bluuebunny/crossref_metadata_2025 huggingface dataset:
The challenges of designing learning games: Interviewing professional learning game designers
Authors: Hanghøj Thorkild , Hajslund Sara , Ejsing-Duun Stine
Published: October 2022

The professional practice of designing digital learning games has existed for more than four decades. Even though considerable work has been done on research and development projects that include learning games (e.g., through Design-Based Research projects), there is relatively limited research on how professional learning game designers work, and what design challenges they face when trying to develop learning games for K-12 educational contexts. In this explorative interview study, we take a closer look at the design challenges that experienced learning game designers face during the design process, and what complexities and dilemmas they need to balance in doing so. The interview study is based on extended semi-structured interviews with five experienced learning game designers from five different learning game companies from Europe and the US. Having transcribed and coded the interview data, we conducted a thematic analysis to address the following research question: How do learning game designers experience and manage the different knowledge forms and design challenges that emerge when developing games for K-12 educational contexts? To answer this question, we draw on insights from design theory and domain theory, which allows us to map and analyse how the learning game designers try to establish links between different forms of knowledge across three domains: the pedagogical domain, the disciplinary domain, and the game design domain. Based on the thematic analysis, we identify three design principles across these domains, which are central to the learning game design process: 1) creating a shared language and repertoire for the involved actors (e.g., game designers, subject matter experts, and educational practitioners) across the three domains, 2) establishing meaningful links between educational aims and game elements, and 3) considering the educational context of the learning game. Addressing these design principles are all crucial, when engaging in the highly complex task of designing games for educational purposes.
Gamification for the Development of Competencies in Tec21 Based on Mixed Reality
Authors: Salas Rivas Claudia Lizbeth , Fukumura Pérez Hugo Kenji , Morales Rivas Luis Javier , González Almaguer Carlos Alberto
Published: October 2022

Currently, university students expect to obtain not only valuable knowledge about their majors, but they also want to develop different skills that will allow them to develop and stand out in the highly competitive world of work in which we find ourselves. To achieve this, Tecnologico de Monterrey implemented the Tec21 model, a challenge-based learning system focused on the development of both disciplinary and transversal competencies. Among the innovative tools used to promote these competencies we can find, after our research, the gamification: a technique that uses the resources of a game to promote student learning in an unconventional way, resulting in an excellent means for the development of the competencies. At the beginning of the pandemic, educational institutions reinvented themselves through innovation to make distance learning efficient. At Tecnologico de Monterrey, we have sought to develop problem-solving competencies through the implementation of two gamification strategies: an Enterprise Resource Planning (ERP) simulator that emulates the processes of a scale car model manufacturing line and a role-playing game in which students solve problems through a scenario. Three important factors were considered for gamification: engagement, academic rigor, and the development of competencies, all this has been enhanced with the use of emerging technologies such as immersive, augmented, and virtual reality, which allow students to have access to Laboratories at a distance and at any time. The theoretical concepts used, the situations or problems selected, the dynamics of the game, and the use of technological elements such as augmented reality and the use of the Tec Virtual Campus, have made this project an enrichment experience for the users, since the students spent an average of 32 hours of practice per week, improved their confidence in the application of problem-solving methodologies and developed teamwork, problem-solving, and information analysis skills. One of the greatest achievements, additional to the academic aspect, was the increased emotional stability of the students, which had been affected by episodes of depression derived from the confinement.
Integrating the 4cs into Creating Games by Visual Programming and Project Based Learning
Authors: Choleva Vasiliki , Stagakis Stelios , Choleva Eutuxia , Patrikakis Charalampos
Published: October 2022

In recent years teaching methods and tools have changed due to the development of IT information technologies. The Teaching Learning Process is guided and supported by the use of technological and pedagogical drivers in a holistic way.

This paper presents a teaching framework for the development of technologically supported learning environments, through the utilization of visual programming tools, such as Kodu and Scratch, proposed by the current and supplementary National Curriculum. Also, it proposes a framework of educational scenarios as a part of Games Based Learning practices within a Project Based Learning project that will be implemented during languages courses to K-6 students.

Seventy-five Greek-speaking children of the fifth year of various primary schools of Athens participated in this study. The aim of the study was not only to examine how the creation of educational digital games with Kodu and Scratch can introduce primary school students to programming but also to investigate the developmental path of 21st century skills such as critical thinking, creativity, collaboration, communication (4Cs) and virtual/digital skills. A mixed method approach was adopted to explore the educational value of using these programming tools in the teaching-learning process. The research data was collected using observations, worksheets and questionnaires. The result of this study shows that the students were excited about the creation of their game by visual programming environments and project implementation, which was reflected by their active involvement in the learning process.

