bluuebunny/crossref_metadata_2025 huggingface dataset:
Serious Games for Vocational Training
Authors: Göbel Stefan , Rotter Elisabeth , Brabänder Wolfgang , Maier Angelika , Ziegler Birgit
Published: October 2024

The research project ‘SG4BB’ (Serious Games for Vocational Education and Training; abbr.: VET) has developed an integrated platform for the description, search, retrieval, integration, and utilization of educational games. This paper summarizes project outcomes, including platform concepts, software components, and – as focus – practical insights derived from a case study involving the educational game ‘Corrugated’ as simulation and training environment for service technicians.
SG4BB has followed a user-centered design in an interdisciplinary project team: Two learning providers specified their requirements for VET in their specific application domains. Based on those requirements, game developers, learning solution providers and researchers for VET have conceptualized and prototypically implemented both an integrated learning platform (SG4BB platform) and two case studies of Serious Games for VET: ‘Corrugated’ for service technicians and an IT security game.
The platform follows a process pipeline: For search and retrieval of educational games for VET, an application profile for VET based on the standardized ‘Serious Games Metadata Format’ (DIN/SPEC 91380) has been elaborated. This format builds the semantic basis for the metadata-based catalog system ‘Serious Games Information Center’ (SG-IC) with filter functionality for VET. Learning providers and developers can use the SG-IC portal to describe and promote their educational games, enabling users to identify suitable games for their learning needs and integrate them via learning infrastructure. Educational games can interact with the backend (Learning Management System and Learning Record Store) through a middleware based on the xAPI standard, allowing for personalized gameplay and data collection for game-based learning analytics.
The final evaluation of the SG4BB project focused on the utilization of the educational game ‘Corrugated’, targeting problem-solving skills for service technicians in the corrugated cardboard industry. Data from 26 participants playing the game for 60 minutes, along with problem-solving tests and user experience feedback, were analyzed to validate game-based assessment and to assess learning impact. Initial results reveal insights into specific game missions, playtimes, and success rates, indicating that participant behavior during gameplay influenced perceived learning progress, leading to varied learning paths.
This paper provides valuable insights and technical information for VET practitioners on using educational games for training. Game interactions and learning outcomes can be monitored via a dashboard within the learning infrastructure, offering visualizations for user behavior (during play) and (learning) progress.
Keywords: serious games, vocational education and training, metadata, middleware, case study and evaluation.
Exploring Play as the Nexus of Games and Playfulness
Authors: Whitton Nicola , Moseley Alex
Published: October 2024

In this paper we provide an original theoretical framework for conceptualising the relationship between play, games, and playfulness. This framework is intended to support in understanding the different potential benefits and drawbacks of the use of games and playful approaches in universities. To evidence its significance across the sector, we apply the framework to seven different forms of play pedagogy used in Higher Education. First, we define and differentiate between games as problem-solving systems and playfulness as an engagement philosophy. We highlight the advantages of games as experiential learning environments and as intrinsically engaging tools, and the benefits of playfulness for promoting lusory attitudes within ludic communities. We argue that play – encompassing both an activity form and state of mind – can be conceived as the nexus of games and playfulness, bringing the affordances of both as well as additional synergistic benefits relating to the normalisation of failure. Second, we present a taxonomy of seven forms of playful learning in higher education that emerged from a large-scale literature review of the use of play in higher education over the past fifty years. These are: roleplay, simulations, traditional play, play worlds, ludification, playmaking, and alternate realities. This taxonomy is then tested against the literature base to provide a suite of examples of different ways in which playful learning encompass games and playfulness. We conclude by discussing the limitations and potential uses of this approach when applied to the practice of play as a pedagogy.
The Ideological Dilemma in Using Games in Global Citizenship and Development Education
Authors: Keating Paul
Published: October 2024

The objective of this paper is to contribute to discourse informing the use of computer games in Global Citizenship and Development Education. In doing so, it addresses the incompatibility and conflict between the values imbedded in games and those informing development education practice. It is aimed at both formal and informal educators who see the potential in using games in their practice and want to reconcile this dilemma. It is also aimed at policy makers and influencers who want to shape the structures governing such digital spaces in the public interest. The research involved an interdisciplinary literature review across the fields of Education, Game Design, colonialism and social activism. The analysis takes a postcolonial perspective and is informed by the theory and practice of critical pedagogy in youth work and development education. The study was conducted as part of Doctoral research and project work with NGOs over a seven-year period to 2024. In this context it is important to note that this is a rapidly changing and evolving sector.     
The development of computer games and immersive technologies over the past 20 years has been transformational, in their interactive capabilities and global proliferation, particularly with the emergence of “The Metaverse”. Such expansion has been critiqued as a process of Colonialism, where young people’s time, creativity, identities and attention is being commodified, monetised, packaged and sold to the highest bidder.
The structure of the games industry, their content and the ecosystem surrounding gaming are all ideologically driven. Such ideology aligns with one of three systems: the neoliberal hegemony emanating from transnational corporations and market economies; the state control being exerted by China and others; or a blind commitment to opensource being advocated by many industry innovators, developers and users. When using games in an educational context, and particularly when addressing Social Justice and Global Citizenship, the values and cultures underpinning all three of these ideologies are problematic.
It is the contention in this paper that such spaces can also be developed as informal educational spaces informed by values aligned with critical global citizenship and development education. Now is the time for development educational practitioners, conscientious games designers and policymakers to collaborate, to act, to legislate, to experiment and carve out a safe, progressive, dynamic, decolonised digital space for engagement with issues of global citizenship and development education
Engagement Strategies in a Peer-quizzing Game: Investigating Student Interactions and Powergaming
Authors: Kiron Nafisul , Omar Mehnuma Tabassum , Vassileva Julita
Published: October 2024

