bluuebunny/crossref_metadata_2025 huggingface dataset:
Restaurations et restitutions au château de Bournazel (Aveyron)
Authors: Tollon Bruno
Published: October 2023

Le château de Bournazel (Aveyron) fait l’objet de travaux exceptionnels de restauration et de restitution. Ce chantier privé, quasi sans équivalent, a été ouvert par un couple d’amateurs éclairés, dans le but d’associer le monument à des projets culturels. Commencée en 2008, l’entreprise s’est développée au fil des découvertes architecturales confirmées par l’apport de vestiges sculptés révélateurs, justifiant chaque fois de nouvelles orientations. Après la restauration de l’aile nord, ces découvertes ont rendu possible la restitution du corps de logis principal dans son entier comme celle du pavillon qui abritait l’escalier d’apparat. Données graphiques du XIXe siècle et corpus significatif de vestiges ont conduit la Commission nationale du Patrimoine à autoriser la restitution des volumes du château neuf voulu par les commanditaires du milieu du XVIe siècle… ressuscitant ainsi un passionnant château de la Renaissance.
Saint-Sernin de Toulouse. Datation archéologique et étude documentaire des fresques de la Passion (1119)
Authors: Piano Natacha
Published: October 2023

Cette étude se propose de valoriser la découverte d’une inscription peinte portant la date de réalisation de l’une des fresques réalisées dans la nef de Saint-Sernin de Toulouse au XIIe siècle. Articulée en trois étapes successives, l’enquête s’appuie d’abord sur les résultats d’une recherche de terrain : un relevé archéologique et une description de la stratigraphie des couches picturales réalisés dans la basilique avec un restaurateur professionnel. Cette analyse livre ainsi dans un premier temps une lecture épigraphique aussi précise que possible et propose de reconnaître la main de deux fresquistes. La réflexion se poursuit avec un calcul chronographique des données obtenues, qui débouche sur plusieurs propositions de datation. Enfin, un travail de confrontation avec des sources locales peu exploitées offre la chance de valider l’une des hypothèses proposées. En restituant l’identité du commanditaire et les circonstances historiques précises en amont du décor, l’étude permet ainsi de placer un solide jalon chronologique dans le domaine de la peinture murale romane.
Notre-Dame de Paris. Un espace civique du patrimoine après la catastrophe
Authors: Poulot Dominique
Published: October 2023

La catastrophe de Notre-Dame de Paris a provoqué dans l’instant une émotion mondiale, entretenue par les réseaux sociaux et les média ; elle a suscité une générosité publique également soudaine et considérable. Le gouvernement français a en réponse imaginé une loi spécifique, écartant les voies jusque-là traditionnelles de la restauration du patrimoine au profit d’une modernisation inédite de son cours. Par la suite, les incertitudes de la conservation, ou des créations, à venir ont paru sanctionner la faillite de l’intelligence ancienne du monument. Si une imagerie romantique, plus ou moins anecdotique, a été reconduite ici et là, les traumatismes écologiques – l’évocation d’une forêt disparue avec la charpente, et la pollution au plomb alentour – paraissent l’avoir emporté dans l’imaginaire immédiat sur la mémoire historique et savante d’une cathédrale chrétienne et nationale. L’enjeu est aujourd’hui de dépasser une communion dans le drame pour identifier le patrimoine «Notre-Dame » de demain.
Les peintures murales du manoir de Bien-Assis à Montluçon. Un cycle de Judith et Holopherne d’après la suite gravée par Denis de Mathonière
Authors: Gibiat Samuel
Published: October 2023

Als 2010 Sondierungen zur Wiederherstellung des Wandputzes im Saal des Burgsitzes Bien-Assis in Montluçon (Departement Allier) vorgenommen wurden, entdeckte man einen ausgedehnten gemalten Wanddekor, der von 2011 bis 2016 freigelegt, gereinigt und gesichert wurde. Es ist eine Grisaillemalerei, bestehend aus blaugetöntem Grau und Schwarz, wobei auch Inkarnat verwendet wurde. Der Raum (6,80m mal 7,60m) wird im Osten von einem Fenster belichtet, von einem vor der Südwand stehenden Kamin beheizt und im Norden von einer Fachwerkwand geschlossen. Obwohl die Malereien starke Schäden aufweisen, fällt ihr Bildreichtum ins Auge sowie die Tatsache, dass sie sich über den gesamten Raum entfalten, einschließlich des Kaminmantels. Der in sechs Szenen unterteilte Zyklus konnte dank der Schlüsselszene identifiziert werden, in der Judith Holofernes den Kopf abschlägt und in einem zweiten Schritt entdeckte man auch das Modell, das der Holzschnittproduktion des Denis de Mathonière entlehnt ist, des „ Papierbildners“ der rue Montorgueil in Paris. Der hatte eine Holzschnitt-Folge nach einer Folge des Antwerpener Stechers Philippe Galle aus dem Jahre 1564 angefertigt. Auf dem Kamin wiederum ist die Umsetzung eines einzelnen Stiches von Etienne Dalaune zu sehen, und zwar der Darstellung der Susanna im Bade, die zwischen 1575 und 1590 datiert werden kann. Vor dem Hintergrund der Religionskriege verdeutlicht dieses Werk einer lokalen Malerwerkstatt die Rolle der Judith als Personifizierung der Kirche als Siegerin über die Häresie und veranschaulicht die Tendenz des lokalen Adels, das Thema der moralischen Erbauung zu kultivieren, das zeitgleich in den Medaillons von Villeneuve-Lembron und dem großen Dekor in der Pharsalos Galerie in Ancy-le-Franc aufgegriffen wurde.
L’effet de différents types de substrats à base de compost et fumier sur la croissance des plants du cèdre de l’Atlas (Cedrus atlantica (Endl.) Manetti ex Carrière) et du chêne vert (Quercus ilex subsp. ballota (Desf.) Samp.)
Authors: Abdedelhamid Guedira , Satrani Badr , El Antry Salwa , Dahmani Jamila , Serrar Mohamed
Published: October 2023