The positive results of the research suggest that, in the proposed framework, the visual programming environments Kodu and Scratch can be dynamic learning tools during the teaching of language courses that support the development of students’ expression and collaboration skills. Also, the above findings provide an approach for future teaching to K-6 students on developing narrative skills.
A Digital Learning Game for Mathematics that Leads to Better Learning Outcomes for Female Students: Further Evidence
Authors: McLaren Bruce
Published: October 2022

Stereotypes about men being better than women at mathematics appear to influence female students’ interest and performance in mathematics. Given the potential motivational benefits of digital learning games, it is possible that games could help to reduce math anxiety, increase self-efficacy, and lead to better learning outcomes for female students. We are exploring this possibility in our work with Decimal Point, a digital learning game that scaffolds practice with decimal operations for 5th and 6th grade students. In several studies with various versions of the game, involving over 800 students across multiple years, we have consistently uncovered a learning advantage for female students with the game. In our most recent investigation of this gender effect, we decided to experiment with a central feature of the game: its use of prompted self-explanation to support student learning. Prior research has suggested that female students might benefit more from self-explanation than male students. In the new study, involving 214 middle school students, we compared three versions of self-explanation in the game – menu-based, scaffolded, and focused – each presenting students with a different type of prompted self-explanation after they solved problems in the game. We found that the focused approach led to more learning across all students than the menu-based approach, a result reported in an earlier paper. In the additional results reported in this paper, we again uncovered the gender effect – female students learned more from the game than male students, regardless of the version of self-explanation – and also found a trend in which female students made fewer self-explanation errors, suggesting they may have been more deliberate and thoughtful in their self-explanations. This self-explanation finding is a possible key to further investigation into how and why we see the gender effect in Decimal Point.
Learning by Co-Designing Environmental (In)Justice Games
Authors: Sardone Nancy
Published: October 2022

Abstract: This paper describes undergraduate students' learning after researching environmental topics and co-creating and disseminating environmental justice games to fulfill their course and university service-learning requirements. Post-play reflections revealed motivation toward improvement in providing a game format that audiences would find engaging while learning about the seriousness of the environmental topic. Further, evidence of students' critical thinking, reflecting on the lack of environmental justice was noted. Students remarked that disseminating information by "spreading the word" is a key to raising awareness about environmental injustices. Essays also revealed students' intrigue with the game's co-creation process and enjoyed playing games with others. These findings may benefit researchers and educators interested in game creation as critical pedagogy.
University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects
Authors: Millamena Kian , Kwan Alvin , Panlilio Nicolei
Published: October 2022

Research on players’ reasons for video gaming, their video game preferences, and the behavioural effects of video gaming on the players tends to study those issues separately.  This study attempts to explore all those issues collectively with the aim of facilitating game designers to develop appealing educational games for university students without inflicting negative behavioural impacts on the students.  Relevant data from 100 undergraduates were collected from an online survey.  Cluster analysis of the eight major reasons for playing video games resulted in grouping the respondents into five clusters. The cluster that rated peer effect as the major reason for playing is male-dominated whereas the cluster that rated family influence as the major reason is female-dominated. A similar analysis of the respondents’ video game genre preferences reveals that the cluster favouring fighting and battle games is male-dominated, whereas the cluster favouring family entertainment games is female-dominated.  Both genders enjoy playing challenging adventure-strategy games. Most respondents perceived that their cognitive functioning had improved through video gaming, but no conclusion can be drawn as to whether video gaming can improve their social and psychological functioning. Except for poor sleeping habits, most respondents had not experienced any significant negative effects from playing video games. No statistical evidence supports that playing violent video games would induce aggressive behaviours.  As games that involve a high demand for players’ motor skills may not be a good choice for educational games and violent games may induce poor sleep quality, it is concluded that challenging adventure games and strategy games are suitable educational game genres for undergraduate students.
Gamification of Strategic Thinking: Using a digital Board Game on Steam
Authors: Kodalle Thorston
Published: October 2022

This is the third article in a series of articles reflecting on implementing the Commercial Off The Shelf (COTS) Board Game "Scythe" in an educational setting. It reflects on the evolution of a Game-Based Learning (GBL) approach teaching fundamental management methods and training 21st Century Skills. The first iteration of Scythe as the board game platform to train and educate students in OODA-Loop and decision support techniques was planned as a three-day on-premise workshop in February 2020. The kick-off was in November 2019 and was followed by a long self-study preparation phase. It transformed into a fully distributed learning event on short notice due to the advent of COVID-19. The second iteration, from November 2020 to March 2021, was a four-month closely supervised distributed learning experience featuring SWOT-Analysis, Kanban-Board, Scrum and other agile management methods next to the OODA-Loop. These two iterations had one thing in common. The board game Scythe was used as an analogue board game, and a Slack Workspace was used to submit pictures of the physical board game to reflect on the current situation. In the second iteration, Steam licences for the digital version of Scythe (Digital Scythe) were provided to students as a decision support tool. From November 2021 to February 2022, the third iteration implemented Digital Scythe entirely. Therefore, the final tournament and highlight of the learning experience were also fully digital, with new challenges for facilitation. This complete digitalisation also provided unique learning opportunities, particularly concerning 21st-century skills. Overall, this new seminar prototype was a huge success, and the demand for this kind of learning experience looks pretty high. It emphasises virtualisation using the popular gaming platform Steam. This article also applies a framework for distributed wargaming.
Wargaming Simulator MASA SWORD for Training and Education of Czech Army Officers
Authors: Havlík Tomáš , Blaha Martin , Potužák Ladislav , Pekař Ondřej , Šlouf Vlastimil
Published: October 2022