Educational games are a popular means of engaging students in learning activities. However, students in game-based learning environments often engage in powergaming to reap undeserved rewards and spoil the experi-ence of their peers. This may happen when the students pretend to engage in game activities or collude with other students, exploiting the game settings and rules to maximize their points. In this explorative study, we investigate powergaming in three settings of an asynchronous online multiplayer peer-quizzing game in a blended learning setting – a first-year programming class in a Canadian university. We designed three experi-mental settings with three versions of an education game which allowed different levels of powergaming. The between-subject study involved three experimental groups: Group 1 used a game version where they received weekly performance feedback and tips on how to improve their performance, Group 2 used a game version with access to an existing resource bank, allowing them to maximize the number if their activities in the game, and Group 3 served as a control group with no additional interventions. The research aimed to investigate 1) the association between the power gamers' activity, their grades and their preference to work alone or in a group, 2) the types of activities (type of quiz questions) most used by power gamers, and 3) which game setting was the most conducive to power gaming. The results show that better grades are not associated with higher activity levels in the game. Students who engaged in more diverse types of game activities had better learning outcomes The control Group 3 had the highest average grades. As we expected, Group 2 engaged in the high-est number of activities, esp. in creating questions, a form of powergaming. The qualitative results showed that contrary to our assumption the powergamers in Group 2 was not harmful, because it created a rich set of re-sources in the game and fostered student engagement in the game.
From Consoles to Classrooms: Preliminary Insights About Pre-Service Teachers and Video Games
Authors: Babazadeh Masiar , Degonda Adrian , Spieler Bernadette , Botturi Luca
Published: October 2024

Integrating video games into the classroom is a promising way to enhance learning experiences, as the market of serious games is expanding. European schools are investing in digital equipment, and the use of educational video games is technologically viable. Nonetheless, actual experiences of video games in class are still rare. A key gap to be explored is understanding how pre-service secondary teachers perceive and are prepared to use digital games in their future classrooms. Do they think it would enhance their teaching and their students’ learning? Do they feel prepared for it? To answer these questions, and possibly address future challenges, we conducted a comprehensive study with students at Zurich University of Teacher Education (PHZH). The research process began with the development and testing of a detailed questionnaire that focused on participants' personal gaming behaviour, preferences, and perceptions of the educational potential of video games. Key areas such as serious games, game design, gamification, game-based learning, and game culture were explored to assess the relevance and understanding of these concepts in an educational context. This paper explains the development and structure of the questionnaire as a measurement instrument as well as the underlying literature and methodological considerations. The first implementation and the preliminary survey with 48 PHZH students are presented, and the practicability and reliability of the questionnaire are evaluated. The result of the survey suggests pre-service teachers are generally positive about integrating video games and game design into the classroom, yet enthusiasm is not enough without additional support.
Play Your Way Into Production: Game-based Skills Development for the Screen Industries
Authors: Brereton Jude , Jones Bethan , Reeve Carlton , Zborowski James , Bramwell-Dicks Anna
Published: October 2024

Screen industry employers report they are unable to recruit graduates with the right skills for entry level roles in film and television (e.g. runners or production assistants), citing a lack of business awareness and various ‘soft skills’ as barriers to employment (Grugulis and Vincent 2009; Carey et al, 2017; Jones, Swords and Brereton, 2022). Traditionally such knowledge and skills are obtained through in-person work experience on set, but work experience is usually unpaid and therefore inaccessible to many students and graduates. However, research in the use of applied/serious games and extended reality technologies for training purposes has indicated that situational skills training can be facilitated using these approaches (Ebner and Holzinger 2007; Connolly et al, 2012). This paper presents an analysis of the design process behind a game-based learning intervention, developed to enable players to experience a day working on a film set and to allow educators to open up discussions about working practices and employability/progression within the screen industry. The simulation gives players the opportunity to take on a junior role in a film studio, respond to typical requests on set, interact with other crew members and observe proceedings. The study draws on interviews with educators and an ethnographic account of playing the game and using the complementary educational resources. We argue that a serious game can function as a meaningful intervention allowing potential new entrants to the screen industry to understand the tasks and duties of job roles in the industry. This approach also improves access to the development of skills and knowledge which are traditionally gained through (unpaid) work experience.
Idea Generation Game Design Tool for Health Behavior Change Games
Authors: Shanks Karen , Mannion Mike , Campbell Julie , Thomson Karen , Gerouville-Farrell David
Published: October 2024