Reforestation is one of the main axes led by Water and Forests Moroccan Department. The objective of our study is to improve the growing medium, which has a direct effect on the quality of forest plants. The compost-based substrate in organic matter can be an alternative to potting soil. Two series of composts were studied, the first series with goat manure at 5%, and the second without manure. Each series consists of four types of composted forest residual materials : cedar cone residue ; leaves and twigs of Acacia mollissima ; leaves and twigs of holm oak and needles and twigs of Aleppo pine. They were tested on two forest species the cedar Cedrus atlantica

and the oak Quercus ilex subsp. ballota. The physico-chemical analyzes of the various substrates clearly show differences in organic matter and mineral salts compared to the potting soil. The best substitutes for forest soil are compost substrates made from Acacia mollissima ; oak and Alep pine.
Small Change for Byzantine Egypt: A propos Clay Moulds of Heraclius found in Tebtunis (Fayum)
Authors: Chameroy Jérémie
Published: October 2023

The publication of two fragmentary clay moulds for casting dodecanummia

of Heraclius, found in Tebtunis (Faiyum) by the famous Egyptologist Gaston Maspéro (1846-1916), provides the impetus to reconsider the local production of small change in Byzantine Egypt. The production of lightweight cast or irregular struck dodecanummia

remained relatively concentrated to the reign of Phocas (602-610), when the mint at Alexandria was inactive. At a later point, cast or struck coins in the name of Heraclius reached the official weight, suggesting that they were forgeries. This shows that after 630 Heraclius succeeded in restoring a copper coinage, the intrinsic value of which matched its face value. The measures he took contained the local production of low quality small change – shortly before the loss of Egypt to the Arabs.
On the Chronology of the Miliaresia of Basil II and Constantine VIII: an Estonian Perspective
Authors: Leimus Ivar
Published: October 2023

Les monnaies byzantines sont présentes dans des proportions très marginales dans les trésors nordiques des Xe et XIe siècles. Parmi les pays concernés, l’Estonie arrive en troisième position. Presque toutes les monnaies byzantines qui y ont été découvertes s’échelonnent sur une brève période allant du règne conjoint de Constantin VII et Romain II (945-959) à celui de Basile II et Constantin VIII (976-1025). Si les travaux de Philip Grierson sont une base solide pour aborder l’histoire monétaire byzantine, quelques controverses subsistent concernant la datation de certaines séries de miliaresia

frappées sous le règne conjoint de Basile II et Constantin VIII. Les découvertes monétaires d’Estonie et d’autres pays amènent à proposer une nouvelle chronologie : classe I : 977 ; classe IIA : ca 977-990 ; classe IIB : ca 990-1005 ; classe IV : ca 1005-1025. En ce qui concerne la classe III de Grierson, l’auteur suit Werner Seibt pour la dater de l’éphémère règne conjoint des impératrices Zoé et Théodora en 1042. Néanmoins, une datation dans les dernières années du règne conjoint de Basile II et Constantin VIII ne peut être exclue.
Response groups of plants from deciduous and semi-deciduous forests based on dynamic rates: evaluating impacts imposed by dams
Authors: Santiago do Vale Vagner , Robson Oliveira Lucas , Afonso do Prado-Júnior Jamir , Paula Oliveira Ana , Raymundo Nascimento Diego , Cristina da Silva Lilian , Paulo  Costa João , Eduardo Gusson André
Published: October 2023

The functional plant response groups can be useful to comprehend vegetation's reaction to an impact. The responses of tree species in seasonal forests under the influence of artificial damming were evaluated considering the hypothesis that deciduous forests may have more response groups due to their possession of species with higher tolerance to water deficit during the dry season than semi-deciduous forests, as it is an environment with greater water deficit during the dry season and possesses more species specialized in dry conditions. The hypothesis states that (1) increased water availability can hinder the maintenance and establishment of species adapted to dry environments, as they exhibit high tolerance to water deficit during dry seasons, and (2) deciduous forests will have more response groups with high demographic rates (recruitment, mortality, decrement, and increment) due to more dramatic changes in soil moisture. Response groups were detected by comparing dynamic rates of tree species near and far from the artificial lake's shore using Euclidean distance between species' dynamic rates and the Ward method. Few groups were formed away from the dams, and many groups emerged after the impact in both forests, indicating that changes resulting from damming were more prominent near the dam. More negative responses and groups affected by damming were formed in deciduous forests compared to semi-deciduous forests. Predicting the stabilization of these forests remains uncertain, necessitating long-term monitoring for obtaining robust data and additional explanations
Literature Review for the Design Methods of Serious Games
Authors: Gao Lanlangao
Published: October 2023

