bluuebunny/crossref_metadata_2025 huggingface dataset:
ANALISIS TINDAK TUTUR DALAM NOVEL “BAK RAMBUT DIBELAH TUJUH” KARYA MUHAMMAD MAKHDLORI
Authors: Sri Lestari
Published: November 2024

Sastra sebagai karya seni yang merupakan satu unsur kebudayaan yang berfungsi untuk mewujudkan sebuah sistem dalam kebudayaan. Novel merupakan salah satu hasil kesenian. Sehubungan dengan itu penulis mencoba melakukan penelitian di bidang karya sastra. Dengan hal yang demikian penelitian ini menggunakan metode deskripsi analisis. Setelah dilakukan suatu penelitian dengan cermat, penulis menyimpulkan bahwa dalam menganalisis sebuah novel harus dibuat suatu pemikiran untuk menunjang keberhasilan dalam Pendidikan khususnya dalam bidang karya sastra agar penguasaan dalam karya sastra bisa tercapai dengan baik sesuai dengan tuntutan masyarakat. Penokohan yang digunakan dalam novel “Bak Rambut Dibelah Tujuh” karya Muhammad Makhdlori yaitu protagonis perubahan yang dilakukan dengan menjalani beberapa tahap, sedangkan statis yaitu perubahan secara seketika
Analisis Nilai Religius dan Nilai Sosiopsikologis dalam Novel “Mimpi Anak Pulau” Karya Abidah El Khalieqy
Authors: Crish Windamayanti  , Netti Marini
Published: November 2024

Penelitian ini bertujuan memperoleh gambaran secara lebih jelas nilai – nilai religius dan nilai – nilai sosiopsikologis dalam novel “ Mimpi AnakPulau “ karya Abidah El Khalieqy.Metode yang digunakan dalam penelitian ini adalah metode kualitatif dan deskriptif. Pengolahannya dilakukan dengan mendeskripsikan data yanng berupa nilai religius dan nilai sosiopsikologis yanng ditinjau dari novel novel “ Mimpi AnakPulau “ karya Abidah El Khalieqy.Hasil penelitian menyatakanbahwa dalam novel tersebut banyak ditemukan unsur – unsur maupun nilai – nilai yang perlu dilestarikan dan disampaikan kepada masyarakat pembaca. Nilai religius yaitu kepercayaan agama , simbol agama , praktik keagamaan , pengalaman keagamaan dan umat beragama. Nilai sosiopsikologis yaitu interaksi sosial , sugesti , dan agresi.Hasil pembahasan penelitian dalam novel novel “ Mimpi AnakPulau “ karya Abidah El Khalieqy. Terlihat bahwa nilai religius dan nilai sosiopsikologis mampu membangun novel ini menjadi sebuah novel yang layak dibaca dan mampu dijadikan sumber bacaan bagi setiap pembaca
Bodies of Absence: Analysis of the Representation of Family Grief in the Face of the Abduction of Daughters in Ruido (Natalia Beristáin, 2022) and Pororoca (Constantin Popescu, 2017)
Authors: Sustaita Antonio
Published: November 2024

The purpose of this article is to analyze the way in which the struggle and suffering on the part of the family in the face of a daughter’s abduction is represented in two films, the Mexican film Ruido (Natalia Beristáin, 2022) and the Romanian film Pororoca (Constantin Popescu, 2017). The insecurity situation in México and Romania is so different to the point of establishing two models. The records of assassinations of police officers, political candidates, journalists and the forced disappearance of young people in México surpass those of any other country. Firstly, in the Mexican model, the analysis takes as an archetypal model the figure of Demeter, a Greek divinity (goddess of agriculture), whose daughter, Persephone, was abducted for sexual purposes by Hades, god of the underworld. The unexpected absence of the daughter, the desperate search, as well as the lack of clues and traces, plunge the mother into a spiral of pain that leads her to an anguished search. On the other hand, in the Romanian model, the loneliness of the searching father, solitary and without collective support, stands out. The analysis proposes, in the Mexican case, the category “strident sequence”, whose function is to regulate the narrative flow and the subjective construction of the character in the face of the irreparable pain of loss.
Line of Desire. The Work of Omar Matadamas Seen through Corporeality and the Philosophy of Event
Authors: Moreno Cuitláhuac
Published: November 2024

This article1 is shaped by a trajectory of back and forth on various topics, starting with a minimal review of the history of performance art theory in Mexico, then analysing the place of the philosophy of the event and corporeality in performance art, and finally exploring the strategies for making desire habitable through the work of the Mexican artist Omar Matadamas. In the first section, I discuss a series of ideas surrounding the implications of performance art in the current Mexican theoretical horizon; in the other pole I recur to the work of the artist Omar Matadamas and his series Sicalíptico (2017), as well as his collaboration with Grupo D3 Chok3 (“Clash Group”), to think in the proximity of politics of intimacy and desire in art created by sexual dissidents.
On What Lacks in Current Film Theory
Authors: Popa Bogdan
Published: November 2024

The review does not make the case that the recent republication of George Littera’s work is relevant for todays film criticism. On the contrary, it suggests that contemporary film criticism might not stand very well in the light of Littera’s work. In particular, it shows how his writing is concerned with the idea of value and contradictions, which is less investigated in new work concerned with subjects of history such as the working class. First, it details Littera’s assessment of Soviet avant-garde cinema. Second, it compares his book with the work of one of his UNATC collegues such as Florian Potra. Finally, it briefly investigates a mode of production and essay writing which has disappeared as technique.
El teatro como un acontecimiento pedagógico de Juan Campesino
Authors: Anzures Denise
Published: November 2024