The article deals with expanding the capabilities of the University of Defence in the field of training and education of new officers of the Czech Army using newly introduced simulation technology. First, it looks at the beginnings of the use of simulations to support and develop teaching. One of those steps was the establishment of a professional-level computer games group. This gave students the opportunity to gain experience in commanding and managing combat while playing computer games such as Counter-Strike. Currently, students have the opportunity to deepen their command and tactical skills during practical field training or in virtual environments while playing games based on virtual and constructive simulation. Another section explains the importance and role of these simulations in teaching professional soldiers. It is very important for future combat commanders to gain as much experience as possible in commanding and directing combat activity in the conduct of military operations before they occur. Finally, it deals with the newly acquired MASA SWORD simulator, which offers another and much more complex tool for gaining valuable experience. MASA SWORD, unlike the software currently in use, can be controlled by only one user without the need to connect other users or perform control exercises. It includes a scenario building tool, constructive simulation and analytical tools for evaluating created simulations. In addition to its use in teaching and educating students, the simulator can be used for staff training, support for commander planning and decision-making, analysis and, last but not least, operational research. In the last section, the article evaluates the usefulness of simulations for teaching, science and research. It also reports on ongoing qualitative research methods to predict the next direction of development and possible connectivity with other simulators.
Becoming an inhabitant through a local residents movement : A case study of the Movement against THAAD Deployment in Seongju
Authors:   Korean Association of Regional Sociology, Jung Eun-Kyoung
Published: October 2022

In 2016, the Korean Defense Ministry and the U. S. Forces in Korea announced that the Terminal High Altitude Area Defense system(THAAD) would be deployed in the Seongsan Artillery Base located in Seongju-eup [city], Seongju-gun [county], Korea.
Residents of Seongju county would be direct victims exposed to the harmful effects of THAAD radars. But, when the strong resistance of Seongju residents forced the authorities to decide to move the site to deploy the missile system to Lotte Skyhill Seongju Country Club in the far north of the Seongju county, most Seongju county residents got out of the harmful effects of THAAD. Even though most of the residents were out of danger from THAAD, Some residents continued to resist.
Seongju gun was a rural county where residents were politically very conservative, and closely connected to one another by old family and other relationships and ties.
However, participants in the Seongju candlelight protest formed ‘inhabitant liminality’ defined as the overthrow of the existing power structure and blurred identification of residents. The inhabitant liminality made migrants acquire local identity and transformed them into the political and economic agency of Seongju-gun.
THE EFFECT OF CONVERGENCE ANGLE OF TOOTH PREPARATION IN PATIENTS WITH GENERAL PERIODONTITIS ACCORDING FINITE ELEMENT ANALYSIS
Authors: Fastovets O.O. , Hlazunov O.O.
Published: October 2022

Purpose of the research. To study the character of displacement and stress distribution after prosthetics of the lower central incisor with the metal-ceramic crown, depending on the convergence angle of preparation and the degree of resorption of alveolar septa using finite element analysis. Research methods. The computer models have been studied using the calculated software complex “Lira 9.6” to reproduce intact (before preparation) and treated teeth, taking into account subsequent imposition of a metal-ceramic crown. Calculations have been made for different convergence angles, from 20 to the maximum possible, for four types of loads (constant from own weight; vertical from food biting off; at an angle of 300 to vertical; at an angle of 450 to vertical) and for different degrees of preservation of alveolar septa: 100 %, 75 % and 50 %. Scientific novelty. It has been established that in the calculated model the increase of the convergence angle of tooth surfaces, as well as the decrease in alveolar septa height, cause the increase in displacements in the biomechanical system “crown – tooth – alveolar bone”, the maximum of which are localized in the neck area of the tooth on its lingual surface. The increase in the angle of preparation causes the increase in stresses in the same area, while the increase in the degree of resorption of alveolar septa results with the displacement of the maximum stress zone from the tooth neck to the apical part of the root. Conclusions. The obtained results indicate the need for tooth preparation with the minimum convergence angle of surfaces in patients with general periodontitis. It could prevent the risks of the progression of the pathological process in periodontal tissues due to the increase of stresses and displacements.
РЕТРОСПЕКТИВНИЙ АНАЛІЗ ПОШИРЕНОСТІ КАРІЄСУ ТИМЧАСОВИХ ЗУБІВ ТА ЙОГО УСКЛАДНЕНЬ У ДІТЕЙ ЗАКАРПАТСЬКОЇ ОБЛАСТІ
Authors: Клітинська О.В. , Зорівчак Т.І.
Published: October 2022

