bluuebunny/crossref_metadata_2025 huggingface dataset:
Classement des doubles tournois et parisis du roi de France Jean II le Bon (1350-1364)
Authors: Cardon Thibault , Kind Jean-Yves
Published: October 2023

Le monnayage du règne du roi de France Jean II le Bon (1350-1364), est particulièrement abondant et complexe. Un premier article a récemment permis de réviser certaines attributions. Toujours en nous appuyant sur une lecture croisée des sources écrites, numismatiques et archéologiques, c’est un nouveau classement des doubles tournois et parisis du règne de Jean II le Bon que nous proposons dans ce deuxième volet.
L’organisation progressive des projets de jetons sous les règnes de Louis XIII et de Louis XIV (depuis 1610 jusqu’en 1661)
Authors: Valin Sabrina
Published: October 2023

Bien avant la fondation de la Petite Académie en 1663, une organisation de savants établissait déjà une histoire du roi à partir des jetons. Les prémices de cette institutionnalisation sont visibles à travers deux sources manuscrites : le Recueil de devises ou projets de jetons ou médailles et le Recueil d’emblèmes et de devises d’Hector Le Breton. Comparées aux jetons réellement frappés de Louis XIII, elles démontrent que l’activité des historiens, des lettrés, des dessinateurs et des graveurs de cette époque était déjà centrée autour de la gloire du roi.
De l’appellation louis « mirliton ». Ou l’interprétation d’un sexe de femme sur un louis de France
Authors: Jambu Jérôme , Kind Jean-Yves
Published: October 2023

La dénomination des pièces de monnaie de l’Ancien Régime est le serpent de mer des numismates. Si le pouvoir n’indiquait généralement que la valeur de la pièce nouvellement créée, la ramenant ainsi à sa fonction initiale de réserve de valeur, celle-ci, au cours de sa circulation et jusqu’à sa démonétisation parfois tardive, pouvait recevoir des surnoms d’une grande variété, voire même plusieurs. Les numismates qui rédigèrent les catalogues dits raisonnés de ces espèces les nommèrent encore différemment, afin de mieux les distinguer et de rendre ou de donner à certaines un peu plus de respectabilité, selon des critères subjectifs. En raison de cette pratique, force est de constater que les appellations populaires contemporaines sont les moins connues, alors qu’elles sont un témoignage fondamental du rapport de l’usager à la monnaie. Le louis d’or dit «mirliton » fait partie de ces cas, dont on a autant oublié le sens, sans doute par pudibonderie, que la pièce est demeurée courante. Frappée à la fin de la Régence qui tentait de faire oublier la faillite du Système de Law, son iconographie fut moquée dans un contexte de critique violente du régime, ce qui poussa les autorités à la modifier précipitamment et exceptionnellement.
Evaluating Playful Creative Problem Solving in Kyiv and Ukrainian Refugees in France
Authors: Strutynska Oksana , Romero Margarida
Published: October 2023

Creativity in playful creative problem-solving (CPS) is influenced by the emotional state of the learner-player. In this study, we evaluated how stressful situations (such as conditions of war) can impact divergent thinking (DT) in CPS. To evaluate divergent thinking, the main components of which are fluency, flexibility, and originality, creativity researchers have developed the Alternative Uses Test (AUT), where participants are asked to write about different uses of familiar objects in a limited amount of time. In educational robotics, DT has been operationalized with the same components of fluency, flexibility, and originality based on the diverse configurations made by the learner-players.

In the present research, we engaged participants in a playful activity with modular robotics to evaluate divergent thinking. Participants engaged in the CreaCube task are Ukrainians. We recruited two groups of participants: Ukrainian refugees living in France and participants staying in Kyiv (Ukraine). These participants are experiencing a stressful situation due to the daily war events in Kyiv during the development of this study (missile attacks, power and heating restrictions, air sirens, and limited communication with partners on the frontlines). By comparing these two groups of learner-players in the CreaCube task, we aim to identify how stressful situations affect divergent thinking.

The preliminary results showed that flexibility and originality as DT components of the participants from Kyiv in the first experiment are significantly higher than those of the refugee participants based in France. This may indicate that the participants from Kyiv, having been in stressful situations (war conditions) for almost a year, have developed more original ideas (originality component) and different ideas (flexibility component), which could be explained by the daily problem-solving activity under war constraints. Playful situations under war conditions permitted the Kyiv participants to distract themselves from the current situation and show originality in thinking better than participants playing in France who were not in stressful situations. This may indicate that wartime constraints have engaged the participants in better strategies for generating novel ideas, but it also indicates that the interest in game activities has a positive effect on DT even in stressful situations for the participants.
A Conflict Management Game in Project-based Learning
Authors: Munkvold Robin Isfold , Kolås Line , Palmquist Adam
Published: October 2023