Serious games (SGs) must engage, be entertaining and have a serious purpose to be effective. A health behavior change game (HBCG) can help change poor health behaviors but are difficult to design. One problem is there are few design tools to support developers of these types of games. This paper describes a card-based design tool for use during the idea generation phase of game design. The research question is: To what extent does an idea generation card tool have perceived value for SG designers generating ideas for behavior change games? This paper reports on the deployment of the tool for an HBCG to help individuals improve their diet and levels of physical activity. An evaluation was undertaken using qualitative data gathered through interviews with serious game developers and a focus group conducted with student game designers. Emergent common themes across both data sets were that the tool had practical and emotional value. Practical value in using the cards was found in the card structure, card content and sorting process. Emotional value included the positive feelings of having physical cards in front of them to use, the presentation of ideas and support provided on a topic they knew little about which brought some relief, increasing confidence and allowing for a more creative environment by freeing up their imagination. Negative feelings were also experienced and included participants remaining anxious about the range, complexity and interrelatedness of the concepts they needed to consider.
Impact of LEGO® Based Therapy on Skills Development and Quality of Life in People with Neurodevelopmental Disorders.
Authors: Schmidt-Dhonneur Chloe
Published: October 2024

This research sets out to evaluate the impact of LEGO® Based Therapy on the development of skills and quality of life for people with neurodevelopmental disorders, as well as for those close to them. Widely used in the United States and the United Kingdom for almost 20 years, LEGO® Based Therapy was developed by Daniel Le Goff, psychologist licensed in Florida and New Jersey who has practiced for over 20 years with children, adolescents and adults with developmental disabilities, including autism, Asperger's syndrome and congenital disabilities, as well as acquired and traumatic brain injuries. Daniel Le Goff has extensive experience as a consultant and expert witness, as well as in direct clinical services, including applied behaviour analysis, cognitive behaviour therapy and cognitive rehabilitation. In 2008, Gina Gómez de la Cuesta completed her PhD at the Centre for Autism Research at the University of Cambridge, where she led and evaluated LEGO®® Based Therapy under the supervision of Daniel LEGO®ff, Simon Baron-Cohen and Ayla Humphrey. She is a teacher and psychologist by training and has worked at the National Autistic Society as Head of Action Research.  She founded Play Included in 2018, with support from the Cambridge Social Ventures incubator programme, University of Cambridge to support children's development through play and promote LEGO®Therapy. Initially designed to improve the social skills of people with autism spectrum disorders but no intellectual disabilities, its effectiveness has been demonstrated by studies targeting this specific population. However, no research has yet been carried out in France on its application to a wider population, including various forms of neurodevelopmental disorder. Furthermore, existing studies have not considered the impact on the quality of life of beneficiaries and their families, which this thesis sets out to examine.
Analysing Game Data to Evaluate Children’s Learning Progress with the EDURINO App
Authors: Ding Ning , Chen Katherine , Van Radecke Max , Klemm Irene , Meyer Franziska , Clayton Nicky
Published: October 2024

Game data offers a unique way to examine children’s learning progress in a gameplay context. Despite its relevance in evaluating the efficacy of game-based learning, this area is less researched than engagement and usability study. This paper presents a quantitative investigation of EDURINO, an educational gaming app targeting children aged 4-8. We implemented learning metrics to track children’s performance in EDURINO games. Specifically, the measurements included standardised variables from educational and experimental psychology, such as error count and duration. Here we reported data from a total of 18 EDURINO minigames in Literacy and Maths. Game data was collected by the learning metrics tracking system. A total of 66,463 players’ data was analysed using generalised linear mixed models with the lm4 package in R. Overall, children have shown improvements while playing the EDURINO app. We examined the relationships between children’s game performance, player demographics and game-specific features and discovered different patterns. First, the significant main effects of age and gender indicated that EDURINO’s educational content was developmentally sensitive and age appropriate. Second, children made fewer errors and spent less time when they were in the later rounds within a game or have played the same game more than once. Third, higher difficulty level undermined game performance. Worth noting is that the effect of game-specific factors varied among different educational content, and such discrepancy could be attributed to the nature of game design. When presented with engaging and interactive content, children may have chosen to deliberately make mistakes for fun effects. These findings are discussed in relation to game-based assessment for learning in EdTech research and industry. We also considered the interpretation of learning progress in EDURINO’s gameplay context while highlighting the need for further efficacy research.
Kreativitás és tehetség – A kreativitás, mint a tehetség egyik komponense
Authors: Kopasz Gáborné Geri Beáta
Published: October 2024

A tanulmány célja, hogy a kreativitást, mint a tehetség egyik összetevőjét mutassa be, és feltárja a kreativitás szerepét a tehetségdiagnosztikában és -gondozásban, valamint a kreativitás mérési lehetőségeit.
Esélyek és lehetőségek, a tehetségsegítő tanácsok működésének tapasztalatai
Authors: Kormos Dénes
Published: October 2024

Jelen tanulmány áttekinti a tehetséggondozás humánökológiai vonatkozásait, összefoglalja a tehetséggondozó tanácsokról és a Kárpát-medencei Tehetségsegítő Tanácsok Kollégiumáról szóló alapismereteket.
EFFECT OF SKILL DEVELOPMENT ON SUCCESSFUL IMPLEMENTATION OF STRATEGIC PLAN IN PUBLIC SECTOR: A CASE OF SELECTED INSTITUTIONS UNDER THE MINISTRY OF HEALTH
Authors: Nkone Bahati , Matoka Dr. Chacha , Ngirwa Dr. Charles
Published: October 2024