Мета – провести ретроспективний аналіз поширеності, інтенсивності карієсу тимчасових зубів та його ускладнень серед дітей Закарпатської області з урахуванням ендемічних особливостей Закарпатського регіону та його впливом на перебіг каріозного процесу. Матеріал та методи. Для досягнення поставленої мети нами був проведений ретроспективний аналіз карт стоматологічних хворих (форма 043/о) архівної бази ТОВ «Університетська стоматологічна поліклініка (головний лікар – Ляхіна М.В.) та Закарпатської обласної клінічної стоматологічної поліклініки (головний лікар – Лесів Р.А.), в рамках договору про сумісну діяльність. Здійснювався аналіз документації обстежених пацієнтів, взятий за 3 роки (2018 – 2020 рр.), кількість проаналізованих медичних карт – 1025. Також був здійснений гендерний розподіл обстежуваної вибірки із 1025 дітей, як результат: 475 хлопців і 550 дівчат. Результати. Варто відзначити, що гірська зона Закарпатської області становить 60–65% всієї території (Рахівський, Тячівський та Мукачівський райони). Для даної територіальної зони характерний значний дефіцит фтору, йоду та ряду мікро- та макроелементів. Рівень фтору в ґрунті становить 0,02–0,03 мг/л, у воді – 0,3–0,5 мг/л. При цьому передгірна зона представлена Хустським районом та становить 10–15% території області. Рівень фтору в ґрунті складає 0,02–0,025 мг/л, у воді – 0,2–0,4 мг/л. Рівень дефіциту мікро- та макроелементів (фтору, йоду, кальцію) високий, що відображається на стані здоров’я людського організму, зокрема дитячого, так як його ріст та розвиток негативно впливають на формування органів та систем у молодому віці. В низині, на висоті 110–200 м над рівнем моря, розташовані Ужгородський, Мукачівський, Берегівський райони, що становлять 20–30% усієї території. Рівень фтору в ґрунті складає 0,015–0,022 мг/л, у воді – 0,1–0,3 мг/л. Виходячи з цього, стає зрозумілим, що високі показники поширеності, інтенсивності карієсу та його ускладнень: пульпіти, періодонтити, пов’язані безпосередньо із недостатнім надходженням фтору та йоду в організм людини, що призводить до розбалансування процесів де- та ремінералізації емалі, і відповідно, знижує рівень карієсрезистентності емалі зубів, що призводить в першу чергу до руйнування кристалічної решітки емалі та виникнення дефектів в твердих тканинах зубів з подальшим їх руйнуванням. Висновки. У регіонах з низьким вмістом фторидів та йоду в питній воді та ґрунті, до яких також належить Закарпатська область, спостерігається значна поширеність та інтенсивність карієсу, а також відсоток його ускладнень як серед дитячого так і серед дорослого населення, тому визначення даних показників залишається актуальним на сьогоднішній день.
ЕФЕКТИВНІСТЬ РЕАЛІЗАЦІЇ ПІДХОДУ З ЧАСТКОВОЮ ЗАМІНОЮ (КОРЕКЦІЄЮ) ДЕФЕКТНИХ КОМПОЗИТНИХ РЕСТАВРАЦІЙ: КЛІНІЧНІ ПОКАЗИ, ПРОГНОЗ, РЕКОМЕНДАЦІЇ
Authors: Гончарук-Хомин М.Ю. , Cavalcanti A.L. , Русин В.В. , Білищук Л.М. , Войтович В.І.
Published: October 2022

Мета дослідження. Систематизувати дані щодо клінічної ефективності використання підходу з частковою заміною (корекцією) дефектних композитних реставрацій з урахуванням специфічних показів та прогнозу віддалених результатів його реалізації. Методи дослідження. Дослідження проводилося у форматі ретроспективного аналізу даних літератури. Формування вибірки публікацій для контент-аналізу забезпечувалося шляхом пошуку релевантних наукових робіт у базі даних PubMed (https://pubmed.ncbi.nlm.nih.gov/) та з використанням пошукової системи Google Scholar (https:// scholar.google.com/) на основі ключових слів та асоційованих Mesh-відповідників. Наукова новизна. Дані отримані в результаті опрацювання спеціалізованої наукової літератури обґрунтовують доцільність реалізації підходу з частковою заміною дефектних композитних реставрацій замість повної їх заміни при врахуванні конкретних клінічних показів та низки пацієнт-асоційованих та зубоспецифічних параметрів. На даний момент відмічається дефіцит доказів високого рівня якості, які б статистично аргументували переваги підходу з повною заміною дефектних композитних реставрацій над підходом з їх частковою заміною. Найбільш проблемним аспектом у забезпеченні надійного результату часткової заміни композитних реставрацій залишається потреба формування прогнозованого клінічно-ефективного зв’язку на інтерфейсі з’єднання залишкової частини первинної реставрації та новими порціями матеріалу, для вирішення якої запропоновано декілька алгоритмів обробки поверхонь залишкової частини реставрації та суміжних твердих тканин емалі та дентину. Висновки. Часткова заміна (корекція) дефектних композитних реставрацій при відповідних клінічних показах представляє собою ефективний варіант терапевтичного втручання, що сприяє збільшенню тривалості функціонування проблемних конструкцій та мінімізації втрати резидуальних твердих тканин емалі та дентину. Відносний ризик розвитку неуспішного результату клінічного функціонування композитних реставрацій, що підлягали частковій заміні, і таких, що підлягали повній заміні по причині наявності різних типів дефектів при аналогічних термінах спостереження є тотожним згідно проаналізованих даних, в той же час витратоефективність обох підходів у довгостроковій перспективі також суттєво не відрізняється.
SISTEM DATA AKUISISI TEGANGAN LISTRIK DENGAN KONTROLLER EMBEDDED SYSTEM TERINTEGRASI
Authors: Muchtar Taufik
Published: October 2022