In project-based learning environments, students often face team frustration and conflicts, necessitating the development of conflict management skills. This study examines how integrating a game-based learning approach impacts students' perspectives on managing conflicts in game development project courses. Drawing on theoretical frameworks related to project-based learning, conflict management, and serious games in conflict resolution education, a case design is employed in higher education that incorporates the game "Cards of Conflict". Document analysis of student reflection notes is utilised to assess the outcomes. The results demonstrate heightened engagement among participants during the game session, leading to awareness and understanding of conflict managing principles. This encompasses the what, the why´s, and the how’s of conflict management, as well as the diverse perspectives of peer students.
Assessing Creative Awareness and Literary Writing Games in the Norwegian Context
Authors: Jones Allen
Published: October 2023

This paper reports on a survey and teaching intervention done with Norwegian students in their first (VG1), second (VG2), and third year (VG3) of high school English (16-19 years old). The goals of the project: 1. To examine Norwegian student/teacher attitudes toward creativity; 2. To design, play-test, and asses creative reading games. The study found students surprisingly open to creativity and games in education, however, there was a general wariness of assessment. As the students progressed through high school, they increasingly saw writing as something one is forced to do, and resisted sharing their writing. Almost all students saw themselves as outside the community of writers. While the novel nature of the games made for initial difficulties, this was also a motivator. The key to effectiveness was pairing theory with practice to give students a clear sense of the pedagogical goal: to develop and experience the use of creativity (divergent thinking). The use of multimodality in games (drawing) was immensely effective for student engagement and collaboration; however, it was less effective in terms of maintaining clear pedagogical goals in the time given. Finally, the most effective approach in terms of engagement was to involve students as game designers. This paper will focus on a presentation of student views on creativity followed by an assessment of the game results in light of these views.
Using and facilitating social videogames as warm-ups for embodied design
Authors: Font Jose , Johnsson Mats , Lekbo Søren , Vestergaard Andersen Rasmus , Kaos Maximus D. , Elbæk Lars
Published: October 2023

Warm-ups, as preliminary activities to physical training, are an inherent part of any physical exercise and sports practice. Rooted in the concept of embodied cognition, embodied design is a paradigm that shifts the focus of interaction design from external artefacts and devices to the human body (Svanæs & Barkhuus, 2020). A body-centred design emphasises the importance of having the human body at the centre of the entire design cycle, conveying movement, physical expressivity, feelings, and aesthetics, in a design process that uses the body as both a resource and target. Designing with the body is, therefore, a physically demanding activity that requires a specific set of warm-ups to educate and prepare designers mentally, socially, and physically for the act of embodied design. We propose social videogames as a resourceful framework for creating such a set of warm-up exercises. This paper presents a methodology comprising off-the-shelf commercial videogames whose rules have been adapted for embodied design. Three studies have been executed to validate the game's capacity as warm-up activity and icebreaker for embodied creativity and to study the conditions for an optimal method facilitation to external instructors in preparation for an applied session. The method applied is qualitative and quantitative feedback data gathered from the three studies using questionnaires, tests, observation, and open interviews. The results of the series of studies showed the potential of the proposed methodology as warm-ups for teaching, training, and practising embodied design, as well as giving insights on how to facilitate it. Overall, the game-based warm-ups for embodied design preparation using off-the-shelf movement games have a social and playful nature. The proposed twisted gameplays make them suitable to exert body moves and get ready to think and design with their bodies. The study on facilitation shows the need for a preparation session supported by an experienced person. However, one introductory session is enough for the toolbox to become an easily configurable resource that adapts to the facilitator's needs and goals. We suggest including sample implementation cases along with instruction cards of the embodied games. Further, the warm-up games are customisable using the toolbox's modifier cards.
When design gets in the way: student learning and digital escape game
Authors: Cruaud Caroline
Published: October 2023

Escape games are known for their potential to engage students and are becoming a popular way to teach content in a variation of subjects, e.g., chemistry (Peleg et al., 2019), music (Babazadeh et al., 2022), and financial literacy (Bisanti et al., 2022). It is also a rapidly developing field of research (Veldkamp et al., 2020, Taraldsen et al., 2022). The importance of the debrief stage after playing and its role in ensuring learning outcomes has been discussed (Babazadeh et al., 2022). However, investigating students’ learning while playing the game is needed to understand how they can be used in the classroom and continue improving the design of future escape games. In addition, there is still little research on escape games used online, in a digital format. This study explores the students’ experience of learning when playing the digital escape game Radioaktiv over video conference. Video data of six pairs of students playing the game were collected at a Norwegian University. Interaction analysis was conducted on representative data extracts to answer the following research question: How did the students’ experience of learning unfold while playing the digital escape game Radioaktiv? Findings show that design choices came in the way of students’ learning and reveal the importance of just-in-time and adapted feedback. Implications for this study are the importance of playtesting the escape game, especially when it comes to designing the puzzles and feedback loops. The present study also shows the necessity of the teacher: the automatised feedback system from the digital escape game cannot replace the role of the teacher during gameplay. This is especially true in the context of online learning where students can more easily feel left alone. Digital escape games as a learning activity should always be implemented within a clear pedagogical design.
Design Experiments in Game-Based Learning of Metacognition
Authors: Braad Eelco , Degens Nick , IJsselsteijn Wijnand , Barendregt Wolmet
Published: October 2023