The first part of this book was led by a historical vision and synthetic purposes, the avatars of the recently named “theatre pedagogy” being reviewed in their different aspects: theatre in school, school theatre, curricular design, institutional programs, teacher training, drama in the classroom, focusing mainly on the case of Mexico, although without leaving aside, certainly, the place that our country occupies in the framework of global culture. The second part goes into a pedagogical perspective regarding children’s developmental processes, the educational aspects of theatre and, above all, of that phenomenon which is common to theatrical art and to a certain genre of games, usually known as theatricality.
Exploring User Experience from an Emotional Context When Designing Immersive Games for Education
Authors: Tan Chin Ike , Tan Wee Hoe , Lee Eng Kim Julian , Ng Yiing Y’ng
Published: November 2024

In the past decade, the science of learning has taken on a fresh approach through the conceptual incorporation video games. Educational games are now regarded as an effective method to engage the present generation of constantly distracted youths. However, the reality is that many educational games fail to achieve their intended goals as they lack the fun and engagement aspects that is so prevalent in video games. Among the reasons, are that educational games fail to engage the learners. Hence, there is a need for a discourse in the enhancement of engagement aspects in educational games through the understanding of emotional context in user experience (UX). This paper aims to investigate the methods of harnessing emotional-based UX practices from experienced and successful video game designers to make educational games more engaging. Six experienced game designers were interviewed, and the recordings transcribed on verbatim basis to allow for analysis. The outputs of the interview narration were mapped on to UX from an emotional context, explicitly for the design of immersive and engaging gameplay. The findings revealed that UX within the context of game development is a crucial element in creating engaging educational games. The crafting of a good UX allows the game to create an emotional link that learners will experience at various milestones within the game. This link allows for the gameplay experience to effectively control a learners’ emotional state within the game through an immersive game experience. The use of UX can create a strong engagement factor within the game by allowing the players to be absorbed in the game world. In conclusion, to enhance the effectiveness of educational games, game designers should manipulate the learners’ emotion by offering an active role in the narrative structure development of the games; and provoking decision-making scenarios within the game world.
Inter-School Synchronous Peer Collaboration in Enhancing the Science Process Skills of Controlling Variables and Formulating Hypothesis Among Low Achieving Year Five Pupils
Authors: Karupaiah Thiyagu , Gnanamalar Sarojini Esther Daniel
Published: November 2024

Science teachers must always try to create innovative learning environments to enhance learning through a variety of teaching-learning approaches. The study focus discussed in this article was to enhance the researcher’s low achieving year five pupil’s science process skills of controlling variables and formulating hypothesis skills through synchronous inter-school peer collaboration. The researcher prepared the Variable Identification and Formulating Hypothesis Tool (VIFH-tool) which consisted of a hands-on activity to assess the pupils for the two skills. A two-cycle action research was conducted. In the first cycle the researcher taught the two process skills and the pupils carried out the activity in the VIFH-tool. In the second cycle, a peer collaborative session was arranged with a high achieving group of students from another school. The inter-school collaborative session was conducted via a video call using Google Hangouts. In the session, the low achieving pupils presented their results for the VIFH-tool, after which there was discussion and questions and answers between pupils of the two schools about the two science process skills. Then the low achieving pupils individually repeated the activity in the VIFH-tool. The data were analyzed using simple descriptive statistics. The study revealed that most of the low achieving pupils did better at the end of the second cycle.
Aplikasi Mudah Alih e-Ponteng: Menyokong Usaha untuk Menangani Isu Ponteng Sekolah di Sekolah Menengah Bermasalah
Authors: Ismail Ahmad Irfan , Ismail Azniah
Published: November 2024

Ponteng sekolah merupakan masalah disiplin yang belum terungkai. Bilangan pelajar yang terlibat dalam masalah ponteng sekolah terus meningkat dari semasa ke semasa. Pada masa kini, penggunaan aplikasi dan sistem dalam abad ke-21 adalah sangat releven dan dipercayai dapat menyelesaikan pelbagai masalah yang melibatkan isu-isu pengurusan sekolah. Rasional kajian ini adalah untuk membangunkan aplikasi mudah alih e-Ponteng berdasarkan model ADDIE sebagai platform yang menyokong usaha pihak sekolah menengah yang bermasalah bagi menyelesaikan isu ponteng sekolah dalam kalangan pelajar. Pembangunan aplikasi ini adalah berdasarkan model ADDIE melibatkan lima (5) fasa yang terdiri daripada fasa analisis, fasa reka bentuk, fasa pembangunan, fasa implementasi, dan fasa penilaian. Guru-guru yang mengajar di sekolah bermasalah, termasuk guru kaunseling, terlibat di dalam penilaian aplikasi ini. Kajian ini melibatkan 30 orang guru yang terdiri daripada guru lelaki dan guru perempuan yang sekurang-kurangnya mempunyai setahun pengalaman bekerja di sekolah menengah yang bermasalah. Setiap responden diberi soalan berkaitan kebolehgunaan aplikasi, paparan antara muka aplikasi dan reka bentuk multimedia aplikasi tersebut. Hasil dapatan kajian akhir mendapati bahawa kajian ini berjaya merekodkan lebih 90% responden yang sangat berpuas hati terhadap kebolehgunaan aplikasi yang mudah dan paparan muka yang ringkas dan mempunyai elemen-elemen multimedia yang menarik. Diharap, aplikasi mudah alih e-Ponteng menjadi aplikasi yang sesuai digunakan dalam usaha menangani gejala ponteng sekolah di sekolah menengah bermasalah.
Developing A 3D Action-Adventure Game Called “Code - E” for Learning C++ Function Codes
Authors: Zainol Abidin Muhammad Kamil , Ismail Azniah
Published: November 2024