The study through the aid of BSC aimed to determine the effect of skill development on implementation of strategic plan in public sector with the objective to examine its effect on successful implementation of strategic plan at selected public sector institutions in Tanzania. The study was positivist research with a quantitative approach under both descriptive and correlational research design through a survey research strategy. Population of the study was 541 permanent staff at MSD, NHIF, TMDA, NIMR and NPHL where a sample of 230 staff was selected through systematic random sampling. Data was collected through questionnaires with a response rate of 96.9 percent and analysed through regression analysis. The study has found that independent variable affects significantly the dependent variable (F=152, p-value=0.0<<0.05) and the coefficient is positive and statistically significant from zero. Consequently, skill development has positive and significant effect on successful implementation of strategic plan in public sector. This finding indicates that skill development has significant effect on successful implementation of strategic plan in public sector. The study recommends PSIs to strengthen provision of employee training to develop appropriate skills required to ensure successful implementation of their strategic plans.
The Vitamin C Level in Cases with Hematological Malignancies
Authors: Sincan Gülden , Erdem Fuat , Kızıltunç Ahmet
Published: October 2024

Background: Oxidative stress plays a significant role in the pathogenesis of hematological malignan-cies. Vitamin C, known for its antioxidant properties, has garnered attention in this context. There-fore, we investigated vitamin C levels in patients with hematological malignancies and evaluated the relationship between vitamin C levels and response to treatment.
Materials and Methods: Our study examined 150 cases of hematological malignancies and 30 he-althy cases. The vitamin C levels of patients with hematological malignancies were compared with those of the healthy group.
Results: Vitamin C levels in cases of acute myeloblastic leukemia (n=30) (p<0.001), acute lympho-blastic leukemia (n=30) (p<0.001), Hodgkin lymphoma (n=30) (p<0.001), diffuse large B-cell lympho-ma (n=30) (p<0.001), and multiple myeloma (n=30) (p<0.001) were significantly lower compared to healthy individuals. There was a significant relationship between vitamin C levels and the response to treatment in cases with acute myeloblastic leukemia, acute lymphoblastic leukemia, Hodgkin lymphoma, diffuse large B-cell lymphoma, and multiple myeloma (p=0.020, p=0.020, p=0.040, p<0.001, p<0.001, respectively). In Hodgkin and non-Hodgkin lymphoma cases, a negative correla-tion was found between vitamin C levels and LDH and beta-2 microglobulin levels (p=0.001; p=0.008; p=0.017; p=0.019, respectively).
Conclusions: Our study underscores the lower levels of vitamin C in patients with hematological malignancies compared to healthy individuals. Furthermore, the findings suggest that vitamin C levels could serve as a potential biomarker for predicting the response to treatment in these cases.
On multidimensional exact solutions of the nonlinear diffusion equation of the pantograph type with variable delay
Authors: Kosov A.A. , Semenov E.I.
Published: October 2024

We consider a multidimensional pantograph-type nonlinear diffusion equation with a linearly increasing time delay and scaling with respect to spatial variables in the source (sink). It is proposed to construct exact solutions by the reduction method using two ansatzes with a quadratic dependence on spatial variables. The dependence of the solution on spatial variables is found from a system of algebraic equations, and the dependence on time is found from a system of ordinary differential equations with a linearly increasing delay of the argument. A number of examples of exact solutions are given, both radially symmetric and anisotropic with respect to spatial variables.
Complete characterization of bridge graphs with local antimagic chromatic number 2
Authors: Lau G.C. , Shiu W.C. , Nalliah M. , Zhang R. , Premalatha K.
Published: October 2024

An edge labeling of a connected graph $G = (V, E)$ is said to be local antimagic if it is a bijection $f\colon E \to\{1,\ldots ,|E|\}$ such that for any pair of adjacent vertices $x$ and $y$, $f^+(x)\not= f^+(y)$, where the induced vertex label $f^+(x)= \sum f(e)$, with $e$ ranging over all the edges incident to $x$. The local antimagic chromatic number of $G$, denoted by $\chi_{la}(G)$, is the minimum number of distinct induced vertex labels over all local antimagic labelings of $G$. In this paper, we characterize $s$-bridge graphs with local antimagic chromatic number 2.
The choice of algorithms for solving a multi-agent routing problem based on solving related problems
Authors: Kozlova M.G. , Lukianenko V.A. , Makarov O.O.
Published: October 2024

The paper considers the problem of reducing the complexity of $NP$-hard problems by using related problems for which an optimal or acceptable solution is already known. For multi-agent routing tasks, a technique is used based on network clustering consistent with traveling salesman routes on each cluster and constructing routes that take into account the limitation of delivery time windows. A mathematical model is presented that corresponds to a block of pseudo-Boolean conditional optimization with constraints in the form of disjunctive normal forms that allows polynomial solvability and a block of time constraints. The results of choosing metaheuristics based on related problems are used in a program for the delivery of goods by many agents to consumers located at the vertices of the regional infrastructure road network.
RATIONALE FOR THE APPLICATION OF A GRAFT BASED ON THE AMNIOTIC MEMBRANE USING THE MODEL OF ULTRAVIOLET ERYTHEMA
Authors:   Mordovian State Pedagogical University name after M. E. Evsevyeva, Tundykova Alina Sergeevna
Published: October 2024