Learner metacognition is one of the most influential factors that positively affects learning. Previous work shows that game-based learning can contribute to supporting and developing metacognitive knowledge and skills of learners. While there are many specific examples of such games, it remains unclear how to effectively design game-based learning environments to achieve this in an effective way. In other words: there is sufficient case-specific evidence, but limited design knowledge derived from such cases. In this paper, we attempt to identify such intermediary design knowledge that resides between specific games and generalized theory. We present three design experiments where game-based metacognitive training is evaluated in real-world educational settings. We collected insights regarding usefulness, motivation, usage, effort, and metacognition among participating students. From these experiments we identify what was learned in the form of design recommendations and, as such, contribute to collecting intermediary design knowledge for designing game-based metacognitive training.
Exploring Movement-Modifier Facilitation in Movement-based Sports, Health, and Game Design
Authors: Elbæk Lars , Vestergaard Andersen Rasmus , Schjødt Rasmussen Lærke , Kaos Maximus
Published: October 2023

It can be daunting to ensure a movement flow that unleashes creativity when facilitating movement-based design activities that aim for play, games, sports, and technology domains. When incorporating movement in game design, it is vital to understand game and learning elements but equally movement and play elements because these are important motivational factors. To fully understand the play, sport, and physical activity aspects of movement-game design, we must investigate the world of physical activity and performance. As a part of the Erasmus+ project, MeCaMInD, the innovative design of Movement-Modifier cards was developed, intended as a tool in the facilitation process to engage participants in physical exploration, supporting, modifying, or tweaking movement-based design practices for an inclusive game and physical activity and performance design. The Movement-Modifiers is grounded in sports and health theories, creative design tools and methods. To harvest the Movement-Modifier’s tweaking creative potential, it is crucial to understand when and how to use them in the generative parts of a movement-based design process. Grounded in a phenomenological approach and based on a multiple case study, this paper explores how eight facilitators used the Movement-Modifiers to challenge and tweak the generative processes. The cases are 1) A two-day sports innovation camp for 80 K12 high school students, 2) A workshop on Inclusive exergame design with 15 participants at the Nordic Innovation Summit 2022, 3) A course teaching 65 sport bachelor students the creative acrobatic body performance design. Empirical data were generated using a combination of observations, video recordings, and interviews, and the phenomenological analysis was condensed into written facilitator narratives. We present Movement-Modifier facilitation strategies in three phases of movement-based design facilitation, illustrated on a continuum with the facilitator’s level of involvement on one axis and participation structure on the other. The facilitator’s role is multifaceted, and effective Movement-Modifier facilitation requires sensitivity, adaptability, and careful planning. The Movement-Modifiers should be seen as a tool to support the design process rather than the essence of it.
Using In-game Analytics to Explore Learning Dynamics of Information Literacy in a Social Media Simulator
Authors: Rubio-Campillo Xavier , Corral-Vázquez Celia , Marín-Rubio Kevin
Published: October 2023

The emergence of Game-Based Learning (GBL) strategies to promote critical thinking has generated a growing need for analytical tools able to assess their effectiveness. Current methods typically apply qualitative approaches such as focus groups and survey-based questionnaires evaluating players’ knowledge, skills, and attitudes before and after playing the game; these methods are flexible, and they provide valuable information, yet new methods are needed to improve our understanding of what is happening during a gameplay session.

The challenge of understanding the internal dynamics of GBL are illustrated by the open debate on gamified disinformation inoculators. These educational tools teach players how to identify disinformation by training them with a small set of fake news displayed within a gaming experience. There is an ongoing debate on what exactly is being learnt with these inoculators as some studies suggest a positive effect while other ones reveal that they promote scepticism instead of resistance against fake news. It is argued that new analytical methods are required to capture the learning process: detailed data collection on gameplay would be extremely useful to identify the most useful traits of Game-Based Learning, while detecting potential limitations or negative effects of this valuable learning resource.

This work presents a novel framework to assess GBL dynamics grounded on data analytics. The approach uses the potential of the Unity in-game analytics platform to collect detailed data on how players tackle the challenges posed by the game mechanics; this diverse information may include the full set of decisions and interactions of the player as well as additional information such as the number of tries or time lapse between interactions. The behavioural data is then combined with content metadata information to infer general learning dynamics amongst players.