Permasalahan gangguan listrik dan alternatif pemecahannya semakin kompleks dan perlu penanganan secara cepat dan tepat. Penanganan yang tidak sesuai bisa berdampak pada biaya pemeliharaan yang sangat besar. Mengetahui akar masalah pada gangguan listrik adalah langkah awal yang harus dilalui sehingga proses telemetering untuk mendapatkan informasi perlu segera dilakukan. Sistem akuisisi merupakan bagian dari proses telemetering tersebut. Output penelitian ini adalah Sistem Data Akuisisi Tegangan Listrik dengan Controller Embedded System Terintegrasi. Sistem ini merupakan bagian dari Embedded system yang terintegrasi untuk troubleshooting dan saving energi listrik. Hasil penelitian menunjukkan hasil bahwa perangkat bekerja seperti yang diharapkan dan ditargetkan. Error pengujian perangkat dibandingkan dengan pengukuran tegangan listrik secara langsung dengan alat ukur sebesar, sebesar 0,17 % atau tingkat akurasi 99,83 %.
KLASIFIKASI MAHASISWA BERPOTENSI DROP OUT MENGGUNAKAN ALGORITMA NAIVE BAYES DAN DECISION TREE
Authors: Samasil Salmawati , Yuyun Yuyun , Hazriani Hazriani
Published: October 2022

Seiring perkembangan dunia pendidikan Indonesia, Perguruan Tinggi Negeri maupun Perguruan Tinggi Swasta bersaing begitu ketat dalam memberikan    performanya dalam mencetak lulusan-lulusan berkualitas. Salah satu indikator kegagalan mahasiswa adalah kasus Drop Out. Dengan  menggunakan data mining algoritma naive bayes dan decision tree dapat  dilakukan klasifikasi  mahasiswa berpotensi drop out. Parameter yang digunakan yaitu, jenis kelamin, IPK, SKS, penghasilan orang tua, jenis tempat tinggal dan jenis transformasi. Mahasiswa yang telah lulus/drop out angkatan 2010-2014 sebanyak 1155 data dijadikan sebagai data training dan data testing. Perbandingan algoritma vaive bayes dan decision tree menghasilkan masing-masing nilai akurasi 97,83% dan 99,13%. Dengan nilai rata-rata precision dan recall yaitu 61,54% dan 100% untuk algoritma naive bayes serta 84,61% dan 100% untuk algoritma decision tree. Nilai rata rata f1-score algoritma naive bayes sebesar 76,19% dan decision tree sebesar 91,67%. Algoritma decision tree memiliki hasil peforma lebih tinggi dari algoritma Naive Bayes. Sehingga algoritma decision tree  merupakan algoritma paling baik. Decision tree menghasilkan 11 rule dengan atribut IPK sebagai akarnya. Itu artinya IPK merupakan faktor paling berpengaruh
SEMINAR DARING MICROTEACHING PADA CALON GURU BAHASA INGGRIS; WHAT TO DO TO MAKE YOU READY TO TEACH
Authors: Qamariah Zaitun , Mirza Akhmad Ali
Published: October 2022

Kemampuan atau skill pada setiap calon guru tidak dapat diperoleh secara instan. Salah satu cara untuk memunculkan atau mengembangkan skill pada calon guru diantaranya seperti memberikan suatu seminar daring microteaching. Seminar daring microteaching ini bertujuan untuk mengembangkan skill pada calon guru bahasa Inggris agar menjadi guru yang kompeten. Adapun mitra pada pengabdian ini adalah mahasiswa tadris bahasa Inggris yang berstatus aktif. Metode analisis yang digunakan pada seminar daring ini adalah metode deskriptif. Teknik pengumpulan data diperoleh melalui observasi, diskusi dan tanya jawab, serta dokumentasi. Berdasarkan hasil pengabdian masyarakat yang dilaksanakan melalui seminar daring dapat disimpulkan bahwa telah berhasil membentuk kemampuan atau skill mahasiswa tadris bahasa Inggris menjadi calon guru yang berkompeten melalui tiga sesi seminar daring yang dilakukan diantaranya yaitu sesi pertama penjelasan mengenai curriculum design, sesi kedua penjelasan mengenai format kegiatan pembelajaran yang ideal menurut Doug Neill, serta sesi ketiga berupa praktik mengenai microteaching yang baik.
Pendampingan Komunitas Sahabat Penyu dalam Analisis Kesiapan Promosi Wisata Daerah dengan Pendekatan 4A
Authors: Basri Basri , Assidiq Muhammad , Sahabuddin Chuduriah , Yunus Muhammad Yusuf
Published: October 2022