The amniotic membrane is the inner fetal membrane, which forms a cavity around the embryo filled with amniotic fluid. The shell consists of three layers: amniotic epithelium, basement membrane and stroma. Ultraviolet rays have a very high biological activity. Rays of different wavelengths have different biological activity. Different intensity of the light source and content in the spectrum of ultraviolet and infrared rays will cause different changes in the skin. When ultraviolet radiation passes through a microorganism, it is absorbed by various components of the cell. So exposure to ultraviolet rays causes such a characteristic reaction from the skin vessels as ultraviolet erythema. It, in turn, differs significantly from thermal erythema caused by infrared radiation. The erythema reaction is very complex, it is accompanied by vascular and morphological changes in the skin. Ultraviolet rays, falling on the skin, first of all begin to have a strong effect on the cells of the epidermis, which are highly sensitive to these rays. In surgery, the amniotic membrane has long been used to improve tissue regeneration in case of damage to the skin and mucous membranes; at present, the greatest use of the amniotic membrane has been noted in ophthalmology. Two methods of amniotic membrane transplantation are considered: "inlay" and "overlau". Effects that occur during amniotic membrane transplantation: prevention of epithelial apoptosis, improvement of epithelial cell migration, improvement of epithelial cell differentiation. It is known that the use of an amniotic membrane for transplantation on ultraviolet erythema can be a very promising method of treatment. Advantages of this method: low immunogenicity, absence of rejection reactions, suppression of fibrosis and inflammation. Also a big plus is the possibility of long-term storage of the material.
Racial Microaggressions in U.S. High Schools: An Illustration of the Full YPAR Process From the Youth Research Council
Authors: Call-Cummings Meagan , Keller Jeffery , Khalid Widad , Berhe-Abraha Sara , Best Amy L. , Dazzo Giovanni P. , Davis Khaseem
Published: October 2024

In 2021, the Youth Research Council (“YRC”) was formed to bring together high school students in the Northern Virginia region of the United States to conduct research on topics important to those youth (“YRC Fellows”). In its inaugural year, YRC Fellows designed a multi-method study to explore the effects of racial microaggressions on the mental health of their peers and to better understand how young people resist racial microaggressions and their often-deleterious effects on mental health. This article details the YRC’s full process, from formation of research questions to sharing findings in critical and participatory ways, as a model of youth participatory action research (YPAR). In addition to describing the ways in which the YRC embodies a YPAR epistemology, we are also showing our methods. To do this, we have built the article around a transcribed conversation held in July 2023 with the intention of teasing out and sorting through the implications of the YRC’s findings based on our first two years of research. The authors of this article include YRC Fellows and university-based researchers who facilitate the YRC.
Amma La: Reflective Account of a Participatory Mixed Theatre Method in Migration Research in India
Authors: Garbovan Lidis
Published: October 2024

This article presents the methodological process of interpreting the ethnographic data of my research about the question of Indian citizenship for Tibetan refugees in India as a theater play titled “Amma la” (meaning “mother” in Tibetan). I present the enacting of the theater play “Amma la” with young Tibetans in India (2019) at three different institutions. I argue that performing the theater play “Amma la” with Tibetan participants in 2019 is a method of enacting the research findings in a participatory, collaborative, creative, and novel way that opens up possibilities for shared meanings and transformative re-interpretation of the data within an embodied, artistic, and performative dimension. I argue that the performance of the theater play “Amma la” sits theoretically at the intersection of verbatim theater, political theater, and participatory drama as well as forum theater and physical theater. It could also be argued that the theater play “Amma la” constitutes a form of experimental theater that is not complete and foreclosing, but processual and prospective. And finally, performing “Amma la” is a form of process drama, focusing on improvisation, and the process of creating and acting a scene for the benefit of the participants-actors, and not on the polished and rehearsed performances for a specific audience. For these reasons, I argue that “Amma la” is constructed on and theoretically supported by what I will simply call participatory mixed theater methods.
How Much Participation Is Participatory? Opportunities and Challenges of Doing Participatory Action Research With Latin American teachers.
Authors: Bacquet Gaston
Published: October 2024

This paper provides a detailed account of a participatory action research project carried out with trainee teachers in Chile. Two participant cohorts embarked upon a research study seeking to identify instances of violence and exclusion in their classrooms. Such exploration was conducted through a series of participatory workshops that explored the link between violence and inequality, as well as how nonviolent approaches might assist in fostering more inclusive learning environments. Both participatory action research (PAR) and workshops as a research methodology constitute novel approaches within the Chilean context, where a large number of studies interrogating issues of inequality and classroom violence are of a descriptive rather than empirical nature. Consequently, this paper gives a rationale for using PAR in the first place, then provides a detailed account of how each iteration was designed, the changes that were made in between and the degree of participation achieved with each cohort. Further, the paper makes an argument for a wider use of PAR as a method that strives for social justice and equity in education, while at the same time exploring its advantages, common critiques, and the challenges encountered during the study. Finally, and in light of what transpired in this study, this paper posits that workshops constitute a sustainable participatory research method that provides space for collaboration, creativity, and self-inquiry, while considering several improvements and modifications for future studies.
Zoogeography and comparative ecology of sibling species Sicista (Rodentia, Dipodoidea) of the caucasica group
Authors: Baskevich M. I. , Khlyap L. A. , Bogdanov A. S.
Published: October 2024