This analytical framework is applied to a social media simulator included in the video game Julia: A Science Journey. Results suggest that the framework can reveal novel insights including aspects such as the level of engagement of the players, the impact of the type of content on the correct assessment of fake news, and the relation between reading speed and performance.
Guidelines for Playful Learning Design in VR/AR: Insights from Student Productions
Authors: Majgaard Gunver , Lyk Patricia
Published: October 2023

The paper presents three perspectives on virtual reality (VR) and augmented reality (AR) as educational technology: one on the learning attributes of VR and AR, the second on practical issues and problems, and the third on learning design guidelines. The perspectives are explained through text, tables, and examples from engineering students' productions. The paper will be of interest to students, designers, and researchers of VR and AR for training and learning.
Making Legislative Process Understandable: Survey of Parliaments’ Serious Games of European Countries
Authors: Sillaots Martin , Fiadotau Mikhail
Published: October 2023

In addition to passing legislation, many parliaments in Europe and around the world engage in educational activities aimed at promoting democracy and explaining the legislative process. Increasingly, these educational activities take the form of serious games. But just how many European parliaments use games, and what do these games involve? This study is a survey of the use of serious games by European national parliaments’ visitor centres, based on a questionnaire and web page analysis. Out of the 43 countries surveyed, 25 were found to use some form of games. The study maps the game genres and activities the games contain, as well as the parliaments’ rationale for using them and intended target audience.
The Race to Nuclear Supremacy: Classroom Games as Motivation for Student Learning
Authors: OLIVAS CASTELLANOS ELSA CATALINA , Abraham Ramsés Velázquez Kraff1  , David Alejandro Duarte Moroyoqui3
Published: October 2023

The use of games in education is applied in classroom settings from all academic levels. More importantly, games can motivate student learning in courses that depend heavily on evaluation and comprehension. The number of digital games available to enhance learning outcomes while motivating student-learning are overwhelming. Nonetheless, access to such content can be costly and limited to academic institutions that lack funds and technology. In this paper, we analyzed how a set of magnetic spheres paired with games motivated student learning in courses across 2 multicultural classrooms (Physics and Social Studies). By designing a session about the atomic bomb in a history course, professors from both History and Physics used a set of small magnetic spheres and Albert Einstein’s equation E=mc2 to complement student learning in a history classroom to comprehend a topic, by using components of the magnetic spheres as an analogy of the nucleus of an atom, where the magnetic force between spheres represents the weak nuclear force. We explained the nuclear fission phenomenon and the history behind this discovery in a more hands-on approach. With this analogy, a game was designed, in which students after having taken a lecture on the history of nuclear fission and an overall explanation of Albert Einstein’s formula, simulated building the atomic nuclei of radioactive elements by adding a pair of neutrons to quantify the energy released when separated as individual particles. After completing the game-based activity, we conducted a series of surveys among students to 1) analyze students’ perception of the learning process during multidisciplinary classes with classroom games and 2) identify attitudes towards subject comprehension through classroom games. The experiment was carried out in sessions of 50 minutes per group. The participants of the case study were students from a private education institution in the northwestern region of Mexico (State of Sonora). We examined how these game-based activities were perceived by the students regarding their motivation to learn. In order to enhance the motivation for student learning, multidisciplinary collaboration should be included in the design process of the curriculum the school offers to its students.
Science4Exitschool: Escape Games for Chemistry Classes
Authors: Hesser Rebekka , Rubner Isabel , Lukas Sarah
Published: October 2023

Chemistry can often be very abstract. For this reason, different learning environments and methods are increasingly being developed to make it more accessible to learners at school or university. One such method is the use of educational escape games (Avargil, Shwartz and Zemel, 2021). This term refers to live-action, team-based games. In these escape games, clues must be followed, puzzles and tasks must be solved within a certain time frame in order to reach a certain goal (Tercanli, Martina and Ferreira Dias, 2021). This concept offers new opportunities for the educational sector. Learning pedagogy categorises this as game-based learning. The game serves as a medium for learning and achieving specific learning goals (Hu et al., 2022). Entertainment is not the main focus, but should be used in a targeted way to convey knowledge or elicit certain behaviours (Sailer, 2016). Through experimental escape games with digital enrichment, previously acquired knowledge can also be applied and consolidated. As not only the popularity of the subjects of chemistry and physics has declined, but also scientific competences (Dohrmann, 2019), it is particularly relevant for the STEM field to introduce students to these topics in a playful way (Veldkamp et al., 2020) and thus increase their interest in dealing with scientific topics. Escape games have already been shown to promote teamwork, problem-solving skills and creativity (Hacke, Przybylla and Schwill, 2019). These skills are part of the 21st century skills. In the context of the Science4Exitschool project, this concept will be applied to the teaching of chemistry in schools. In addition to the technical background, the paper will also describe how this innovation can be implemented as an example.
Exploring In-Game Scaffolds for Higher-Order Learning in a Case-Based RPG Learning Game
Authors: Oprean Danielle , Brown Declan , McGorry Nate , Pieper Blake , Rankin Nicholas , Larsen Soren
Published: October 2023