This study emphasises the primary designing characteristics of serious games that make a balance between entertainment and education. The method description was utilised as a tool based on the analysis of serious game structure, strategies, model application, and factors of games supporting entertainment and the learning process in the literature. Through Summon system (a systematic digital library that includes various popular digital libraries), 52 potential studies were collected within the recent five years (from 2018 to 2023). The result shows that 13 methods are utilised to design serious games in reviewed papers. These methods involve a diversity of design theories proposed in these papers selected and some potential dimensions that impact the design of serious games to create the balance between entertainment and education.
Number Express: a Digital Game to Improve Early Numeracy
Authors: Perini Nicoletta , Porru Annamaria , Moeller Korbinian , Jay Tim , Sella Francesco
Published: October 2023

Early numeracy (including basic skills like counting, order processing, etc.) has repeatedly been observed to predict later scholastic but also vocational prospects. As such, it seems sensible to foster it early on during development. In this article, we describe the development and initial evaluation of Number Express, a digital game designed to facilitate numerical skills in pre-and primary school considering the latest evidence from research on order processing. The game consists of a train with six carriages for the player to fill in with numbers in the correct order. The game progresses in difficulty across several levels, moving from smaller to larger numbers and sequences in steps of 2, 5, and 10. Informative feedback helps players in case they respond wrongly. Associating numbers to carriages in the correct order earns the player points, with which they can buy items in a virtual shop, providing additional experience with calculating with money. During the design phase, we sought feedback from researchers, teachers, and an education consultant specialising in the learning and teaching of primary mathematics. Piloting will involve testing the game with a small group of preschool children to evaluate its playability and ease of use and to resolve any remaining technical issues. Additionally, we will gather feedback from children to identify any areas of the game that might be improved or made more engaging. In the next step, the game will be implemented in an intervention study to determine its effectiveness in improving children's early numeracy skills. In case the game proves to be effective in improving children's early numeracy skills, it has the potential to be a valuable tool for educators and parents in supporting their children's numerical development.
The need for game-based learning methods to address cyber threats
Authors: Andrews George , Balakrishna Chitra , Mikroyannidis Alexander
Published: October 2023

Cyber security threats are increasingly a serious concern to organisations, with an annual worldwide cost of a trillion dollars in 2021. Potentially the most significant contributor to cyber security threats is the human element, yet this has typically been insufficiently addressed in proposed solutions. Significant resources have been allocated to software, training and other solutions designed to tackle this threat, yet existing methods to improve cyber security have failed to deliver the desired results. Commonly cited issues include the lack of engagement in training, leading to disinterest and a ‘one size fits all’ approach, meaning some groups benefit from training more than others. This study will examine the need for game-based training methods in addressing cyber security threats caused by human error. Game-based training methods have previously been proposed to improve engagement in training and this study will discuss other potential benefits of game-based training. The aim of this work is to justify the use of game-based training methods in cyber security and begin to determine which aspects of games may be most effective at causing long-term positive behaviour change. Following an extensive literature review, a pilot study was run in which a survey was presented to 37 individuals who have taken cyber security training in the past, to query opinions and perceptions regarding cyber security training participants had previously taken, and how they feel they would behave when faced with certain cyber security threats. Upon analysis in SPSS, the results of this work indicate that factors such as training frequency and exposure to cyber security attacks have a significant impact on cyber security behaviour. A correlation between engaging training and impact of training on behaviour also serves to justify the development of such training methods. When combined with previous results on cyber security training this highlights the need for training to be engaging, regular, and relevant, and shows that the realistic simulation of cyber security threats (such as in game-based training) is of significant benefit. These results will help inform future development of effective game-based training methods and encourage their use more widely.
PIXEL: Challenges of Designing a Professional Board Game for Astronomy Education
Authors: Inchingolo Giannandrea , Toniolo Rachele , Varano Stefania , Ligabue Andrea , Ricciardi Sara
Published: October 2023

PIXEL - Picture (of) the Universe is a board game developed by INAF - Italian National Institute for Astrophysics in collaboration with GAME Science Research Center. The game simulates the astrophysics research environment, particularly emphasising the observation and study of cosmic bodies at different resolutions. ​​Image resolution is a crucial element in astrophysics, but the intrinsic complexity and challenges of making high-resolution images of the distant Universe are not easily and generally perceivable. We envisioned PIXEL driven by this challenge. Games intended to engage students with science either concentrate on the contents to foster the learning process or focus on life skills solicited by scientific practices. Game mechanics are then either a leverage of scientific knowledge or a science-like behavioural model, depending on the expected outcome of the game-based learning process.   In addition to that, game-based learning in STEM (Science, Technology, Engineering, Mathematics) generally is designed by science practitioners and science communication and education experts.  The design process of PIXEL has been a novel joint effort between scientists, science communicators, professional game designers, and game-market and award advisors. We produced a game in which the mechanics are the core of scientific learning, implicitly telling about science while making the player experience it. The innovation of this process is to obtain a game that encountered positive feedback both from the community of game experts and the educational context. The final output is a professional board game suitable for STEM education that promotes scientific citizenship in the audience.In this work, we discuss the game design process and describe how we included our scientific educational messages of image resolution and research dynamics as processes within the game mechanics without making them explicit during the gameplay. We also present a preliminary engagement evaluation of PIXEL and its efficacy in delivering implicit scientific messages through its mechanics.
Need-Based Game Design: Developing a CT Game Based on Educational Needs
Authors: Humble Niklas , Mozelius Peter , Sällvin Lisa
Published: October 2023