The authors’ and literary data on the geographical distribution of few Sicista sibling species of the caucasica group (S. caucasica, S. kluchorica, S. kazbegica, and S. armenica) are summarized. For the first time, based on an analysis of our own collections obtained in the period from 1979 to 1990 and in 2010, environmental features (biotopic correspondence, abundance, reproduction strategy, and food specializations) are compared for several geographically replacing Sicista sibling species of the caucasica group (S. caucasica, S. kluchorica, S. kazbegica, and S. armenica), inhabiting different sectors of the middle mountains and highlands of the Caucasus, considered in a comparative aspect in connection with the differentiation of the group.
Natural disturbance history regime and the development of the dark coniferous forest in the Southern Sikhote-Alin
Authors: Ukhvatkina O. N. , Omelko A. M. , Sibirina L. A. , Gladkova G. A. , Zhmerenetsky A. A.
Published: October 2024

Age shifts in fir–spruce forests and the potential influence of ongoing climate changes upon them are pressing issues. The study focuses on a stand of undisturbed fir–spruce forest located in the southern Sikhote-Alin at an altitude of 530 m a.s.l. A permanent sample plot was established there in 2001, and a revision was conducted in 2022–2023 with wood samples (cores) obtained. The research has revealed significant deviations in the stand development from the previously described pattern of age shifts in virgin fir–spruce forests. Firstly, it was established that there have been no major stand disturbances over the last 242 years, and only minor ones occurring in 1831–1850 and 1931–1950 were identified. About 50% of Jezo spruce trees survived at least 2 minor disturbances during their development. Secondly, it is shown that Jezo spruce does not form a single-age generation within the studied stand. It was also found that at the time of revision, the stand was in a situation preceding a new stand disturbance. An important result obtained is that a stable trend of decreasing growth has been observed in 75% of Jezo spruce trees since 2001. This trend might not be associated with age shifts within the stand but could be attributed to the spruce’s response to global climate changes. Such a trend could significantly impact the age shifts in fir– spruce forest stands.
الفضول المعرفي وعلاقته بالمرونة الاكاديمية لدى طالبات قسم ريا ض الاطفال
Authors: أ.د. بشرى حسين علي
Published: October 2024

أستهدف البحث الحالي الى تعرف :                                                 

الفضول المعرفي لدى طالبات قسم رياض الاطفال .
المرونة الاكاديمية لدى طالبات قسم رياض الأطفال .
العلاقة الأرتباطية بين الفضول المعرفي و المرونة الاكاديمية لدى طالبات قسم رياض الاطفال .

تبنت الباحثة مقياس الفضول المعرفي ومقياس المرونة الاكاديمية ،واجرت لهما الصدق والثبات وطبقت المقياسين على عينة البحث الاساسية البالغة ( 400 ) طالبة من طالبات قسم رياض الاطفال ، ثم عالجت البيانات بواسطة ( SPSS) واستعملت الوسائل الاحصائية وهي الاختبار التائي لعية واحدة ومعامل ارتباط بيرسون ،وتوصلت نتائج البحث الى :

ان طالبات قسم رياض الاطفال لديهن فضول معرفي .
ان طالبات قسم رياض الاطفال لديهن مرونة اكاديمية .

توجد علاقة ايجابية بين الفضول المعرفي والمرونة الاكاديمية لدى طالبات قسم رياض الاطفال
الامن الفكري لـدى طـالـبـات قسـم ريـاض الاطـفـال
Authors: مها ستار محمود  , أ. د. مروج عادل خلف  , ا.م. زينب خنجر مزيد
Published: October 2024

هـدف البـحث الـحـالـي الــى تعرف الامن الفكري لدى طالبات قسم رياض الاطفال وتعرف الامن لفكري لـدى طـالـبـات قــســم ريـاض الاطـفـال بحسب المرحلة، واشتملت عينه البحث عـلـى (400) طالبة من طـالـبـات قـــسـم ريـاض الاطـفـال فـي كلـية الـتربية الاسـاسية / الـجامـعـة المـستنصـرية تم اختيارها بالطريقة الطبقية العشوائية .وتحقيقا لاهداف البحث اعدت الباحثات مقياسا للامن الفكري وتكون من (35) فقرة موزعة على خمسة مجالات ، وقـد تحققت الـباحـثات من الخصائص السيكومترية لأداة البحث والمتمثلة بالـصـدق والثبات، وكان التحـقيق من الـصـدق بطريقتين هما الـصـدق الظاهري، و صدق البناء، وجرى استخراج الثبات بطريقة ( إعادة الاختبار ) ، و(مـعـادلـة الفاكرونباخ).وتوصلت الـباحـثات الــى النتائج الاتية:إن طـالـبـات قسم ريـاض الاطـفـال يتمتعن بالامن الفكري ، اذ جاءت النتـائـج بمتوسط حسابي أعـلـى من المتوسط الفرضي للمقياس, وعدم وجود فروق دالة احصائيا بحسب المرحلة الـدراسـيـة وفي ضوء نتائج البحث خرجت الباحثات بعدد من التوصيات والمقترحات
معوقات استخدام التعليم الالكتروني في الجامعة المستنصرية من وجهة نظر اعضاء الهيئة التدريسية
Authors: م. م. سناء عبيد لفتة
Published: October 2024