This paper describes a game prototype development project named “Code-E” for players learning and practicing their knowledge about coding while playing. Our research is based on design and development research (DDR) methodology. The main purpose of our project was actually to create a 3D action-adventure game with interesting gameplay for educational purposes that can be used by students (i.e., players) as part of their coding practice. Our chosen topic was C++ function codes. Rapid Application Development Model was used as the development method to allow us to focus on minimizing the planning stage and maximizing prototype development. First, the gameplay idea was designed. A quick prototype was developed to assist the potential users to understand the gameplay easily when we were asking for their feedback on requirements. To collect them from potential users, we used interviews. Very fortunately, our first gameplay idea was well accepted which required minimal improvement. Then, we designed and developed a full game prototype using Roblox. A questionnaire session was then conducted to get further feedback from our potential users. The 5-Likert scale questions were categorized into three categories: the game’s technical features, its gameplay concepts, and its usability as a learning tool. We used median values to interpret the Likert data. Our findings showed that the “Code-E” game prototype was well-functioned and well-accepted by our potential users. Some improvements were still required to enhance its ability in terms of difficulty level and motivation.
Keberkesanan Penggunaan Video Pembelajaran Bahasa Melayu dalam Kalangan Murid Tahun 6 Semasa Pengajaran dan Pembelajaran di Rumah (PdPR)
Authors: Zaharon Lai Zazila Shafinaz , Rosli Ahmad Nurzid
Published: November 2024

Kajian ini dilaksanakan untuk mengetahui keberkesanan penggunaan video pembelajaran Bahasa Melayu dalam kalangan murid tahun 6 semasa Pengajaran dan Pembelajaran di Rumah (PdPR). Objektif kajian ini adalah mengenalpasti tahap pelaksanaan video pembelajaran Bahasa Melayu tahun 6 semasa Pengajaran dan Pembelajaran di Rumah (PdPR), mengenalpasti kesediaan murid tahun 6 dalam menjalani Pengajaran dan Pembelajaran di Rumah (PdPR) berasaskan video, dan mengenalpasti keberkesanan penggunaan video Bahasa Melayu tahun 6 dalam Pengajaran dan Pembelajaran di Rumah (PdPR). Metodologi kajian adalah menggunakan analisis deskriptif dan data diperolehi melalui kaedah kuantitatif iaitu borang soal selidik menggunakan Google Form yang melibatkan 52 orang responden murid tahun 6 di sekitar Kampung Sungai Tapah Tambahan, Ipoh. Hasil kajian ini mendapati tahap kesediaan murid tahun 6, tahap pelaksanaan video pembelajaran serta tahap keberkesanan video pembelajaran Bahasa Melayu tahun 6 semasa Pengajaran dan Pembelajaran di Rumah (PdPR) adalah positif dimana lebih 90% murid bersedia dari segi peranti bagi menjalani PdPR, 90% tahap pelaksanaan video pembelajaran Bahasa Melayu Tahun 6 semasa PdPR dilaksanakan oleh guru serta lebih 90% dari nilai keseluruhan menyatakan keberkesanan video pembelajaran Bahasa Melayu tahun 6 adalah berkesan semasa menjalani Pengajaran dan Pembelajaran di Rumah (PdPR). Kesimpulannya, keberkesanan penggunaan video pembelajaran Bahasa Melayu tahun 6 semasa Pengajaran dan Pembelajaran di Rumah (PdPR) adalah berkesan dan membawa impak positif terhadap pembelajaran kendiri murid tahun 6 disekitar Kampung Sungai Tapah Tambahan Ipoh.
Kemahiran Asas Kod Tangan Bahasa Isyarat Berbantukan Aplikasi Mobil Augmentasi Realiti bagi Pelajar Masalah Pendengaran dan Masyarakat Umum
Authors: Mamat Maisarah , Suhaimi Suhazlan
Published: November 2024

Jabatan Kebajikan Masyarakat pada tahun 2017 melaporkan seramai 34280 orang rakyat Malaysia menghadapi masalah pendengaran manakala seramai 2355 orang menghadapi masalah pertuturan. Ini menunjukkan keperluan dan kemudahan untuk masyarakat bekeperluan khas perlu diambil serius. Cabaran dalam proses pengajaran dan pembelajaran untuk membantu memberikan kemahiran asas kepada penggunaan bahasa isyarat kepada pelajar masalah pendengaran dan pertuturan serta masyarakat umum. Mari Belajar Bahasa Isyarat adalah aplikasi mudah alih yang dibangunkan untuk membantu dan mengalakkan pelajar masalah pendengaran dan pertuturan serta masyarakat umum untuk mempelajari serta membantu memudahkan pengguna mengingat kod bahasa isyarat tangan dengan betul. Aplikasi ini telah dibangunkan bersama modul Mari Belajar Bahasa Isyarat yang mengandungi gambar dan warna yang menarik. Modul ini juga dilengkapi dengan Augmented Reality (AR) supaya pengguna dapat melihat objek secara maya. Aplikasi mudah alih ini juga mempunyai antaramuka yang mudah dipelajari, ringkas dan interaktif. Model ADDIE digunakan bagi pembangunan aplikasi ini. Pendekatan kajian kuantitatif digunakan yang melibatkan seramai 30 orang responden yang terdiri daripada 4 kategori umur iaitu 6-18 tahun,19-30 tahun,31-40 tahun dan 41 ke atas. Hasil kajian menujukkan lebih daripada 80% pengguna bersetuju aplikasi yang dibangunkan bersama modul pembelajaran ini memberi manfaat kepada masyarakat dalam mempelajari kemahiran asas bahasa isyarat.
Culminating Final Year Project Experiences Among Computing Undergraduate Students in UPSI
Authors: Lakulu Muhammad Modi , Mohamad Yatim Maizatul Hayati , Md Ibharim Laili Farhana
Published: November 2024