According to reports and previous research, present and future society show a high need for citizens with technical skills, such as computer programming. The need for technical competent citizens can however be challenging for higher education institutions to accommodate due to low numbers of students in higher education computer science. But also due to the high drop-out rates and low pass rates in introductory programming courses. With that said, it is important to both recruit new students to computer science and to support those who already study the subject, to meet the demands of the present and the future. An approach that has shown great promise in motivating students while still keeping focus on the learning aspects in education, is game-based learning (GBL). To facilitate support in higher education computer science, more specifically courses in fundamental programming, this study had the aim of identifying important design concepts in the development of a need-based educational game on computational thinking (CT). Skills related to programming have commonly been organized as part of the CT concept.  To identify the educational needs, e-mail interviews were conducted with teachers that teach higher education courses on computer programming in Swedish universities. Based in an on-going design science project to create a learning game on computational thinking for higher education, the study discusses and compare the identified needs with design theories, such as affordances, emotional design, and sustainable design. The conclusion is a conceptual design of the educational game with a set of recommendations for a need-based game design in educational context.
A Simulation Game for Anti-money Laundering (AML) Using Unity
Authors: Chu Long Kiu , Fung Sui Leung
Published: October 2023

With increasing demand of anti-money laundering (AML) regulation in Fintech, AML is one of the key factors in FinTech and its regulatory technologies (RegTech). Presently, as research and education on AML focus on financial institutions and authority, the individual is vulnerable to money laundering (ML) by being money mules with lack of awareness. Therefore, this paper illustrates the design of a 2-player simulation game for AML, which integrates the game-based learning model with plots including introduction stories, player actions and ending stories. In the game, a player role-plays either a money launderer or AML specialist. Within 6 in-game months, the former needs to perform ML with a target goal while the latter needs to identify the former’s actions and restrict him to achieve his goal.

For actions of the money launderer, this paper integrates the criminal order with the PLI model (placement, layering and integration) to simulate the full ML circle. The criminal order provides return to the attacker if he completes it within the time limit. Each layer in the PLI model is expanded with middle processes for the methodology. The attacker uses shell companies to hide his identity and support each transaction for ML with apparently legitimate reasons.

For actions of the AML specialist, this paper integrates the AML transaction monitoring with the Financial Action Task Force (FATF)’s Forty Recommendation. The defender needs to perform AML transaction monitoring with identifying suspicious financial activities based on money flow. Then, he needs to identify the actual beneficial owner of suspected companies with their share distributions. Both money flows and share distributions are visualized in data charts. Later, the defender shall report suspicious companies to the Financial Intelligence Unit (FIU), which will return the investigation result at the beginning of the next in-game month.
Implementation of Game-Based Learning in a Tertiary General Education Course
Authors: Kiang Kai Ming , KOO David Ka Chun
Published: October 2023

Game-based learning can be an entertaining, engaging, and effective way of learning if both the game-play experience and educational content were carefully designed and balanced. By modifying an existing commercially available game rather than developing a game from scratch, the technical side and entertainment aspect of the game can be guaranteed so that educators can spend less effort in the technologies and game design but focus more on the educational and pedagogical aspect of designing and implementing game-based learning. We have enhanced a popular commercial computer game, Civilization, for use in a general education course that aims to nurture scientific literacy for tertiary students. The game has been used as a learning and assessment tool for this course along with other traditional course activities. The enhanced game includes scenarios which simulate world history and requires the players to lead a civilization and compete in these scenarios. Playing this ‘mod’ allows students to reflect upon, among many interesting issues, the dependency of scientific development on the political, economic, cultural, and geographical factors in history, which is one of the important intended learning outcomes in our course. The game has been used for 5 consecutive academic years. Survey responses and academic grades have been collected and analysed. The result is positive in both the rating on enjoyment and indicators of effectiveness of learning. Students who played the game are more engaged in course content, more willing to attend lectures and received a better course grade at the end as compared to those who didn’t. While we cannot simply conclude with a causal relationship based on our reported analysis, we believe that playing this game is useful and suitable in complementing our traditional pedagogy. The engagement in game playing will increase, not decrease, students’ effort spent on other traditional course activities.
Design and development of a gamified tutorial for iVR serious games
Authors: Miguel-Alonso Ines , Guillen-Sanz Henar , Rodriguez-Garcia Bruno , Bustillo Andres
Published: October 2023