هدفت الدراسة الحالية الى التعرف على معوقات استخدام التعليم الالكتروني في الجامعة المستنصرية من وجهة نظر اعضاء الهيئة التدريسية, وتحددت  بأعضاء الهيئة التدريسية في الجامعة المستنصرية حيث تم اختيار عينة عشوائية بالغ عددها (100) تدريسي وتدريسيه من الجامعة المستنصرية, ولتحقيق اهداف البحث قامت الباحثة باعداد مقياس لقياس معوقات استخدام التعليم الالكتروني في الجامعة المستنصرية من وجهة نظر اعضاء الهيئة التدريسية, وتوصلت الباحثة الى مجموعة نتائج وعلى وفق هذه النتائج خرجت الباحثة باستنتاجات وتوصيات ومقترحات.
Innovar para educar. Estrategias para transformar la enseñanza universitaria
Authors: Pinedo Ruth , Alvarez-Alvarez Susana
Published: October 2024

Las universidades afrontan el desafío de apostar por la innovación educativa para responder a los cambios socioeconómicos y tecnológicos. Este monográfico es una guía esencial para docentes y gestores universitarios que buscan actualizar y mejorar sus métodos de enseñanza. La obra explora cómo las instituciones pueden preparar al alumnado para un mundo en constante evolución, promoviendo un aprendizaje interactivo, colaborativo y centrado en el estudiante. Los diferentes capítulos que integran el volumen cubren diversos enfoques y estrategias metodológicas, desde el flipped learning y la gamificación hasta el uso de inteligencia artificial y plataformas digitales como Moodle. Además, cada capítulo está fundamentado en evidencias, ya que en todos ellos se presentan investigaciones y estudios de caso que demuestran los beneficios concretos y medibles de las innovaciones implementadas en el ámbito universitario. También se subraya la importancia de la inclusión y el acceso equitativo a una educación de calidad, fomentando habilidades críticas y creativas necesarias en el siglo XXI. Además, se analizan enfoques como el aprendizaje basado en proyectos y el aprendizaje-servicio, que motivan a los estudiantes y desarrollan su compromiso social. Este libro ofrece estrategias para integrar tecnologías digitales en el currículo y destaca la necesidad de una formación continua de los docentes. Al compartir experiencias innovadoras, se pretende inspirar a toda la comunidad educativa a ser parte activa en la transformación de la enseñanza universitaria. Esperamos que cada uno de estos capítulos ayude al profesorado a orientar a sus estudiantes en su proceso de aprendizaje.
Küldetéstudat, értékőrzés és őszinteség. A 80 éves Bengt Pohjanen visszatekintése
Authors: Molnár-Bodrogi Enikő
Published: October 2024

Tanulmányomban a meänkieli nyelv és irodalom legkiemelkedőbb képviselőjével, Bengt Pohjanennel készített interjúmat közlöm magyar fordításban és elemzem a benne megjelenő fontosabb témákat, az írói hivatást, a kisebbségi irodalom fogalmát és helyét, az író pályája során tapasztalt nehézségeket és anyanyelve jövőjével kapcsolatos gondolatokat. Az elmúlt tizenöt év alatt, mióta figyelemmel követem és kutatom a munkásságát, több szóbeli interjút készítettem vele meänkieli nyelven, ezúttal viszont írásban küldtem el neki a kérdéseimet, amelyekre ő ugyancsak írásban válaszolt. Pohjanen írói, közéleti és mindennapi élete olyan egységet alkot, amelyben minden összefügg egymással, s a legfontosabb mozgatórugó számára az igazságtalanságok feltárása, kimondása és önmaga szerepének igazolása egy olyan közegben, amelyben meg nem értés veszi körül.
Fondaparinux versus Enoxaparin in the Treatment of Obese Patients with Acute Coronary Syndrome
Authors: Darzé Beatriz Rocha , Souza Carolina Costa da Silva , Oliveira Queila Borges de , Ramos João Victor Santos Pereira , Viana Mateus S. , Darzé Eduardo Sahade , Ritt Luiz Eduardo Fonteles
Published: October 2024

Abstract Background: Fondaparinux is an effective and safe anticoagulant in the treatment of acute coronary syndromes (ACS). However, due to the low representation of obese individuals in clinical trials, the effects of applying the results of this drug to this population remain uncertain. Objectives: To compare Fondaparinux to Enoxaparin in the treatment of obese patients with ACS. Methods: This is a retrospective cohort study, including obese individuals (BMI ≥ 30 Kg/m2) admitted with non-ST-segment elevation myocardial infarction (NSTEMI) or unstable angina (UA) and treated with Fondaparinux or Enoxaparin between 2010 and 2020. The Fondaparinux and Enoxaparin groups were compared for their clinical and laboratory characteristics using chi-square and Mann-Whitney tests, as appropriate. The incidence of primary outcomes (death, reinfarction, stroke, major bleeding) was compared between groups. P-value < 0.05 was considered significant for all analyses. Results: A total of 367 obese patients with NSTEMI or UA were included, of whom 258 used Fondaparinux and 109 used Enoxaparin. Mean age was 64 ± 12 years, and 52.9% were male. The prevalence of diabetes, hypertension, dyslipidemia, prior coronary artery disease, prior stroke, and implementation of invasive strategy was similar between groups. The incidence of the primary outcome was 4.7% in the Fondaparinux group and 5.5% in the Enoxaparin group (p = 0.729). There was no difference between groups when analyzing the components of the primary outcome separately. Conclusion: In a sample of obese patients with NSTEMI or UA, there was no difference in the occurrence of the composite outcome (death, stroke, reinfarction, major bleeding) between patients who used Fondaparinux or Enoxaparin.
PERINATAL PATHOLOGY AS A RISK FACTOR FOR THE DEVELOPMENT OF BRONCHIAL ASTHMA IN CHILDREN
Authors: Khaidarova Sarvinoz Khaidarzhonovna  , Mavlyanova Zilola Farkhadovna  , Sharipov Rustam Khaitovich
Published: October 2024