Lokasi Rumah Penyu yang menjadi basecamp Komunitas Sahabat Penyu di Dusun Mampie Sulawesi Barat, menjadi ikon tersendiri sebagai atraksi wisata. Sepanjang Pantai Mampie saat ini memang menjadi destinasi wisata lokal masyarakat Kabupaten Polewali Mandar dan masyarakat di luar Daerah. Tujuan kegiatan pengabdian masyarakat yang dilakukan oleh tim dosen Universitas Al Asyariah Mandar adalah memberi pendampingan dalam analisis Kesiapan Promosi Wisata Daerah. Metode yang diterapkan dalam kegiatan ini melalui aktivitas Observasi, Analisis Data, Pemaparan Hasil Analisis, dan Rekomendasi Program Promosi. Analisis dilakukan dengan menggunakan konsep analisis 4A (Attraction, Accessibility, Amenities, Ancillary Services). Hasil kegiatan ini didapatkan analisis tingkat kebutuhan dan persepsi masyarakat di enam dusun Desa Galeso yang menjadi lokus dari program ini. Secara umum didapatkan hasil bahwa daerah ini sangat potensial, dengan keberadaan Komunitas Sahabat Penyu dengan aktifitas komunitasnya. Keberadaan Komunitas Sahabat Penyu sangat potensial memberi daya tarik aktivitas pariwisata di Desa. Namun, dukungan dari berbagai aspek terlihat kurang dominan, diantaranya dukungan kebijakan dan rencana strategis pemerintah desa dan daerah yang tidak terencana cukup matang. Dilain sisi, pemerintah desa dinilai belum mampu menganalisis faktor internal dan eksternal nya untuk mengembangkan desa Wisata yang harapannya dapat mendatangkan PADes.
Thin films of Titanium Nitride deposite on substrates used for biomedical applications
Authors: ROJAS-ROBLERO Rodrigo , MELO-MÁXIMO Lizbeth , MELO-MÁXIMO Dulce Viridiana , URIBE-LAM Esmeralda
Published: October 2022

In the present work, thin films of TiN were obtained on AISI 316L stainless steel substrates by DC unbalanced magnetron sputtering with promising characteristics such as resistance to wear and corrosion to be used in biomedical applications by changing the temperature of the substrate and the mixture. of gases. Microstructural characterization was performed using optical microscopy, atomic force microscopy, and scanning electron microscopy (SEM). Scratch tests were performed using an irradiated and non-irradiated ultra-high molecular weight polyethylene (UHMWPE) pin on the coated and uncoated substrates to study and compare the scratch effect, continuing the same circumferential geometry, a stroke length of 200 m and a 5N wet load using pure Milli-Q water (type 1) to simulate body fluids with the pin to test its performance and implant durability showing higher values in the coefficient of friction (COF) in the TiN-coated samples.
E-learning del idioma inglés con plataformas online
Authors: Condori-Chura Delia , Flores Antonio , Cahui-Cahui Javier , Gutiérrez Lézany
Published: October 2022

Este libro es una adaptación de una investigación presentada a la Universidad Nacional del Altiplano que buscó determinar el grado de relación entre las variables: plataformas virtuales y el aprendizaje del idioma inglés en estudiantes universitarios, considerando la importancia del aprendizaje del idioma inglés con el uso de las plataformas virtuales en el contexto actual virtualizado debido a la covid-19. Metodológicamente, la investigación es de enfoque cuantitativo, de tipo no experimental, diseño correlacional descriptivo y con temporalidad transversal, cuya muestra es no probabilística por conveniencia conformada por 30 estudiantes a quienes se le aplicó un cuestionario y un examen, el primero acerca del uso de las plataformas virtuales y el siguiente un examen para evaluar las cuatro habilidades del idioma inglés. Los resultados alcanzados fueron: El uso de las plataformas virtuales tiene una correlación positiva débil significativa en el desarrollo de la comprensión auditiva en los estudiantes. Asimismo, una correlación positiva media significativa en el desarrollo de la comprensión de lectura, expresión escrita y expresión oral en los estudiantes. Finalmente se ha determinado que el uso de las plataformas virtuales tiene una correlación positiva media significativa en el aprendizaje del idioma inglés en los estudiantes universitarios de Turismo.
Matando a Fome de Lazer “Lá no Meu Setor”
Authors: Lobato Flavio Henrique Souza
Published: October 2022

Historicamente, no bojo das perspectivas capitalista e eurocêntrica, foram concebidos conceitos, práticas e espaços próprios de uma concepção hegemônica de lazer, a qual legitimou formas convencionais do que seria, de como deveria ser e em que espaços e tempos deveria ocorrer o lazer. Em diversas políticas públicas, tais entendimentos foram incorporados como maneiras únicas e exclusivas de lazer, privilegiando algumas pessoas e negligenciando muitas outras. Nesse sentido, como convenção social, o lazer, seus espaços e suas práticas passaram a ser vistos de modo restrito pela sociedade. Diante disso, esta pesquisa objetivou analisar, considerando os contextos macro e micro de análise, as práticas de lazer da Comunidade Bom Jesus I, na periferia de Belém (PA), a partir dos processos de interação e de sociabilidade dos moradores. Com a intenção de viabilizar este estudo, a partir de uma abordagem qualitativa, foram empregadas pesquisas bibliográfica, documental e de campo. Em um exercício do fazer etnográfico, realizaram-se conversas informais, observação participante, entrevistas semiestruturadas e registros em caderno de campo. A investigação foi guiada tanto por um olhar “de fora e de longe”, considerando os processos estruturantes (perspectiva macro), quanto por um olhar “de perto e de dentro” (perspectiva micro), voltado às “inversões” praticadas, diariamente, para o lazer dessa população. Para “matar a fome de lazer”, os “achados” desvelaram que, ao longo dos anos, diferentes e alternativas práticas e sociabilidades foram criadas a partir dos processos de interação entre os moradores da comunidade. Constatou-se também que, muitas vezes alienada por compreensões hegemônicas, essa população não consegue enxergar ou considerar as suas experiências cotidianas como lazer. As conversações, o “rock doido”, o “jogo do bicho”, o futebol e o “piquenique” compreendem “formas de diversão”, caracterizadas por dinâmicas muito particulares, carregadas de sentidos e significados, que possibilitam esse “setor” se divertir, se fazer existir e resistir diariamente. A comunidade, portanto, “faz” o seu direito ao lazer.
The Legend of Archer : Role Playing Game Untuk Anak-Anak Berbasis Mobile
Authors: Ilham Hanif Pamulia  , Slamet Wiyono  , Sharfina Febbi Handayani
Published: October 2022