As active learning tools, digital games often focus on including interface and design features to scaffold progression. However, little emphasis on the use of such in-game scaffolds for higher-order learning exists in the literature. We focused this study on the second interaction of a working prototype game called Stories of a GeoFarmer. The study evaluates the importance of in-game scaffolds for engaging learners in higher-order thinking in undergraduate Geography education. Stories of a GeoFarmer is a case-based role-playing game where players take on the role of a farmer in different countries. The game utilizes documented case studies of different environmental issues relating to cultural geography to place players into the role of the individuals impacted by the various situations. The situations are ill-structured presenting interesting arguments for no-win situations meant to engage more thinking about geographic implications. We incorporated several in-game scaffold types that connected to the learning objectives including metacognitive, conceptual, and procedural. We use a mixed methods exploratory design approach consisting of thematic analysis and correlation of post-game survey responses. Our research question asks how does in-game scaffolding in the geography game Stories of GeoFarmer affect the adult learners' experience? Results from 63 undergraduates indicate that students can regularly recall and extrapolate how their in-game actions affect the environment. However, fewer students are able to evaluate why no singular solution exists to the game’s problem despite all the provided in-game scaffolds. Metacognitive scaffolds play the largest role in prompting students to recognize cause and effect but also highlight the necessity of making multiple scaffold types more prominent in order to reach higher-order thinking. This study holds implications for serious game designers to consider how in-game scaffolds can be presented to support high-order learning in adults.
Effects of Gamifying Mathematics Lessons at High School Level
Authors: Kickmeier-Rust Michael , Niggli Corsin
Published: October 2023

Gamification encompasses the utilization of "playful" or "game-like" elements within non-gaming contexts. It finds diverse applications, primarily within the realms of education/training and the workplace, with the aim of enhancing teamwork and productivity. Nonetheless, the concept of gamification remains a topic of significant debate. Several authors caution that gamification may undermine intrinsic motivation to learn or perform, particularly among younger audiences. Furthermore, the research community increasingly emphasizes potential negative consequences resulting from specific gamification mechanics, such as competition. In this article, we present an approach to gamification that combines competitive elements, albeit at the level of student groups rather than individuals. The idea is to minimize the exposure of underperforming individuals while capitalizing on collaborative group dynamics, wherein stronger students provide support to weaker ones. We conducted a quasi-experiment, comparing motivation and performance between a gamified classroom scenario and a conventional, non-gamified scenario. The results indicate that the proposed gamification approach boosts motivation and performance in contrast to the non-gamified condition. These findings contribute to a deeper comprehension of the effects of gamification and offer a realistic perspective on its beneficial impacts within educational settings.
Tierschutz erLeben. Devising a “Comic Automaton” to Innovate Learning
Authors: Kalb Jana Mariella , Iurgel Ido , Parente Anabela , Wiedemann Steffi
Published: October 2023

Abstract: The ongoing German R&D project Tierschutz erLeben aims to improve the animal welfare learning experience, primarily for agricultural students. The knowledge domain is shaped by many interrelated facts, often about informed decision-making under specific circumstances and the possible consequences. Unsatisfactory frontal teaching prevails in the current praxis. In contrast, the abstraction level and the complexity are less demanding. 

An interactive simulation close to reality is not necessarily a solution as it can be inefficient and incomplete, failing to cover all necessary facts. We are working on an innovative gamified approach based on the concept of interactive comics, which shall be more efficient than realistic simulations potentially encompassing all necessary facts. 

In our sense, an interactive comic is a form of a simulation with a comic’s feel and look. We call it a Comic Automaton. As with every comic, our system presents only relevant story events, thus promoting efficiency. Textual descriptions, diagrams, and other means that help attain completeness are easily incorporated. A Comic Automaton is highly interactive. The immediate goal of the learner is to interactively and iteratively create a story about management in animal husbandry, where every decision is correct and substantiated. Accomplishing a complete, correct comic is an indicator of learning success and shall be an experience of fun and satisfaction. Decisions of the learner, including mistakes and lacuna of knowledge, will trigger automatic continuation of the comic. For example, a comic frame where the user decides not to feed enough milk to a calf will trigger an automatic new frame where the calf becomes weak and possibly even dies. 

Especially in the field of animal husbandry, virtual exercises that might also have a bad outcome for the animals are very important. Without real animals coming to harm, important lessons can be learned from these mistakes. The details of the Comic Automaton are ongoing work. Two user-centred workshops were held so far to unfold further and test the ideas.
نطاق ضمان الودائع المصرفية
Authors: هادي شهد , إبراهيم علي
Published: October 2023

إن ضمان الودائع جاء في اغلب الدول اثر ازمات مالية تعرضت لها المصارف، إذ ان دور جهات الضمان لا ينتهي لحد تمكين المودع من استرداد وديعته بل يعد ضروريا للتغلب على الازمات واستقرار النظام المصرفي.