The aim of the study: to study the perinatal history of children with bronchial asthma depending on the concomitant neurological symptoms.
Material and methods of the study: A total of 103 children with moderate bronchial asthma in remission were examined, with an average age of 7.2±1.2 years. The children were divided into 2 groups: the main group, which included 72 children with bronchial asthma and late consequences of perinatal CNS damage, and a comparison group consisting of 31 children with bronchial asthma without concomitant neurological disorders.
Results: Based on the data obtained, it was found that perinatal lesions of the central nervous system significantly affect the further development and course of bronchial asthma in children. A burdened heredity for allergic diseases in patients with bronchial asthma against the background of late consequences of perinatal lesions of the central nervous system (the main group) was significantly less common (30.6%; n=22) than in the comparison group - in 67.7% (n=21) of cases. In the main group, the mothers' pregnancies proceeded with some complications (100% of cases), while in the comparison group, only a quarter of the observations revealed a pathological course of pregnancy in mothers, which is undoubtedly a predisposing factor in the formation of perinatal damage to the central nervous system in the main group.
KEY WORDS: bronchial asthma, consequences, perinatal damage, central nervous system, neurological symptoms, perinatal history, risk factors, Apgar scale
Desarrollo de un sistema y de un proceso como un medio para lograr la repetibilidad de resultados en la fermentación de café de baja altura
Authors: Camacho García Juan Manuel , Aguilar Cisneros Jorge Rafael , Muñoz-Arteaga Jaime , Fernández-y-Fernández Carlos A. , Utrilla Vázquez Marycarmen , López Jiménez José Adalid
Published: October 2024

This article takes as a case study coffee grown by micro and small producers at altitudes below 1000 m a.s.l., in this scenario there is a problem during the fermentation stage. Artisanal fermentation is uncertain and does not achieve repeatability of results, therefore, the quality of the coffee cannot be guaranteed. The objective of the present work is to contribute to the solution of this problem by using technology and the implementation of processes that lead to the consistency of the results during fermentation. The technology will be used to register and control fermentation parameters such as temperature, pressure, among others. The processes will control activities such as cherry selection, product and components handling during the fermentation stage. The proposed solution will be implemented in the XaTiwan organization, a small coffee producer in the Sierra Norte of the State of Puebla. This article includes the early phases of the development cycle of a cloud-based software system to automate the fermentation process with which it seeks to achieve repeatability of results at this stage. This will contribute to control the quality of coffee grown in low altitude areas.
GENESIS OF RUSSIAN JOURNALISM AND NATIONAL STEREOTYPES OF PERCEPTION
Authors:   North Ossetian State University named after K. L. Khetagurov, Berkaeva Albina K. , Moiseeva Olga A. ,   K. G. Razumovsky Moscow State University of technologies and management (the First Cossack University)
Published: October 2024

This article presents an overview of the formation of certain national stereotypes that have developed as a result of historical development. Journalism and the media have played a decisive role in this process. The article presents a retrospective analysis of Russian journalism using the example of the creation of the popular and beloved magazine “Murzilka”. The article examines and analyzes the period from the October Revolution to 1991. The language of the press of the Soviet period was very restrained, monotonous. Journalists with an individual style and artistic edge to their publications were worth their weight in gold. Further, a mixture of two newspeaks prevails in newspapers: the language of the previous era, heavily diluted with Anglicisms.
USE OF DECISION SUPPORT SYSTEMS AS A TOOL FOR INNOVATIVE DEVELOPMENT OF INDUSTRIAL ENTERPRISES
Authors:   Plekhanov Russian University of Economics, Fokina Darya A. ,   Siberian Federal University, Kashina Ekaterina V. ,   Siberian Federal University, Berg Tatiana I. ,   Siberian Federal University, Sharov Vitaly S. ,   Siberian Federal University
Published: October 2024

In the study, the results of which are presented in this article, the use of DSS (decision support systems) is considered as a tool for innovative development of industrial enterprises. The main directions and advantages of using DSS are highlighted, including increasing the efficiency of research and development activities, assessing the technical, economic and market attractiveness of innovative developments, optimizing the distribution of resources (financial, material, personnel) between R & D projects. The advantages and disadvantages of using DSS as a tool for innovative development of an industrial enterprise are highlighted. The comprehensive effect of using DSS as a tool for innovative development is expressed in the growth of financial and market indicators of the enterprise, increasing its investment attractiveness and strengthening its leading positions in target markets.