Serious games, including immersive Virtual Reality (iVR) experiences, can be challenging for players due to their unfamiliar control systems and mechanics. This study focuses on designing a gamified tutorial for iVR serious games that not only teaches iVR interactions but also enhances user enjoyment and engagement. The tutorial consists of progressively challenging mini-games that adapt to the user's performance. Tips and recommendations are provided through a robot avatar if users struggle or make mistakes. An optional narrative is included to enhance user engagement, but it is not mandatory for the iVR experience. Gamification elements, such as point collection and progress updates, are incorporated into the tutorial. It can be played independently or as an introduction to iVR serious games. The goal is to use gamification principles to maintain user engagement and flow while enhancing the learning experience in the virtual world.
Requirements and Learning Modules for Implementing a Hologram Table in University Lectures
Authors: Pereira de Souza Bruna , Zysk Johannes , Khodaei Samira , Weber Maximilian , Abdelrazeq Anas , Kreutzer Dennis , Isenhardt Ingrid , Georg Lottermoser Bernd
Published: October 2023

Holograms are relatively new technologies that can be used in university lectures. They enhance the learning experience by adding highly detailed three-dimensional (3D) visualization of objects and environments, which leads to more engagement of students and teachers. Particularly in mining engineering education, holograms have great potential to achieve learning goals, where students often struggle with understanding complex 3D concepts. When implementing new technologies in lectures, there is a must to consider the perception of students and teachers, as well as the didactical and technical requirements of courses. The consideration of these aspects ensures an effective learning environment. This paper presents the concept of three holo-modules with gamification features designed with the main goal of supporting the learning and understanding of mining engineering content. The different conceptual modules have been developed based on different learning objectives extracted from teaching requirements and technical aspects of the lectures. The results show a requirements analysis performed and the prototypes designed to integrate a hologram table in different teaching setups, such as seminars, group work, and frontal lectures.
Sandwich Robot for Computational Thinking: Reflections from testing with high school pupils
Authors: Marchetti Emanuela , Valente Andrea , Bonderup Dohn Nina
Published: October 2023

Our study discusses results from testing and co-designing Sandwich Robot, a game on algorithmic thinking targeting beginner programmers. The player composes code from a minimal set of blocks, to make a robotic character gather ingredients for a sandwich, following a specific order; the gameplay is similar to other Computational Thinking (CT) games like Karel the Robot or LightBot. The latest prototype of the game has been tested with three classes of 15-20 pupils from a technical high school in Denmark. The test was conducted in collaboration with their teacher in the subject Informatik, which focuses on CT and basic programming, and ended with a co-design workshop.

Our results shows that pupils were interest in the basic concept behind our game, they generally described our game as “fun”. Pupils and their teacher saw learning potential in the game, as a tool for understanding algorithmic thinking, but also for refining their learning at later stages. This expanded the role we envisioned for our game, leading us to rethink its relation to the pupils’ learning process. On-going and future work involves addressing pupils’ feedback and providing a level editor to allow Kahoot-style challenges. Our main contribution provides an exemplar of how the thinking behind algorithmic problem-solving can be transposed into game mechanics, embodied in a casual game, and how a non-technical narrative can support beginners learning CT.
Games-Based Learning in Business Management Programmes – a Reflective Analysis of Students’ Experience.
Authors: Nahar Nurun
Published: October 2023

Games-based learning constitutes integrating games into learning experiences to create effective learning environments by applying some common characteristics which improve intrinsic and extrinsic motivation. Using an exploratory study design and reflexive thematic analysis, this paper shares insights from a research study conducted between September 2021-April 2023, to co-evaluate the effectiveness of a co-created games-based learning application, for formative assessment of learning on a business undergraduate programme. Potential benefits of games-based learning in higher education institutions (HEI) include introduction of a structured rewards system and goals in a fun and focused way into learning that can act as a powerful motivator to enhance engagement and promote participative interaction It offers an alternative opportunity to HEIs to redefine learner experience by re-evaluating contemporary pedagogies.

Findings from this study indicate, application of games-based learning as a pedagogical intervention, can improve learning experience of students on business management programmes by allowing students to take ownership of learning. The co-created application piloted in this study, helped students to recall contents learned and track their performance through instant feedback received upon completion of a game. It also supported students in identifying weaknesses in their grasp of knowledge related to particular topics within a module and motivated them to work on areas of improvements. A key challenge identified by the students was expectation of a variety of games within GBL approaches to keep intrinsically motivated to use such applications for learning.
Introducing Game Jams for Ecology and Citizenship Education in High School Classes
Authors: Silveri Luana
Published: October 2023

This paper deals with the preliminary results of some applied game jam events integrated with the Citizenship and Civic education project in some Italian high schools.

In Italy GBL is not systematically used as a didactic tool, especially in secondary school and game jamming is not well known nor used. A set of specifically designed game jam events called (EcoGJ - the game jam for ecology) were implemented in Italy during the 2022/2023 school year. The game jam format was designed to promote the discourse about climate change and ecosystems, and implemented to demonstrate how a more student-centred didactic approach can be used at school to foster collaboration and team working skills.