Articles placed in the session of Vol 8 No 3 (2021): Special Issue 1/2021: Culminating Experiences dedicated to the Journal of Information and Communication Technology in Education (JICTIE) were composed from ten (10) final year projects from undergraduate students of Computing Department in the Faculty of Arts, Computing and Creative Industries, Universiti Pendidikan Sultan Idris (UPSI), Tanjong Malim, Malaysia. Six articles were produced by students from Bachelor of Education (Information Technology), one article from Bachelor of Education (Multimedia), and three articles from Bachelor of Software Engineering (Educational Software) programs. All articles were written by the students as first authors in collaboration with their supervisors and respective co-authors.
Developing a game-based learning assessment framework towards ubiquitous computational thinking among undergraduate students
Authors: Kin Jonathan Hiew Yin , Mohamad Yatim Maizatul Hayati , Hoe Tan Wee , Seng Wong Yoke
Published: November 2024

This article discusses on a working study from a research on the usage of a game-based learning assessment framework as a standard guideline to assess undergraduate students' understanding and performance towards ubiquitous computational thinking properly. The objective of this research is to construct an appropriate game-based learning assessment framework to learn ubiquitous computational thinking and to determine the importance of the game-based learning approach. The methods in conducting this research study are a mixed method research with Delphi methodology approach. The game-based learning assessment framework was constructed based on results gathered by literature reviewing papers and afterward questionnaires as an online survey given to experts from game development and computer science fields by phases to answer and validate. The results gathered according to phases were performed using thematic analysis and descriptive statistics respectively. The expected results of this study are that the game-based learning assessment framework is able to assess undergraduate students’ understanding and learning performance towards ubiquitous computational thinking and also able to align and incorporate into computing curriculum.
Electronic display devices: A study on screen display towards the health issues among Malaysian university students
Authors: Chen Ai Hong , Rosli Saiful Azlan
Published: November 2024

Excessive exposure to digital technology has been linked to adverse physical, social, and mental health. Questions have been raised about the impact of electronic devices with a drastic shift to online learning in education. This article aimed to investigate the impact of digital technology in the education setting using a mixed-method approach: laboratory-based exploration and an online survey. First, we compared the illumination profile of the screen display in comparison to traditional hardcopy materials. The luminance and spectrum profiles of smartphones and laptops were studied using the 2D Color Analyzer CA-2500 and illuminance spectrophotometer CL-500A. Second, we surveyed the digital usage profile of university students from six different universities to gather information on the total hour of daily digital engagement and the incidence of digital eye strain. The surface luminance for smartphone is 94.76 ± 11.46 cd/m2) and laptop (250.28 ± 22.88 cd/m2). The surface luminance of smartphones rises by 7% in comparison to hardcopy surfaces. The surface luminance of laptops upsurges by 203% in comparison to hardcopy surfaces. The digital engagement time of university students is about 12.80 ± 3.47 hours per day. Digital eye strain is approximately 22.15%. Self-luminosity screen displays from electronic devices emitted more luminance compared to the hardcopy materials. The electronic surface has low luminance uniformity compared to the hardcopy surface. University students exhibit high digital usage patterns and are susceptible to digital eye strain. The long-term accumulative effects of the high illuminance profile, digital engagement inclination and uprising digital eye strain from our cross-section study require further investigation.
Use of infographics as teaching and learning tools: Survey of pre-service teachers’ knowledge and readiness in a Nigerian university
Authors: Akinyemi Adetunmbi L. , Adelana Owolabi P. , Olurinola Oluwakemi D.
Published: November 2024

As technology continues to drive the 21st Century, educational systems are not left out as teachers are expected to learn new technologies and their applications in education. Pre-service teachers in Nigerian universities are expected to, among other training, be conversant with modern pedagogies to prepare them for their profession. Given the fact that pre-service teachers can only use the skills they possess, this study examined their knowledge and readiness to use infographics as teaching and learning tools. The design was descriptive. The study sample comprised of three hundred and thirteen (313) final year pre-service teachers in a University of Education in Nigeria. “Knowledge and Readiness to Use Infographics Tools Questionnaire (KRUITQ)” (r = .84) was used for data collection. Data were analyzed using Mean, Standard Deviation, and One-Way ANOVA. The study found that pre-service teachers do not know about infographics as educational tools, and therefore not ready to use them during in-service. There were also no significant differences in knowledge and readiness across gender. Based on these, the teacher education curriculum needs to be upgraded to incorporate training on modern digital technologies for teaching and learning as necessitated by constant changes in the 21st Century education system.
The engagement of visual novel digital game entitled single mingle: Career versus marriage
Authors: Azhar Siti Nur Farah Natasha , Saari Erni Marlina , Ibrahim Norshahila , Mohd Razali Fadhlina , Azmi Noor Hidayah
Published: November 2024