تعد القرارات المتعلقة بالتغطية التي تحددها أنواع الضمان مهمه، ويشترط ان تتجانس هذه القرارات مع سياسة كل ضمان للسيطرة والحد من الاثار السلبية التي تترافق مع ضمان الودائع، لمواجهة اي خطر يهدد الودائع والثقة فيها وتفاديا لحصول اي تعثرات مالية لاستقرار النظام المصرفي وحماية حقوق المودعين، وباعتبار انظمة ضمان الودائع المصرفية مهمة وخصوصا في بداية نشأتها، فيلزم ان تكون مدروسة ودقيقة من حيث الودائع المشمولة بالضمان والوديعة المستثناة منه، وتحديد الاشخاص المستفيدين من مبلغ التعويض وإذا توفى المودع او اعلن افلاسه فمن هم المستفيدين من مبلغ التعويض.
Description of Family Support and Anxiety Levels of Third Trimester Pregnant Women during the Covid-19 Pandemic in Tuban Regency
Authors: Lutfiya Dwinanda  , Teresia Retna P  , Yasin Wahyurianto
Published: October 2023

The COVID-19 pandemic will pose a risk of contracting the virus to pregnant women and can affect their level of anxiety. Purpose of this study was to determine family support and anxiety levels of third trimester pregnant women during the COVID-19 pandemic, precisely at BPM Mujiati, Semanding District, Tuban Regency using a cross-sectional approach. Population in this study were all third trimester pregnant women who were examined at BPM Mujiati as many as 102 mothers, with a sample size of 81 mothers. The sampling technique used was a purposive sampling technique using a questionnaire sheet instrument. The results showed that almost all of the third trimester pregnant women (96.3%) received good family support, most of the third trimester pregnant women (65.4%) experienced mild anxiety levels, and most of the third trimester pregnant women (66.7%) received good family support. experienced mild anxiety. The right effort to minimize the anxiety of pregnant women is to provide maximum family support to pregnant women to reduce the risk of premature birth, postpartum depression and child care.

 

Keyword : Anxiety, Covid-19, Family Support, Pregnancy
DEVELOPING SPEAKING MATERIAL BASED ON THE TOTAL PHYSICAL RESPONSE (TPR) METHOD FOR THE EIGHT GRADE STUDENT
Authors: Arsanti Rina , Sutanti Nita , Prismasari Yusniarsi
Published: October 2023

The background of the development of speaking material based on Total Physical Response (TPR) is looking at the state of the learning method in general. The objectives of this study analyzed the process of development, validity, practicality, and effectiveness of the method for teaching speaking based on the 2013 of problems: 1) developing speaking material based on Total Physical Response (TPR) for the eighth-grade student. 2) The feasibility the developing speaking material based on the Total physical response (TPR) Method for the eighth-grade student.

 

The researcher applied the research and development (R&D) from Sugiyono (2016). The data were collected in only 8 steps. The subject of this study was VIII B at MTS Syech Subakir Nglegok which consist of 30 students who participated the in the testing activities. The collection techniques used were observation through interviews and Questionaire. Experts’ validation and students learning outcomes tests. While the data analysis techniques used were validity analysis, practical analysis, and effectiveness analysis of learning speaking based on the Total Physical Response (TPR) Method.

 

The results of the design and development show that the model Total Physical Response is valid, the average of the two material experts, media experts, and learning experts is 80%. The test results show that the model is effective. This research was conducted in class VIII MTS Sheikh Subakir Nglegok. The class consists of 30 students involved in the needs analysis and trials that use the method of one experimental design group pre and post-test. The pre-test (57,75) results increase in the post-test (78) results. In the paired sample t-test, the t-count is 17,71 with a t-table of 3,767. The product is valid and can be used as a medium in the teaching and learning proses. The English-speaking material based on Total Physical Response was completed with the teacher and student book. It made the teacher easily use the method. The Total Physical Response (TPR) Method enchanted the students' speaking and Appropriate with the 2013 Curriculum.

 

Keywords: Total Physical Response, Speaking, Teaching Method
The Students' Responses Toward the Use of Google Classroom for Learning Vocabulary In the Higher Education
Authors: Mada Gymnastiar Andy Nugraha  , Mohamad Irvansyah Satria Yudha  , Dian Fadhilawati
Published: October 2023

This study was undertaken with the aim of eliciting students' perspectives concerning the utilization of Google Classroom as an instructional platform for enhancing vocabulary in the realm of higher education. Employing a descriptive quantitative methodology, the investigation was carried out among a cohort of 19 students in their fourth academic semester, all of whom were actively enrolled in the English Education Department at Blitar Islamic University. The primary research tool was a questionnaire, The finding revealed a positive inclination among students toward utilizing Google Classroom for vocabulary instruction. The study underscored the efficacy of Google Classroom in facilitating vocabulary acquisition through its interactive features, enabling seamless communication between peers and instructors for the dissemination of vocabulary materials. This is proved by the students' responses, for example;84.2% of students agreed that Google Classroom can be downloaded easily on multiple devices, and another 84.2% of students agreed that they enjoy using Google Classroom for learning vocabulary because of its free accessibility. However, an element of uncertainty persists among students concerning the potential of Google Classroom to either supplement or supplant traditional classroom settings in vocabulary learning activities. This research sheds light on the promising role of technology-enhanced learning platforms like Google Classroom in fostering vocabulary development while also recognizing the need for further exploration of their integration within broader education.
Correlation of Sex, Age and Carcass Weight of Simmental-PO Cattle in the Slaughterhouse, Sukorejo District, Blitar City, East Java
Authors: Salnan Irba Novaela Samur  , Agustina Widyasworo Kunharjanti
Published: October 2023

