bluuebunny/crossref_metadata_2025 huggingface dataset:
UnlockArt: Cultural Mediation at the Museum Through an Augmented Reality Escape Room
Authors: Babazadeh Masiar
Published: September 2023

In the context of a museum, cultural mediation facilitates access to the works of art for the visitors which not always share the culture the pieces of art come from. Tools and resources such as catalogs, guided tours, or the work of the curators are all part of the museum's cultural mediation, which highlights and informs the visitors of the works on display. In this case study we present the game design process and results of UnlockArt, a project developed as a cultural mediation tool at the Museo delle Culture (MUSEC) in Lugano, Switzerland. The project studied and applied the educational escape room format to enhance the museum experience for visitors, and to encourage the younger ones to approach the collection through a ludic activity. By the means of the Star Model (Botturi and Babazadeh, 2020), the project designed an educational escape room for the "JAPAN. Arts and Life. The Montgomery Collection" exhibition, a collection of Japanese objects from the period between the 12th and the 20th century. Educational escape rooms are a format that works well in class, but may be burdensome to apply in a museum, which intrinsically imposes many constraints. Players should be silent, the escape room should always be ready to be played and easy to be rebooted, and it should not impact the exhibition for visitors that wish not to engage in the experience. For this reason, we opted for an augmented reality educational escape room (AR EER) which can be played on tablets. Such approach only requires QR codes placed around the exhibition, which hide puzzles and hints tied to the works exhibited in the museum, and does not need any rebooting phase as the puzzles are to be solved in augmented reality.
A Proposed Framework for the Classification of Game-Based Learning in Construction Management
Authors: Elenany Yara , Ahmed Vian
Published: September 2023

As the construction industry heads towards the Fourth Industrial Revolution, the gap widens between industry demands and fresh graduate capabilities. Much of this is owed to the traditional Construction Management (CM) pedagogy. Therefore, there is a pressing need for a paradigm shift in our approach towards CM education. As such, to meet both industry demands and student expectations, integrating game-based learning (GBL) can substantially enhance the learning experience for CM students in higher education. Although the body of knowledge recognises Game-Based Learning (GBL) as tools that facilitate active learning in engineering disciplines in general, their utilisation remains limited in construction management. Thus, the aim of this paper is to conduct a systematic literature review of past GBL studies in Construction Management via Scopus database with an attempt to classify these studies into three broad categories: Tabletop games, digital games, and computer-assisted games. First, this paper will explain the key features, strengths, and limitations of each category. Second, this paper will identify the trends in game characteristics, learning objectives, data collection methods, and game evaluation approaches. Finally, this paper will present a classification framework that summarises the findings to facilitate selecting effective GBL strategies for CM higher education. Thus, this study will provide a wide-lens view of the research trends, gaps, and future research recommendations in this field as well as present design parameters for effective GBL integration.
History and Cartography meet youth through Digital Technology
Authors: MAVROUDAKI GEORGIA , Roumpidou Katerina , Lebessi Maria , Foskolos Giannis , Maniatis Andreas , Tsaloumas Bassileios
Published: September 2023

Through collaboration between the Onassis Foundation, the Historical Archive of the National Bank of Greece, and the Vocational Senior High School of Kamatero, an innovative digital project was developed that is both trendy and geared towards youth. This project showcases how a concept aimed at emphasizing the historical significance of the Capital of Greece inspired students to merge the disciplines of Computer Science and History, resulting in the creation of a 3D game on a popular platform. Additionally, this project demonstrates how Project-based learning can be achieved through collaborative and inquiry-based learning, real-world connections, initiative, and the satisfaction of creating something new. The impetus for the cooperation was the Panhellenic Student Competition of the Onassis Foundation, "Hack the Map: Imaginary Worlds." This competition invited schools to promote the cultural heritage of Greece, especially cartographic exhibits/evidence of the old days, through students' digital projects. The Historical Archive of the National Bank of Greece, which is a significant resource for studying Modern Greek History through primary sources, reached out to the Vocational Senior High School of Kamatero, located in the western sector of Athens, to work on a project. The school has an IT department, among other disciplines. In close collaboration, they developed a scenario that is about the civil war that occurred in Athens during the Interregnum period (October 1862-October 1863) after the dethronement of Greece's first king, Otto I. The scenario highlights the bloody events that took place between political factions in the city. In these conflicts, the implication of "Kyriakos," a dangerous leader of robbers, is a paradoxical historical event that stimulated the 2nd-grade Informatics students' imagination. Therefore, they created a 3D digital game entitled "Thieves and Policemen in the newly established Greek city-state: Iouniana." This presentation intends to demonstrate how the students' team of the Vocational School of Kamatero rebuilt Athenian monuments related to Kyriakos' action in a 3D environment; how they reconstructed the cartography of the capital's center during the second half of the 19th century based on these monuments and how they utilized digital resources (maps, photos, and texts) and books proposed by NBG Historical Archives; how a single player, via Kyriakos' persona, has to accomplish missions-battles and match parts of Athens' map of that era; and finally, how students narrated a historical event in a game constructed in Roblox platform inviting other young people to involve history knowledge.
SwageXR: Designing Gamified AR Applications for Industrial Training
Authors: Beveridge Luke , Dahal Keshav , Gilardi Marco
Published: September 2023

This paper presents a case study describing the design of SwageXR, an augmented reality (AR) application that gamifies a tubing assembly exercise. The aim of this paper is to contribute to the field of extended reality (XR) applications by providing a case study of a novel design process based on an existing framework by Gilardi et al. 