This study is about the development of a Visual Novel game “SINGLE MINGLE: Career vs Marriage”. The game project focused on developing the game individually either in 2D or 3D. This game is created fully in 2D with its own message to be delivered. The objective of this study is to show the process of game development which can be used to solve several current issues that were chosen during pitching. This paper is to focus on the purpose and creation of the game “SINGLE MINGLE” from the very beginning. The project phases are divided into three main phases which include pre-production, production, and post-production. Marketing items such as posters and merchandise were designed and digitalized in the post-production phase. The affirmative end product from the players shows that in spite of single or married ladies, this game really makes them engaged because of the appealing game design interface and interesting gameplay.
Analysis of the Area Under a Curve (AUC) using C-programming: Trapezium and Simpson rules techniques
Authors: Tuah Ainul Nadira , Ibrahim Abu Bakar , Dzulkifly Sumayyah , Mohammad Yusof Fauzi , Awang Nor Ramli , Ariffin Razali
Published: November 2024

This study aimed to analyze the Area Under a Curve (AUC) using C-programming i.e. Trapezium and Simpson rules. There are various mathematical methods that can be applied to solve numerical integration for different data spaces. Among them are the Trapezium and Simpson rules which are widely used to solve numerical integration equations. The objective of this study was to study the calculation of the area under the curve more accurately and to identify the error differences between the Trapezium and Simpson rules in the calculation of the area under the curve. In addition, it also compares the fit between the Trapezium and Simpson rules. This study focuses on identifying methods that provide more accurate values in the area below the curve. C-programming study utility to verify the accuracy of area calculations under the curve between Trapezium and Simpson rules. The results showed a difference of 6.93% in the area under the curve for calculations using C-programming based on the Trapezium rule compared with the exact calculations. Meanwhile, a calculation difference of 6.23% was recorded for the Simpson rules. In general, the data show that the Simpson rules obtained a relatively low difference of 0.623 when compared to the Trapezium rule which yielded a value of 0.693 which means that the Simpson rule has a more accurate estimate value for AUC calculation using C- programming when compared to the Trapezium rules.
The digital short stories engineering (D2SE) framework in creating stories on computational thinking theme for children aged 3-4 years
Authors: Ismail Azniah , Sulaiman Suliana , Hashim Haslinda , Zaria Noor Anida , Zakir Nordiana , Bacotang Juppri , See Cheok Voon
Published: November 2024

This paper presents a framework that can be used to guide digital short stories development that focuses on computational thinking theme suitable for young children, aged between 3-4 years old. Stories can be used to convey information and send messages to their listeners, or readers. Digital short stories are very commonly used for children’s learning. However, to effectively send the right messages, any stories including digital stories will require story engineering that helps produce a thoughtful story structure design. Meanwhile, computational thinking is considered as a valuable ability to reasoning and problem-solving. With consideration of nurturing computational thinking among the young listeners or readers, the structure design of a story can be engineered to fulfil the objective, and later it can be reused to create new and different stories with similar objectives. Thus, in this study, the Digital Short Stories Engineering (D2SE) framework was derived, and a checklist to support the framework was developed and tested using expert review. Only four experts were involved to validate the items which must be deemed suitable for young children, from several perspectives including linguistic, content and storyline, visualization, and computational thinking aspects. Several examples of digital stories that were derived based on the framework were sent to another three experts who evaluated the stories using the checklist. The results showed that all of the aspects in the framework have been successfully implemented. In conclusion, the framework can be used not only to guide story creators in creating suitable stories for young children in general but also can be used to assist people in engineering stories that can expose children to computational thinking at young ages. In addition, the framework may also be used by nursery teachers or parents when choosing suitable reading materials for their children.
Evaluation and integration of ICT using music software in music education
Authors: Jia Li
Published: November 2024

The primary goal of this research was to assist music education instructors in the integration of ICT into their classrooms and utilized music software. It also sought to get a better knowledge of how instructors made use of ICT, as well as to identify and evaluate their training requirements, as well as to assess the extent to which ICT was utilized in instructional programs. The researchers also looked at the obstacles that instructors encountered when integrating ICT into music education courses, as well as their perceptions of the technology's usefulness. This study utilized qualitative method and used written documents as where the researcher got the data. According to the findings of the study, technology helps to make the learning environment more alive and appealing. It will demonstrate how interactive music educational techniques and ICT tools were used in schools to teach music education and how they encourage the teaching of music education. It will also demonstrate how interactive music educational methods and ICT tools were used in schools to teach arithmetic.
Teachers' ICT skills and application of ICT in the middle and higher secondary schools in Bhutan
Authors: Nidup Yeshi
Published: November 2024

This study explored teachers’ ICT skills and application of ICT in education in eight middle and higher secondary schools in Bhutan. A quantitative method was applied and convenience sampling was used to collect data from 37 teachers from eight middle and higher secondary schools through survey questionnaires developed using a five-point Likert scale. The first set of questionnaires asked about teachers’ ICT skills and knowledge, and the second set asked about the application of ICT in education. The data was analyzed using an excel data analysis tool package in simple descriptive form interpreted in percent, means, and standard deviation. The findings showed that teachers possess basic ICT skills and knowledge which are necessary for them. It was found that teachers are using ICT in their daily teaching and learning but only for basic purposes since many lack ICT skills at the advanced level. There were only a few teachers who used ICT for a variety of purposes at the advanced levels to enhance teaching and learning. They were some teachers who have never or rarely used ICT in teaching. This is something that led the researchers to deeply ponder and opened a room to plan for another research to find out why they have never or rarely used ICT in teaching.
A data design for integrating problem solving into frame-based programming
Authors: Mohd Noor Nor Farahwahida , Saad Aslina , Ibrahim Abu Bakar
Published: November 2024