The objective of this study is to describe the correlation between age and sex in relation to the carcass weight of Simental-PO cattle that are slaughtered at the slaughterhouse (RPH) in the Sekorejo District of Blitar City, located in East Java. The investigation was conducted in July of 2023. The study utilized 20 male and 10 female Simental-PO cattle that were slaughtered at the Sukorejo District Slaughterhouse, located in the Blitar Regency. The employed study methodology entails the utilization of the direct observation approach. The obtained data was subsequently analyzed using SPSS 22 software and afterwards subjected to statistical tests like the Pearson Bivariate Correlation Test and Multiple Linear Regression Test. The findings obtained from the bivariate Pearson correlation analysis indicated a statistically significant correlation between sex and carcass weight. However, no statistically significant correlation was seen between age and carcass weight. The regression analysis reveals that the variables of gender and age account for only 31.3% of the variation in carcass weight. The resulting regression equation is Y = 17.887 + 69.943X1 + 15.994X2. The research indicated a significant correlation between gender and carcass weight, while age does not exhibit a significant correlation with carcass weight. Therefore, further studies are warranted to explore the influence of factors besides age and gender on Simmental-PO beef carcass weight.
DEVELOPMENT OF ALPHABET BLOCK MEDIA FOR BEGINNING READING LEARNING IN CLASS I ELEMENTARY SCHOOL
Authors: Teria Sofiandira Vegi , Anindia Desy , Widiasttuti Sripit
Published: October 2023

Study Program Teaching Faculty of Education Science Balitar Islamic University Advisor (I) Desy Anindia, M.Pd.I. Advisor (II) Sripit Widiastuti, S.Pd,. M.Pd.This research has a background in the low ability to recognize students' letters with low interest in reading as well, so additional learning media is needed besides books and worksheets that are commonly used in schools. The purpose of this study was to show the feasibility of the media and to find out the readability of teachers and students towards alphabet block media in the ability to recognize letters, so as to be able to develop early reading skills in grade 1 elementary school children.Data collection techniques by conducting questionnaire observations and interviews using the Research and development (R & D) method approach with 7 research steps. Data collection was carried out on 60 grade 1 elementary school students in 3 schools, namely SDN Sidorejo 01, SDN Doko 01 and SDN Doko 02 along with their class teachers.The results of the feasibility analysis of the media through 3 validators obtained a percentage with an average value of 94.29%, material and language experts obtained a percentage with an average value of 95.00%. From the results of the media feasibility analysis by 3 media expert validators, 3 material and language expert validators on product development which were then tested by conducting field practice to analyze the readability of teachers and students towards the media as teaching materials for beginning reading learning materials. In the teacher readability test, the results obtained were 93.94% & student readability was 90.44% with a very decent category. The results of the validation and readability stated that the alphabet block learning media was included in the very feasible criteria with an achievement level of 81% - 100%.
THE INFLUENCE OF WORK ABILITY AND ORGANIZATIONAL CULTURE ON EMPLOYEE PERFORMANCE AT PT. PATRA UTAMA MANDIRI
Authors: Muhammad Oceano Fauzan
Published: October 2023

The purpose of this study was to determine the effect of work ability and organizational culture partially and simultaneously on employee performance at PT. Patra Utama Mandiri. The sample used is as many as 109 (one hundred and nine) people who are employees at PT. Patra Utama Mandiri. Analysis of the data using multiple linear regression equations and the proof of the hypothesis by using the t test, F test and the coefficient of determination (R2). The results of the t-test of the work ability variable have a negative effect on employee performance at PT. Patra Utama Mandiri. Organizational culture variables have a significant effect on employee performance at PT. Patra Utama Mandiri. The results of statistical tests (F test), simultaneously work ability and organizational culture have a significant effect on employee performance at PT. Patra Utama Mandiri. Based on the t and F tests, the hypothesis is accepted.
LEGAL CONSEQUENCES OF REGISTERING A TRADEMARK UNDER A PERSONAL NAME IN A LIMITED LIABILITY COMPANY
Authors: Kurniawati Asfarina , Wahyudi Eko
Published: October 2023