Students in the 15-16 target age from different high schools have been involved in the EcoGJ format. Outcomes have been recorded with a survey and with on-field notes. Preliminary results show as game jams had a positive impact on students, encouraging them to use critical thinking and team working as well as activating them in discussing ecology and climate change issues. Notwithstanding, some critical points emerged both for students in terms of engagement and knowledge. It seems that game jams can be a valid working method to teach and learn new skills, as well as increase students’ self-confidence and their desire to learn more about complex issues such as climate change. Further explorations are needed to find the most adequate way to introduce game jamming in high school and the best format to use these events in the most effective way to foster students’ engagement in learning and to help them in deepening their scientific-based knowledge in ecology and climate change.
A 3 roles’ model to better design and facilitate the use of serious games in the classroom
Authors: SALLAZ VALERIE , CARRON Thibaut
Published: October 2023

The use of serious games in education, whatever the level of students and the subject of study, is full of promise but also strewn with obstacles. Both aspects have been the subject of numerous studies, a number of which underscore the multiple roles teachers have to embrace, each of them representing a more or less difficult challenge. Many factors come into play, including teachers' familiarity with this particular kind of tools. The research work presented in this article includes both game designers and university teachers in the field of management. Serious games have been used in classroom during a 6-year experiment. This experiment reveals a set of teacher attitudes that have to be adopted during teaching sessions to make the most of an increased students’ engagement. Teachers are led to adopt roles and positions they are not always familiar with, which can lead to certain difficulties or frustrations. How can we better take these new roles into account? Is it possible to turn them into a strength, and to take them into consideration beforehand, when designing teaching sessions, so as to optimize the use of serious games and get the most benefit from them? Finally, we propose to build a grid of these roles, which describes each of them, its benefits and its limits, and provides guidelines to avoid common pitfalls.
Science4Exit Project - Experimental Escape Games with Digital Enrichment in an Extracurricular Learning Venue
Authors: Ditter David , Rubner Isabel , Lukas Sarah , Weiser David
Published: October 2023

Exit games, escape games or escape rooms are innovative formats for teaching chemistry and for learning and applying scientific content. In the project "Science4Exit" experimental escape games with digital enrichment are developed, tested and evaluated. They will be carried out in the teaching and learning laboratory of chemistry at the University of Education in Weingarten.

One of the project's goals is to increase pupil’s motivation for science topics and interest in STEM subjects, as well as to improve the application of knowledge acquired in school. It also promotes 21st century skills (creativity, collaboration, communication, critical thinking and problem-solving) by embedding them in a game-based context. When playing escape games in the chemistry teaching and learning laboratory Ex³lab, experimental ways of knowing and solving are essential to reach the goal. As in classical or combinatorial puzzles, the result of an experiment is needed to unlock the next challenge. Escape games are partly digitally guided (e.g. by Actionbound, H5P) or digitally enriched with different technologies as needed (AR, explanatory videos, etc.). The Escape Games developed are used so that pupils can deal with scientific content in a playful and experimental way during a visit to the teaching and learning laboratory. They are supervised by student teachers as part of their studies. An escape game on energy supply and climate protection as well as building blocks for further developed escape games are presented below.
Multiplayer Serious Games Supporting Programming Learning
Authors: Wynn Adam , Wang Jingyun , Han Ruisheng , Hsu Ting-Chia
Published: October 2023

Computational thinking (CT) is crucial in education for providing a multifaceted approach to problem-solving. However, challenges exist such as supporting teachers' knowledge of CT and students' desire to learn it, particularly for non-technical students. To combat these challenges, Computer Supported Collaborative Learning (CSCL) has been introduced in classrooms and implemented using a variety of technologies, including serious games, which have been adopted across several domains aiming to appeal to various demographics and skill levels. This research focuses on a Collaborative Multiplayer Serious Game (MSG) for CT skill training. The architecture is aimed at young students and is designed to aid in the learning of programming and the development of CT skills. The purpose of this research is to conduct an empirical study to assess the multiplayer game gameplay mechanics for collaborative CT learning. The proposed game leverages a card game structure and contains complex multi-team multi-player processes, allowing students to communicate and absorb sequential and conditional logics as well as graph routing in a 2D environment. A preliminary experiment was conducted with four fourth-graders and eight sixth-graders from a French school in Morocco who have varying levels of understanding of CT. Participants were split into three groups each with two teams and were required to complete a 16-question multiple-choice quiz before and after playing the same game to assess their initial structural programming logics and the effectiveness of the MSG. Questionnaires were collected along with an interview to gather feedback on their gaming experiences and the game’s role in teaching and learning. The results demonstrate that the proposed MSG had a favourable effect on the participants’ test scores as the scores of 4 of the teams increased and 1 remained the same. All students performed well on the sequential and conditional logics, which was significantly better than the achievement of the Bebras test of the graph routing. Furthermore, according to the participants, the game provides an appealing environment that allows players to immerse themselves in the game and the competitive aspect of the game adds to its appeal and helps develop teamwork, coordination, and communication skills.
Design of an Educational Escape Room by Future Teachers
Authors: Čujdíková Mária , Vankúš Peter
Published: October 2023

As educators seek innovative ways to engage students in the learning process, educational escape rooms have emerged as a promising motivational learning strategy. This paper presents a study on the design and playing of such escape rooms by pre-service secondary mathematics and informatics teachers using online tools. The study involved students collaboratively creating their escape rooms and introducing them to their peers. We gathered data through observation, questionnaires, evaluation cards, and their webpages regarding their opinions on the potential of these rooms as a teaching tool. Results indicate that most students found the educational escape rooms to be highly engaging and useful in promoting collaboration, and problem-solving skills. Therefore, they are open to using educational escape rooms in their future teaching. The study sheds light on the potential of student-led design of educational escape rooms as a means of preparing future teachers to incorporate this motivational tool into their teaching practice, with implications for teacher education programs and classroom practice.
The Chemistry of Hager’s Test for Brucine
Authors: Sánchez-Viesca Francisco , Gómez Reina
Published: October 2023