Data design is one of the main types of design in software development. This paper aims to design a database for a programming application as a part of the application development process. The purpose of the application is to help students of Introductory Programming in the higher learning institutions of Malaysia solve programming problems in a programming environment, especially in the C language. The objective of the study is to produce a data design to integrate data from a problem-solving process into a frame-based programming environment. To achieve this objective, the study is adopting the user design part of the Rapid Application Development (RAD) Model. Six validated problem-solving steps which are based on computational thinking (CT) concepts combined with the input-process-output (IPO) Model were utilized to gather data in the problem-solving process. Then, these data were integrated into ten validated sets of programming Code Patterns to be utilized in the frame-based programming environment. An entity-relationship diagram (ERD) which shows the relationship of seven entities was produced to illustrate the data design of the IPO database. This IPO database is the core of this programming application that integrates problem-solving into the frame-based programming environment. This integration contributes to the advancement of an integrated development environment (IDE) approach specifically for the needs of the novices. It helps to automate the instruction coding based on the guided problem solution, thus helping the novices to overcome the difficulties due to their incompetency in the programming language. Therefore, the design produced from this study is significant in developing an introductory IDE application for the students to improve their problem-solving and programming skills and prepare them for future demands of the industrial revolution challenges.
Polynomial Invariants for Rooted Trees Related to Their Random Destruction
Authors: Burghart Fabian
Published: November 2024

We consider three bivariate polynomial invariants $P$, $A$, and $S$ for rooted trees, as well as a trivariate polynomial invariant $M$. These invariants are motivated by random destruction processes such as the random cutting model or site percolation on rooted trees. We exhibit recursion formulas for the invariants and identities relating $P$, $S$, and $M$. The main result states that the invariants $P$ and $S$ are complete, that is they distinguish rooted trees (in fact, even rooted forests) up to isomorphism. The proof method relies on the obtained recursion formulas and on irreducibility of the polynomials in suitable unique factorization domains. For $A$, we provide counterexamples showing that it is not complete, although that question remains open for the trivariate invariant $M$.
On the Algebra Generated by Three Commuting Matrices: Combinatorial Cases
Authors: Satriano Matthew , Cherny Ron , Song Yohan
Published: November 2024

Gerstenhaber proved in 1961 that the unital algebra generated by a pair of commuting $d \times d$ matrices over a field has dimension at most $d$. It is an open problem whether the analogous statement is true for triples of matrices which pairwise commute. We answer this question for special classes of triples of matrices arising from combinatorial data.
The Group Permanent Determines the Finite Abelian Group
Authors: Li Mao-sheng , Zhang Hanbin
Published: November 2024

Let $G$ be a finite abelian group of order $n$ and $\mathcal M_G$ the Cayley table of $G$. Let $\mathcal P(G)$ be the number of formally different monomials occurring in $\mathsf {per}(\mathcal M_G)$, the permanent of $\mathcal M_G$. In this paper, for any finite abelian groups $G$ and $H$, we prove the following characterization $$\mathcal P(G)=\mathcal P(H)\ \Leftrightarrow\ G\cong H.$$ It follows that the group permanent determines the finite abelian group, which partially answers an open question of Donovan, Johnson and Wanless. In fact, $\mathcal P(G)$ is closely related to zero-sum sequences over finite abelian groups and we shall prove the above characterization by studying a reciprocity of zero-sum sequences over finite abelian groups. As an application of our method, we show that $\mathcal P(G)>\mathcal P(C_n)$ for any non-cyclic abelian group $G$ of order $n$ and thereby answer an open problem of Panyushev.
Exact Time-Dependent Thermodynamic Relationships for a Brownian Particle Navigating Complex Networks
Authors: Taye Mesfin Asfaw
Published: November 2024

The thermodynamic characteristics of systems driven out of equilibrium are examined for M Brownian ratchets organized in a complex network. The precise time-dependent solution reveals that the entropy S, entropy production ep(t), and entropy extraction hd(t) of the system in complex networks increase with system size, which is plausible as these thermodynamic quantities display extensive properties. In other words, as the number of lattice sites increases, the entropy S, entropy production ep(t), and entropy extraction hd(t) increase, demonstrating that these complex networks cannot be reduced to the corresponding one-dimensional lattice. Conversely, the rates for thermodynamic quantities such as velocity V, entropy production rate e˙p(t), and entropy extraction rate h˙ d(t) become independent of the network size in the long-term limit. The exact analytic results also indicate that the free energy decreases with system size. The model system is further analyzed by incorporating heat transfer via kinetic energy. Since heat exchange via kinetic energy does affect the energy extraction rate, the heat dumped to the cold reservoirs also contributes to internal entropy production. Consequently, such systems exhibit a higher degree of irreversibility. The thermodynamic features of a system operating between hot and cold baths are also compared and contrasted with a system functioning in a heat bath where temperature varies linearly along the reaction coordinate. Regardless of the network arrangements, the entropy, entropy production, and extraction rates are significantly larger for the linearly varying temperature case than for a system operating between hot and cold baths.
Kolmogorov-Arnold Representation Based Informed Orchestration in Solving Partial Differential Equations for Carbon Balance Sustainability
Authors: Liu Charles Z. , Farookh Hussain  , Ying Zhang  , Lu Qin
Published: November 2024

