengabdian ini adalah lansia dapat menggunakan air rebusan daun karsen dalam menurunkan kolestrol. Perawat dan kader posyandu lansia mampu berkomunikasi dan dan memeberikan informasi kepada lansia penderita kolestrol.
MEMBANGUN PEMERINTAHAN DESA BERBASIS TEKNOLOGI INFORMASI UNTUK MENINGKATKAN LAYANAN ADMINISTRASI PENDUDUK DESA PIRIANG TAPIKO
Authors: Qashlim Akhmad , Andriani Andriani , Asis Abdul , Dahrul Aco , Muhajir Muhajir , Mamat Mamat , Piansar Piansar
Published: October 2022

Keinginan masyarakat sebagai warga sipil untuk mendapatkan layanan yang baik menjadi sederhana dan lancar dengan upaya pemberian layanan digital dan upaya ini semakin diprioritaskan oleh pemerintah mulai dari tingkat Provinsi, Kabupaten hingga pemerintah desa. Layanan pemerintah digital atau disebut juga e-government merupakan upaya transformasi digital dalam memberikan layanan di dalam pelaksanaan pemerintahan menggunakan teknologi informasi dan komunikasi. Penerapan E-Govermen kepada Pemerintah Desa Piriang Tapiko dilaksanakan dengan metode Pendampingan, Pendidikan dan Pelatihan, baik kepada Aparat Desa, Masyarakat umum dan juga kepada siswa(i) tingkat SMP dan SMA yang ada di Desa Piriang Tapiko. Hasil kegiatan ini akan menerapkan tujuh layanan berbasis teknologi informasi antara lain Pengusulan KTP Baru, Pengusulan Kartu Keluarga, Keterangan Domisili, Surat Keterangan Lahir, Surat Keterangan Kematian, Lapor Pemerintah Desa, Jaringan Aspirasi Rakyat, walaupun belum maksimal dan masih dalam tahap pelatihan upaya inin telah memberikan pengalaman baru bagi warga dan menjadi alat edukasi untuk melek teknologi. Dengan layanan digital, pemerintah dapat menyampaikan informasi dan layanan kepada warga kapan saja, di mana saja, dan di platform atau perangkat apa pun.
Всесвіт порозуміння та властивості значущої комунікації
Authors: Samchuk Volodymyr
Published: October 2022

Метою статті є з'ясування потенціалу ідей англо-американської філософії кінця XIX – початку XX століття для розвитку змістовної комунікації. Увагу зосереджено на філософських ідеях, які утверджують еволюційну роль продуманої людської дії і багатогранне розуміння особистості. Доречною є та філософська теорія, що підкріплює практику і відповідає запитам досвіду. Людина конструює власну ідентичність і прагне бути активним співтворцем суспільного дискурсу, який повсякчас перебуває у стані перебудови. Сенс взаємодії виникає завдяки орієнтації у складній множині індивідуальних перспектив, що функціонують у вимірі значень, які фіксують факти сприйняття й уможливлюють визначення значущих елементів у комунікативному мереживі людських справ, намірів, бажань. Реальність урізноманітнюється, її практичні і смислові тенденції набувають нового чи альтернативного спрямування. Людей вирізняє спроможність породжувати нетривіальні пристосувальні реакції. Відтак формат суспільної взаємодії повинен сприяти передаванню неповторного досвіду особистості близькому оточенню. Принципово пам’ятати, що життєвий сенс більшості висловлювань резонує у конкретиці обставин часу, місця, справжньої та надуманої повноти досвіду. Усвідомлення абстрактності власних поглядів і відчуття дистанції до складного розмаїття явищ є необхідними формами налаштування притомної свідомості. У статті відзначено, що символічним центром будь-якої значущої суспільної практики є особа людини. Виразний рельєф цього багатогранного явища утворюють особливості мови, самоусвідомлення, здатність змінюватися, напрацьовувати переконання, відчувати налаштованість. Спільний світ є проєктом активних особистостей, до його створення вони долучаються крізь власний розвиток і обмін ідеями. Що світ людини багатший і різноманітніший, то щораз більше в ньому виникає конкретних можливостей для подальшого самовдосконалення. Навчитися помічати конструктивну дію інтелекту, його звички і вміння, ритми його активності – мета, яка вимальовується у світлі прочитання класичних і сучасних творів, присвячених філософсько-комунікативній тематиці.
Розвиток ідеї екзистенційної безпеки у філософії постмодерну
Authors: Ananin Valerii , Horlynskyi Viktor
Published: October 2022

Осмислення глобальних проблем існування людства заклали гносеологічні передумови формування актуальної філософської проблеми – екзистенційної безпеки. Становлення екзистенційної безпеки як теоретичної проблеми відбувалося через осмислення перспектив існування людства і пошук відповідей на екзистенційні виклики часу. Найбільш варіативне осмислення названої проблематики утворюють напрацювання представників культурологічної, феноменологічної, екзистенційної та інших течій філософії постмодерну. Аналіз праць надає підстави стверджувати, що антропогенним джерелом екзистенційних загроз є людське мислення, позбавлене моральних та гуманістичних цінностей як життєвих пріоритетів. Потреба у переформатуванні базових підстав осмислення світу, викликає необхідність розробки когнітивної парадигми, яка має інтегрувати смислові структури безпеки життя та соціальні практики запобігання загрозам людському існуванню на підставі системи етичних пріоритетів і життєвих цінностей. Зроблено висновок, що когнітивна парадигма екзистенційної безпеки є сукупністю ідей, фундаментальних знань, ціннісних настанов, методологічних підходів, зразків вирішення пізнавальних завдань, відповідно до яких вибудовується інтегральне знання про загрози людському існуванню та шляхи їх подолання
Поняття метафізики та його інтерпретація у М. Гайдеґґера
Authors: Pasitschnyk Ihor
Published: October 2022

Поняття метафізики від початку є проблемою: викинувши у 1 ст. до н.е. як випадкова робоча назва для позначення текстів, написаних трьома століттями раніше, утвердившись у схоластиці, а тоді набувши особливої ваги у філософії XVII–XVIII ст. – вже з ХІХ ст. воно стає також синонімом ненауковості та безглуздості. Останнє значною мірою є результатом поверхового розуміння того, що таке метафізика, але також – на ґрунтовному рівні – результатом серйозних спроб перегляду уявлення про людину як animal rationale. Однією з найпомітніших з них є філософія Мартіна Гайдеґґера. Метою статті є дослідження Гайдеґґерової інтерпретації поняття метафізики у ширшому історичному контексті цього поняття. Перша частина статті окреслює проблему поняття метафізики загалом. У другій здійснюється реконструкція Гайдеґґерового аналізу поняття метафізики у його історичному контексті. Третя частина аналізує Гайдеґґерове власне використання терміна “метафізика”. І остання частина статті дискутує самé Гайдеґґерове тлумачення метафізики як проблему.
Síntesis total del alcaloide ribalina
Authors:   , Autino Juan Carlos
Published: October 2022

El principal objetivo de esta tesis ha sido el desarrollo de un camino sintético adecuado para alcaloides dihidrofuroquinolínicos, alternativo de los métodos descriptos con anterioridad. Se eligió como alcaloide representativo del grupo a la ribalina _1, encarándose su síntesis total con optimización de algunas de las etapas de reacción, y la comparación del producto de síntesis con el alcaloide natural, para confirmar la estructura propuesta.