The purpose of the article is clear up what is happening in the test tube during the Hager’s test for brucine, that is, throughout the interaction of brucine with manganese dioxide in acidic medium. The paper is a Theoretical Organic Chemistry Study based on the chemical deportment of reagent and substrate, in accordance with the reaction medium. A series of reactions occur during the test: electrophilic attack to double bond, acidolysis of organometallic intermediates, oxidation of secondary alcohol to ketone, acid catalysed hydration, reaction of enol, epoxide formation, ring opening, selective reaction of diol, and ring cleavage of seven-member ring. A yellowish-red to blood-red colour is observed after filtering residual black manganese dioxide. This is due to halochromism, present in acidic medium, since there are no chromogenic groupings.
The Influence of Learning Workload on Schoolchildren Health/Development and Teaching Motivation
Authors: Juralovich Marijana
Published: October 2023

Based on Lithuanian and foreign scientific, pedagogical and psychological literature and normative state documents, the article identifies a disproportionate educational workload depending on the age of children. The influence of workload on schoolchildren's motivation and health/development is examined. Exhaustion of the nervous system due to an irrational daily routine, reasons for non-compliance with the daily routine and lack of healthy sleep due to an inadequate amount of homework exceeding the hygiene norms of the student's "safe" mental work are identified. The author analyses the learning workload, motivation to learn and health problems in the development of children's social competencies. This paper also examines the education system's shortcomings (lesson schedule, methodology/didactics, amount and complexity of homework corresponding to the age of the schoolchildren), which depend on the health/development of students and the motivation for learning and the desire to attend school. The survey results of students, teachers and parents are being presented.
الفسخ المبتسر المبني على الدلائل الضمنية
Authors: عبد علي جعفر , عبد الصاحب علي
Published: October 2023

الفسخ المبتسر هو مكنة الدائن في طلب فسخ العقد لإخلال المدين السابق على ميعاد التنفيذ بناءً على صراحة المدين بعدم التنفيذ عند حلول هذا الميعاد او لقيام قرينة تثبت ذلك الاخلال، فمسألة اثبات الاخلال الموجب للفسخ المبتسر للعقد الجانب الأهم في هذا الحق، اذ يتوقف قبول الدعوى او ردها على مدى إمكانية الدائن في اثبات ما يدعي به، وبهذا يقع على الدائن عبء الاثبات.

ولا صعوبة في اثبات تصريح المدين بعدم التنفيذ، الا ان الصعوبة تكمن في اثبات الاخلال المتصور وقوعه في المستقبل، أي ان الدائن يستنتج في وقت سابق على ميعاد التنفيذ ان المدين سوف يخل في التزامه وبالتالي لا يحصل الدائن على التنفيذ الذي كان يبتغيه من التعاقد، مستنداً في ذلك الى وجـود مجموعة من القرائن والامارات والوقائع والتي تفصح عن ان المتعاقد سوف يمتنع عن تنفيذ جانب هام مـن التزاماته عند حلول اجلها
آلية دمج المعاهدة وقيمتها القانونية في القانون العراقي
Authors: سليم شمس , المالكي هادي
Published: October 2023

أصبحت المعاهدات الدولية تلعب دوراً مهماً على المستوى الوطني، إذ تفرض التزامات على الدول الأطراف تقع مسؤولية تنفيذها على عاتق جميع السلطات داخل الدولة، تنفيذية، تشريعية، وقضائية، وبالتالي لا بد من ادخال تلك الالتزامات ضمن نطاق النظام القانوني للدولة من أجل تنفذها وتحقيق الغرض من إبرامها. وما جرى عليه العمل داخل النظام القانوني العراقي فيما يخص الآلية المتبعة في التعامل مع الاتفاقيات الدولية هو إدماجها بشكل غير مباشر، وعن طريق قانون سُمي بقانون تصديق المعاهدة الدولية، الأمر الذي أعطى لتلك الاتفاقيات قيمة قانونية أدنى من الدستور وفي مرتبة التشريع العادي وهذا ما أكدته الدساتير العراقية المتعاقبة والقوانين الداخلية منذ نشوء الدولة العراقية 1921 إلى الوقت الراهن.
دور الطلبات بالدعوى الجزائية في مرحلة المحاكمة
Authors: جاسم تبارك , الشمري كاظم
Published: October 2023