This paper introduces the Kolmogorov-Arnold Credit Informed Network Orchestration (KACINO), a novel framework proposed to comprehensively structure and analyze the carbon dynamic system. By synthesizing dynamic processes such as carbon emission and sequestration, a credit information of carbon dynamics is built accumulation, KACINO provides a holistic approach to model the complexities inherent in carbon dynamics. Through systematic analysis and scenario simulations, KACINO facilitates informed policy recommendations aimed at optimizing carbon credit utilization and achieving sustainable environmental outcomes. This paper outlines the theoretical foundation, methodology, and practical applications of KACINO, highlighting its potential to support transformative strategies in climate change mitigation and sustainable development.
Zukunftsfähige Tourismusentwicklung
Authors: Schmude Jürgen , Roth Ralf , Siller Hubert , Langer Moritz , Aschauer Wolfgang , Assenmacher Marvin , Bandi Tanner Monika , Beelitz Julia E. , Borkmann Vanessa , Bosio Birgit , Brysch Armin A. , Carstensen Ines , Dienes Katharina , Dreyer Axel , Eberhardt Katrin , Ehrenzeller Luisa , Eisenstein Bernd , Fecker Denise , Gaulinger Ronja , Groß Sven , Hackner Paula , Haselwanter Stefanie , Heydkamp Constanze , Kreuzberger Markus , Kurpicz-Briki Mascha , Leoni Tomaso , May Carola , Mayer Christian , Müller Adrian , Nadegger Monica , Nemetz Florian , Obermair Magdalena , Peters Mike , Pikkemaat Birgit , Pillmayer Markus , Rüdiger Jens , Stengel Nico , Stiebler Katharina , Stoiser Heidrun , Thaden Patricia , Thaler Franziska , Wegener Kerstin , Zehrer Anita
Published: November 2024

Vielseitige Herausforderungen charakterisieren heute die Tourismusbranche. Allen voran die Klimakrise und die Notwendigkeit eines nachhaltigeren Wirtschaftens, aber auch gesellschaftliche Veränderungen, technische Innovationen oder externe Schocks zwingen Destinationen, Tourismusorganisationen und touristische Leistungsträger zur fortlaufenden Anpassung. Doch obwohl die Branche inzwischen wieder stärker wirtschaftlich aufblüht als oft prognostiziert, ist ihre notwendige nachhaltige Transformation bisher ausgeblieben. Wie sich der Tourismus zukünftig entwickelt, welche Akteure dabei eine Rolle spielen und wie Politik begleiten und mitgestalten kann, beleuchtet dieser Band: Ein spannender Einblick, der neben aktuellen Konzepten und Zukunftsperspektiven der Tourismusforschung auch konkrete Anknüpfungspunkte für moderne Tourismuspolitik präsentiert.
Plant derived bioactive compounds for the treatment of neurodegeneration and neuroimmune disorders associated with the complement system
Authors: Narayanaperumal Jeyaparthasarathy , Gopal Ganesh
Published: November 2024

The complement system is a key component of the innate immune system that mediates the clearance of pathogens, apoptotic cells, and cellular debris. However, the complement system also has diverse roles in the central nervous system (CNS), where it regulates synaptic pruning, neural plasticity, and neuroinflammation. Dysregulation of the complement system has been implicated in various neurodegenerative disorders such as Alzheimer’s disease, multiple sclerosis, epilepsy, stroke, and traumatic brain injury. In these conditions, excessive or chronic activation of the complement system may lead to synaptic loss, neuronal damage, immune dysregulation, and inflammation, which leads to exacerbating the disease’s progression and severity. Moreover, the complement system may interact with infectious agents that invade the CNS, such as bacteria, viruses, fungi, and parasites, and modulate their pathogenicity and host response. Therefore, understanding the complex interplay between the complement system and the CNS is crucial for developing novel therapeutic strategies to prevent or treat neurodegenerative and neuroimmune disorders. Natural compounds, such as plant extracts, phytochemicals, and nutraceuticals, have emerged as promising candidates for modulating the complement system and its effects on the CNS. These compounds may exert anti-inflammatory, antioxidant, neuroprotective, and immunomodulatory effects by regulating the expression of various complement components and pathways. In this review, we summarized the current knowledge on the roles of the complement system in human neurodegenerative disorders and the benefits of natural compounds for complement-targeted therapy.
Minerály z privátní mineralogické sbírky opata Josefa Hieronyma Zeidlera ve sbírce Národního muzea
Authors: Bohatý Martin , Velebil Dalibor
Published: November 2024

In 1872, the Museum of the Kingdom of Bohemia (today the National Museum) acquired the private mineral collection of Josef Hieronymus Zeidler, abbot of the monastery in Prague at Strahov. The collection is referred to as private because there were two mineralogical collections in the Premonstratensian monastery in Prague at Strahov – the older monastic collection and the private Zeidler collection. Today in the mineralogical collection of the National Museum, 1214 specimens of minerals from Zeidler’s collection can be identified with certainty and another 87 items that are very likely from Zeidler. A total of 63 samples from Zeidler’s collection are displayed in a permanent mineralogical exhibition. These are among the best that the mineralogical collection of the National Museum preserves.
ПУТИ МИНИМИЗАЦИИ ИНТЕРФЕРЕНЦИОННЫХ ОШИБОК ПРИ ОБУЧЕНИИ РУССКОМУ ЯЗЫКУ В ИРАНСКОЙ АУДИТОРИИ (УРОВЕНЬ А2–В1)
Authors: В.Д. ЯНЧЕНКО , А.Ю. УСТИНОВ , О.Н. ЛЕВУШКИНА
Published: November 2024