Game is a part of the entertainment that is made as attractive as possible and can be played using electronic media. The development of games in Indonesia has given rise to a new genre in the form of Role Playing games (RPG) which is currently very popular with children, where players play the role of characters in fictional settings. Currently, there are many games that are played by children, but not many provide knowledge about the hero characters of Indonesian puppet characters. This study aims to develop a mobile-based game about wayang characters, especially Arjuna characters who can train children's ability to solve problems, train creativity and form an unyielding optimistic attitude when completing all levels of The Legend Of Archer Game. This game development method uses stages starting from problem identification, data collection, data analysis, system design, system creation, implementation, and testing.
Effect of Cutting Parameter Toward The Surface Roughness Applied In Turning Tool Steel Material
Authors: Gatot Setyono  , Slamet Riyadi  , Muharom  , Ong Andre Wahyu Riyanto  , Sigit Pratama
Published: October 2022

In this study, the effect of the tool-tip radius and cutting process parameters on the quality of the machining process experimentally on the use of SKD 11 tool steel material. Several radius (0.80 mm, 1.20 mm, 1.60 mm) and the parameters of the cutting process, specifically feed rate, cutting speed, and depth of cut. The ANOVA method used in this study aims to analyze the cutting process parameters on the surface quality of the workpiece and the cutting force. The analysis of this research results in certain conditions in which the feed rate significantly affects surface quality. However, this is contrary to the depth of cut parameter, which affects the cutting force. This study also observed the effect of the tooltip radius on the optimal surface quality when using a 0.80 mm radius. The second-order regression modeling used in this analysis shows a very good level of accuracy, with the correlation value of accuracy ranging from 96% to 98%.
Implementasi Profile Matching Pada Seleksi Ketua dan Wakil Ketua OSIS
Authors: Alif Iftitah  , Linda Perdana Wanti  , Dwi Novia Prasetyanti  , Nur Wachid Adi Prasetya  , Andriansyah Zakaria
Published: October 2022

The OSIS chairman is the highest leader in the OSIS management structure and is accompanied by a vice-chairman. Therefore, a selection with several criteria is needed to determine the best candidate. Things that are considered in this selection are realism, maturity, organizational experience, public speaking, discipline, character, organizational activity, and responsibility. By utilizing a decision support system, the best candidates are obtained for the candidate for chairman and vice-chairman of the student council. This system is made with the method used to assist the selection process, namely, profile matching. Profile matching is used to find the profile of a job that is sought from a predetermined specification. This method provides a solution and has a clear objective in decision-making. On the other hand, the method used to develop a decision support system is the incremental method. The selection of the incremental method is based on the fact that this method has an iterative nature, which can adapt to the many repetitions that occur during the development process. The novelty of this research is the recommendations generated from the developed decision support system. There are notifications about the results of decisions to users, in this case, the candidates for the OSIS chairman and vice chairman who are alternatives in the election process. This study resulted in recommendations in the form of candidates for OSIS chairman and vice chairman by the candidate's profile.
Analisa Pengaruh Kecepatan Putar Motor DC Terhadap Jarak Lontaran Pelet Pada Mesin Pelontar Pakan Ikan
Authors: Arief Adimas Prayoga  , Ah. Sulhan Fauzi
Published: October 2022

Freshwater fish is a type of fish that is very popular with the wider community. The problem that often occurs in cultivators is the timing of feeding fish. This study introduces automatic pellet sowing with a DC motor as a pellet ejector. The method used is by identifying research variables. This research was conducted with 3 variations of DC motor rpm rotation with 2 different pellet sizes. The data obtained showed that the farthest ejection distance is 3 mm pellets with a rotational speed of 6000 rpm, while the closest ejection distance is 3 mm pellets with a rotational speed of 1000 rpm, and it is also concluded that the data findings are the estimated time to run out of 3 kg of pellets for each pellet sample with three variations of DC motor rotational speed. Pellets with the fastest time of 1.90 s are pellets with a size of 3 mm with a rotational speed of 6000 rpm, while the longest time is 5.2 s, namely pellets with a size of 1 mm with a rotational speed of 1000 rpm.
Pengaruh Penggunaan Lapisan Phase Change Material Parafin Grafit Sebagai Pendingin Terhadap Efisiensi Panel Surya Polycrystalline
Authors: Rovida Camalia Hartantrie  , Ryann Argadiraksa  , I Gede Eka Lesmana
Published: October 2022