تعد مرحلة المحاكمة من المراحل المهمة في الدعوى الجزائية، والتي تهدف إلى تقدير وزن الأدلة سواء كانت في مصلحة المتهم ام ضد مصلحته. فحين تعرض محكمة الموضوع لتقدير الادلة فأنها تعرضها من حيث قيمتها في الإثبات، لذلك فإجراءات المحاكمة تكفل للخصوم وبخاصة المتهم العديد من الضمانات ومنها الحق في الدفاع وفي ابداء الطلبات التي سمح لهم المشرع في ابدائها، والقاضي غير ملزم بطلبات الخصوم. فهو حر في انتفاء الادلة وغير ملزم بأن يرد في اسباب حكمه كل الادلة التي طرحت اثناء الجلسة، بل هو ملزم فقط ببيان الادلة التي بني عليها اقتناعه او يبرر بها ذلك الامتناع.
عقد الاستثمار الأجنبي للعقار في الإطارين المفاهيمي والإنشائي
Authors: محمد راشد , الفيل ندى
Published: October 2023

تستمد هذه الدراسة أهميتها من كونها محاولة بحثية جاءت لتلقي الضوء على الإطارين المفاهيمي والإنشائي لعقد الاستثمار الأجنبي للعقار، وذلك من خلال بيان التعاريف التي تقدم بها الفقه الاقتصادي والفقه القانوني لهذا العقد، والتعرف على الخصائص المميزة له والوقوف على طبيعته القانونية ،ومن ثم الكشف عن الأركان الواجب توافرها لإنشائه، وذلك لقياس مدى كفاية النصوص التشريعية الواردة في القانون الاتحادي رقم 19 لسنة 2018 في شأن الاستثمار الأجنبي المباشر لمواجهة كل ما يُستجد من مسائل وحالات في بيئة الاستثمار العقاري، مقارنة بقانون الاستثمار المصري رقم 72 لسنة 2017، الذي جاء القانون الاتحادي رقم 19 لسنة 2018 تاليًا له في الإصدار وقد أسفرت الدراسة عن عدد من النتائج والتوصيات، من أهمها دعوة المشرع الإماراتي إلى إصدار قانون اتحادي خاص بالاستثمار الأجنبي للعقار يشتمل على جميع القواعد القانونية التي تعين القضاء على إيجاد الحلول المناسبة لجميع الحالات الجديدة التي يمكن أن تظهر في بيئة الاستثمار العقاري في دولة الإمارات العربية المتحدة،  نتيجة ما شهدته من إقبال العديد من المستثمرين الأجانب لاستثمار أموالهم بكل ثقة وطمأنينة في العقارات الإماراتية
قواعد التنمية المستدامة لحماية المرأة العاملة في قانون العمل العراقي رقم 37 لسنة 2015
Authors: محمود دموع , رشيد صبا
Published: October 2023

ان بحثنا هذا تطرق الى موضوع التنمية المستدامة وهو مرتبط بالقواعد القانونية لقانون العمل النافذ لتحقيق الحماية اللازمة لحقوق المرأة العاملة، فقانون العمل العراقي النافذ وضع عده قواعد مستوحاة من نصوص الاتفاقيات الدولية لحماية المرأة العاملة في العمل، وتلخصت هذه القواعد في بحثنا الى قواعد الحماية من التحرش الجنسي في العمل، وقاعدة الحصول على عمل لائق بالمرأة في العمل، فالعراق كان من الدول المنظمة لاتفاقية (سيداو) التي ناهضة التحرش الجنسي والتمييز بين الجنسين، والتي دعت الى اهمية وجود المرأة في تطوير المجتمع وتحقيق الاهداف العالمية للتنمية المستدامة فلا يمكن تحقيق التنمية دون اشتراك النساء على قدم المساواة مع الذكور، او كان هنالك اجحاف و تمييز بين الجنسين في العمل، فالمجتمعات التي تحترم المرأة وتمهد لها الطريق وتضع لها الحماية اللازمة لصقل مهاراتها وتلميع افكارها تكون مجتمعات اكثر تطور وتقدم من باقي المجتمعات التي ترى المرأة مجرد شخص يأتي بعد الرجل و مكانها ومهمتها خدمة الرجل وتامين راحته.
Pedagogia de fronteira: uma proposta de internacionalização desde casa
Authors: Tallei Jorgelina Ivana , Pasini Juliana Fatima Serraglio , Lobo Valdiney
Published: October 2023

O artigo objetiva descrever o projeto de extensão e de pesquisa denominado Pedagogia de Frontera da Universidade Federal da Integração Latino- americana. É um projeto colaborativo em diálogo com o ensino básico e o ensino superior e tem como objetivo geral reflexionar e planificar uma política educativa intercultural e multilíngue para as fronteiras, em especial para a fronteira trinacional (Argentina, Brasil e Paraguai) em planificação direta com as/os docentes que trabalham no ensino fundamental na rede municipal de ensino da cidade de Foz do Iguaçu, problematizando conceitos como fronteira, interculturalidade, internacionalização na educação básica, letramento crítico, plurilinguismo e território. A metodologia utilizada é a pesquisa ação participativa com participação ativa da comunidade. O projeto iniciou em 2016 e já formou mais de 155 docentes do município, em um trabalho articulado entre o ensino básico e o ensino superior. O projeto também realizou levantamentos demolinguísticos nas 50 escolas do município de Foz do Iguaçu, com o objetivo de conhecer as línguas e culturas que circulam na comunidade escolar, e no ano de 2020 elaborou e publicou o Protocolo e Documento de Acolhimento para alunos imigrantes nas escolas; finalizando parte das suas ações no ano 2022 com a implementação da oferta de espanhol em trabalho interdisciplinar.