Статья посвящена одной из актуальных проблем современной национально ориентированной методики преподавания русского языка как иностранного: поиску путей минимизации ошибок, вызванных интерференцией, в иранской аудитории. В ней рас- смотрены причины возникновения межъязыковой интерференции в преподавании РКИ у иранских обучающихся, выявлены объек- тивные причины, приводящие к системным ошибкам, представлен их анализ, предложены упражнения для минимизации ошибок.

The article is devoted to one of the urgent problems of modern nationally oriented methodology of teaching Russian as a foreign language: the search for ways to minimize errors caused by interference in the Iranian audience. It examines the causes of interlanguage interference in the teaching of RCT among Iranian students, identifies objective causes leading to systemic errors, presents their analysis, and suggests exercises to minimize errors.
ПРОЕКТИРОВАНИЕ ЭВАКУАЦИОННЫХ ВЫХОДОВ В ЗДАНИЯХ КОРИДОРНОГО ЭЛЛИПТИЧЕСКОГО ТИПА. ГЕОМЕТРИЧЕСКИЕ ХАРАКТЕРИСТИКИ КОРИДОРА
Authors: А.В.  Голкин , В.Г. Шамонин , С.А. Зуев , С.Ю. Хатунцева
Published: November 2024

Рассмотрена возможность решения задачи выбора оптимальной ширины эвакуационных криволинейных коридоров, обе стороны которых представляют собой части эллипса для последующей минимизации смешения людских потоков (и, соответственно, предотвращения заторов при движении людей) при эвакуации в случае пожара или других чрезвычайных ситуаций. Анализируются вопросы о критерии разделения коридоров на широкие и узкие, о точности формулы Рамануджана и о расчете длины дуги эллипса.

There is considered the possibility of solving the problem of choosing the optimal width of evacuation curved corridors, both sides of which are parts of an ellipse to further minimize the mixing of human flows (and, accordingly, prevent congestion when people move) during evacuation in case of fire or other emergency situations. Questions on the criterion for dividing corridors into wide and narrow, on the accuracy of Ramanujan formula and on the calculation of the ellipse arc length are analysed.
Spatial Characteristics Visualization of Transfer Point Infrastructure
Authors: Agustien Melawaty , Rizki Muhamad , Yuono Agus Lestari , Agustini Marice , Satriadi Indra
Published: November 2024

The government's efforts to increase public transport users in Palembang by providing public transport such as LRT, Teman Bus and angkot feeder LRT Musi Emas. The previous research shows that there are still deficiencies in public transport services. The condition of physical integration between public transport, such as no bus stop, inadequate sidewalk facilities and even in some locations they are not available, no crossing bridges, no lighting, no information on routes, schedules and several other things. Based on these conditions, this research will study physical integration between public transport modes by visualizing the spatial characteristics of transit point facilities in Palembang City. The method used for visualization is a mapping model using the GIS 10.8 application. The results of this research show that the districts with the most transfer points in Palembang are Ilir Timur I and Alang-Alang Lebar which have LRT stations, bus stops and river mode infrastructures. The results of this research can be used as a reference for improving public transport physical integration in Palembang in areas served by public transport. The visualization results of transfer point users in Palembang have shown that Ilir Barat I and Sukarame Districts have the highest number of users of transfer points infrastructure LRT station. Based on this research, it is known that the availability of transfer points infrastructure is not necessarily accompanied by a high number of public transport users in one sub-district when compared to other sub-districts. This is partly due to inadequate condition of physical integration between public transport.
Pengaruh Kompetensi, Disiplin Kerja dan Motivasi Terhadap Kinerja Bendahara Organisasi Perangkat Daerah
Authors: Suryati Suryati , Falah Syaikul , Fauzi Achmad
Published: November 2024

Tujuan penelitian ini adalah untuk mengetahui pengaruh kompetensi, disiplin kerja dan motivasi terhadap kinerja bendahara dimasing-masing OPD pada Kabupaten Mappi. Penelitian ini menggunakan pendekatan kuantitatif. Penelitian ini menggunakan SPSS 21 sebagai alat analisis dalam melakukan Uji Istrumen Penelitian, Uji Asumsi Klasik, dan Uji Regresi Liner Berganda yang dilanjutkan dengan pengujian hipotesis melalui uji parsial (uji t) dan uji simultan (uji F). Populasi pada penelitian ini adalah bendahara pada dimasing-masing OPD pada Kabupaten Mappi yang berjumlah 55 orang yang dijadikan responden pada kajian ini. Hasil kajian ini menyimpulkan bahwa kompetensi, disiplin kerja dan motivasi secara simultan memiliki pengaruh yang positif dan signifikan terhadap kinerja bendahara OPD pada Kabupaten Mappi. Selanjutnya secara parsial hanya kompetensi dan motivasi yang memiliki pengaruh yang positif dan signifikan terhadap kinerja bendahara, sedangkan disiplin kerja tidak memiliki pengaruh terhadap kinerja bendaharan OPD pada Kabupaten Mappi.