Solar panels such as PLTS can be an alternative to complete electricity needs. However, the intensity and temperature of the sun that can not be adjusted are an obstacle to the use of solar panels. Continuous absorption of sunlight can cause solar panels to overheat. Therefore, it is necessary to cool the solar panels, therefore the heat absorbed does not exceed the capacity. Phase Change Material (PCM) paraffin graphite is one of the coolants for solar panels. PCM paraffin graphite was used to coat solar panels and then measured for voltage, current, and temperature. The results were compared with solar panels that were not covered with PCM paraffin graphite. The test results found that solar panels coated with PCM produced a lower surface temperature of 0.1458% than those without PCM. Meanwhile, the efficiency and power produced by PCM-coated solar panels were 19.496% and 0.02685% higher than solar panels without PCM, respectively, so the use of PCM paraffin graphite in solar panels can increase their efficiency.
Penerapan Metode Waterfall Pada Aplikasi Tracer Study Berbasis Website
Authors: Alina Mei Cahyaningtyas  , Riyadi Purwanto  , Prih Diantono Abda’u3
Published: October 2022

Tracer study is a method used by several Vocational High Schools (SMK) to collect alumni data and monitor alumni progress. The problem is in monitoring the alumni who do not only stay in Cilacap but outside of the city as well. Moreover, the data collection method is still simple by only using a questionnaire form filled out when they take their diplomas. This condition is less effective because many alumni are still looking for a job, therefore it is difficult to check up on them all the time. This study aims to create a tracer study application using the waterfall method. The testing phase uses the Blackbox testing method. Based on the test results, the application can make it easier for BKK administrators to collect alumni data and help monitor the alumni progress by checking the percentage of alumni status and making it easier for alumni to fill out questionnaires. The results of the overall usability test conducted on 30 respondents resulted in the predicate "Very Good" with an average of 85.51%.
ECONOMETRIC ASSESSMENT OF THE IMPACT OF ECONOMIC INDICATORS ON THE NON-OBSERVED ECONOMY OF MOLDOVA
Authors:   Academy of Economic Studies of Moldova, Stratan Alexandru , Gutium Tatiana ,   National Institute for Economic Research, Republic of Moldova
Published: October 2022

The non-observed economy is an integral part of the modern economic system. It is a threat to economic security in conditions of slow stagnation. The relevance of this study lies in the fact that the identification of factors influencing the non-observed economy makes it possible to develop proposals to combat this phenomenon. Also, this paper describes the problems that researchers in the Republic of Moldova face when econometrically modeling the dependence of the non-observed economy on socio-economic indicators. The novelty and purpose of the study is the construction of models with one equation, where the endogenous variable is the level of the non-observed economy in value terms and the share of the non-observed economy in Gross Domestic Product. The main research methods are regression analysis and economic and mathematical modeling. At the first step of the study, the identified main factors of influence that determine the size of the shadow economy in twenty-eight countries were systematized. In the next step, the authors established the available series of statistical data published by the National Bureau of Statistics and determined exogenous variables. The authors used the program for econometric analysis EViews 9 in constructing the models. The single equation models were tested inclusively for first and second-order autocorrelation and heteroscedasticity. The constructed models showed that the non-observed economy is positively affected by the growth of the main sectors of the national economy and by an increase in the unemployment rate. While the rise in foreign trade turnover, namely imports, negatively affects the endogenous variable. There is an identical (negative) relationship between the freight turnover and the level of the non-observed economy.
FERTILITY TRANSITION FROM TRADITIONAL TO MODERN MODEL IN MOLDOVA: EXPLORATION IN BASE ON THE GENERATION AND GENDER SURVEY
Authors:   National Institute for Economic Research, Republic of Moldova, Grigoras Ecaterina , Gagauz Olga ,   National Institute for Economic Research, Republic of Moldova
Published: October 2022

In Moldova like in other countries of Eastern Europe, a fertility transition is taking place from the traditional model to the modern one which is associated with the decrease of juncture-related fertility indicators. Although the fertility indicators are higher compared to those of other states, the factors determining this level and the possible future trends are an important question to be asked. We assume, some of the socio-demographic characteristics of women, particularities of the socio-economic and cultural context have an impact on the reproductive behavior and determine either to keep the traditional model or switch to the modern one. To answer this questions, a research was conducted to highlight the differences in women’s reproductive behavior in Moldova as well as the socio-demographic characteristics which make the difference between the fertility level and the number of children born during the reproductive age (living environment, education level, first sexual intercourse, mean age of first marriage, mean age of mothers at first birth, first-birth and interbirth intervals). The research is based on the data of the demographic study Generation and Sex conducted in Moldova in 2020 where a subsample of 1546 women aged 20-49 was selected. A special typology was elaborated through a hierarchical cluster analysis and the women were divided in 4 groups according to characteristics of the reproductive behavior. It was found that the traditional model of reproductive behavior prevails in Moldova, two subgroups being emphasized: “traditional with large family” and “traditional with maximum two children”. A middle group is represented by women displaying “transitory to modern” reproductive behavior model. The least numerous group is made up of women characterized by “modern” behavior.
DYKE DAVID OFF MASSON SYNDROME
Authors: Gandhi Aakash Deepak , Viramgama Krishna Hitendra , D. Rudach Mitul
Published: October 2022

Dyke-Davidoff-Masson syndrome is a rare entity characterized by hemi cerebral atrophy/hypoplasia secondary to
brain insult in fetal or early childhood period along with ipsilateral compensatory osseous hypertrophy and
contralateral hemiparesis. A 25 year old male patient presented with recurrent refractory siezures and spastic
hemiplegia. MRI findings revealed characteristic features of cerebral hemiatrophy or Dyke-Davidoff-Masson syndrome.