Problems with the application of law in society are indicated by the existence of the GOOD DAY trademark dispute between PT Santos Jaya Abadi and Soedomo Mergonoto as the director of PT Santos. In the GOOD DAY brand dispute, the judge handed down a decision to reject the plaintiff entirely at first instance and cassation. The aim of the study was to analyze the judge's considerations in the decision Number 722 K/Pdt.Sus-HKI/2015 and the legal consequences arising from registering a mark with an individual's name for legal entities in a limited liability company. In conducting research, using normative juridical research methods, because normative juridical focuses on legislation and literature that is relevant to the case under study. The data analysis method used is qualitative analysis. The results of the study show that the verdict handed down by the judge in decision Number 722 K/Pdt.Sus-HKI/2015 is contrary to the principle of separation of assets, especially contained in Law Number 40 of 2007 concerning Limited Liability Companies. The defendant, namely Soedomo Mergonoto, in registering the GOOD DAY brand which had been developed and promoted with funds from PT Santos Jaya Abadi under the personal name of the directors, the actions of the directors showed bad faith. The legal consequence is that there is an exclusive right attached to Soedomo Mergonoto due to trademark registration, while PT Santos Jaya Abadi does not have exclusive trademark rights.
THE INFLUENCE OF MARKETING MIX ON SALES VOLUME AT RIZQI STORE, TAWANGSARI VILLAGE, GARUM DISTRICT, BLITAR REGENCY
Authors: Rahmawati Tsania , Amaria Hanik
Published: October 2023

More and more needs make people’s demand and purchasing power also increase. Therefore, the title of this research is The Effect of Marketing Mix Strategy on Increasing Sales Volume at Rizqi Store, Tawangsari Village, Garum District, Blitar Regency. The research method used is the quantitative research method. The population used is all consumers who buy at Rizqi Store, Tawangsari Village, Garum District, Blitar Regency with a sample size of 80 respondents and sampling techniques using simple random sampling. The data collection technique used a questionnaire and data analysis was assisted by the SPSS Statistics 26 application. Based on the results of this study, product, and promotion have a positive and significant effect on increasing sales volume, while price and place have no effect and are insignificant to increasing sales volume at Rizqi Store, Tawangsari Village, Garum District, Blitar Regency. Simultaneously or together, product, price, place, and promotion affect increasing sales volume at Rizqi Store, Tawangsari Village, Garum District, Blitar Regency.
Communication Patterns in Information Dissemination of the Family Hope Program (Program Keluarga Harapan) (Study Case in Sumberdadap Village, Pucanglaban District, Tulungagung Regency)
Authors: Hasanah Fitriana Fatihatul , Siswati Endah , Darajat Anwar Hakim
Published: October 2023

Poverty is a persistent and widespread social problem worldwide, including in Indonesia. The Family Hope Program (PKH) is a government initiative in Indonesia aimed at reducing poverty by providing conditional social assistance to eligible poor families identified as beneficiaries of the PKH. Effective dissemination of information is crucial in achieving the program's objectives. This research aims to answer questions regarding the communication patterns, barriers, and ways to overcome them in the dissemination of information for the PKH program. The research method employed is qualitative case study. The researcher collected, reduced, and presented informant responses, supported by observations to interpret the data and draw conclusions. The findings of this study indicate that: 1) The communication pattern in the dissemination of PKH information in Sumberdadap Village involves three direct parties, namely the district coordinator, facilitators, and residents, with the village providing support. 2) Barriers in the dissemination of the PKH program in Sumberdadap Village include technical, semantic, and behavioral barriers. 3) All of these barriers have been overcome through coordination among the district coordinators, facilitators, and PKH beneficiary families.
PARENTS' INTERPERSONAL COMMUNICATION IN OVERCOMING ONLINE GAME ADDICT CHILDREN (Case Study at GPIB EBEN HAEZER BLITAR Church)
Authors: Mardiana Naomi , Meifilina Andiwi , Wiludjeng Ferida Asih
Published: October 2023

Communication is the most essential thing in human relations, especially interpersonal relations in the family environment. Effective communication that exists between all family members can create togetherness and mutual understanding in the family, families must complement one another. Therefore, communication is very important in the family, especially to strengthen the relationship between parents and children. One form of communication in a family is interpersonal communication. The problem with this research is that the strong intensity of playing online games makes children indifferent to their surrounding environment. This is worth researching, because the problem of online game addiction can have a negative impact on children in the future. The formulation of the problem is how is the interpersonal communication process of parents in dealing with children who are addicted to online games and what is the impact of interpersonal communication of parents in dealing with children who are addicted to online games. This research aims to explain the interpersonal communication process of parents in dealing with children addicted to online games and the impact of explaining the impact of interpersonal communication between parents in dealing with children addicted to online games. This research uses a qualitative descriptive method and uses purposive sampling techniques in collecting informants. Data collection uses techniques: Interview, Observation, Documentation. The results of this research are interpersonal communication between parents in dealing with children who are addicted to online games using an aspect approach of openness, empathy, positive attitude.