Design needs and requirements were gathered using a contextual design approach and qualitative research through interviews with training course instructors as well as a workshop involving them. The contextual design approach involved the PI taking part in the training course as one of the trainees to observe and build understanding of the taught practical content and the context in which the learning happened. This was followed by semi-structured interviews with 4 training instructors, with results indicating preferred course content to digitise, early concepts for gamification, and the storyline of the gamified content with respect to existing training. Using the data and experience gained from the contextual design approach and interviews, a paper prototype of the gamified AR application was developed, and feedback was obtained from the company technical director. The paper prototype and feedback were used as a basis for developing a 3D prototype in VR using ShapesXR. This led to a virtual reality (VR) workshop involving the technical director and training manager of the company where the 3D prototype was demonstrated and discussed. The workshop resulted in the flow of the overall application being refined including the storyline, gamification, training, and challenges. The design process aims to facilitate the development of a coded working prototype for SwageXR, with gamification elements such as score, time-based challenges and leaderboards. An initial experience playtest with course trainees will then be possible to gain insight on engagement levels and trainee attitudes about the initial game experience. 

The main outcome of this research is a design approach that tries to address the gap outlined by Krauß et al., the approach makes use of rehearsal techniques and virtual reality to provide context for AR application design.
First Steps to Improve Cybersecurity Behaviour – a Virtual Reality Experience
Authors: Klooster Lara , Van Delden Robby , Bullée Jan-Willem
Published: September 2023

Internet is completely integrated and absorbed in our life. Facilitating transfer of files across the world or wiring money from the couch, we could not imagine a world without it anymore. With these benefits, as with any new technology, there is also the introduction of risks and threats, for internet primarily in the form of cybercrime and online fraud. To reduce victimisation of this cybercrime, interventions are used to teach people to not perform risky behaviour. To overcome criticisms of current training materials, such as being tedious and boring, we created an Immersive Virtual Reality experience. By using a 4-step design process (i.e. ideation, specification, realisation, and evaluation), we designed a playful VR environment with simplistic non player characters to train the user to perform basic cybersecurity tasks in the right way. In the simulation, the participants are exposed to the challenge of creating a new password and a potential ransomware attack using USB storage device. The program allows for monitoring the user’s cybersecurity knowledge and behaviour and provides feedback. An evaluation of the VR environment among 16 respondents using a pretest-posttest evaluation with the Human Aspect Information Security Questionnaire (HAIS-Q) showed a statistically significant increase in scores after exposure to the VR environment. The system showed an above average SUS score. These initial findings indicate that a VR environment can be an alternative to consider for future development of cybersecurity interventions. Future research could expand our social VR environment with additional cybersecurity challenges, real-time actors, and running simulations among a broader audience to also investigate the retention of knowledge and skills.
Overcoming Social Anxiety: How Virtual Reality and Game-Based Elements are Revolutionizing Patient Therapy.
Authors: Matthiesen Asge , Majgaard Gunver , Larsen Lasse Juel
Published: September 2023

In this paper, we reflect upon the design process and the game-elements for developing a tool for patients. These reflections are based upon a case in where we developed six different Virtual Reality (VR) scenarios as a combined tool for treatment of social anxiety disorder (SAD) for usage within the Danish healthcare system. The core theory for this development is based upon behavioral therapy as a standardized treatment method and the exposure that occur within this. This research is a part of a larger funded project titled VR8, which also contains integration of biofeedback and the application of the practice in where the tool should be applied. The main goal of this paper is to explain the development of the six scenarios, to provide a deeper understanding for the patients on how their anxiety triggers unfolds when exposed to a variety of different scenarios. And to provide a tool for both patients and practitioners to use as an addition to existing treatment methods. The reason for this development is due to (among others) the cost-reduction, time-reduction, heighten of effectivity and user experience in using VR as a tool for treatment compared to regular in-vivo exposure therapy in where the practitioner guides the patient in a physical environment. In this environment a lot of factors can’t be controlled and often results in the patient giving up and abandoning the treatment. With VR it is a controlled and closed environment making it more suitable for the patient to interact and level out their anxiety. The combination of iterative design thinking, filmmaking methods, game-based elements and agile software development are used as the core methods to develop the six scenarios. The six scenarios are developed with the aid of specific game-based elements, such as: mapping, level-design, audio control and remote action triggers.
Facilitating an Educational Board Game Jam: Analysing Different Game Design Strategies
Authors: Hautopp Heidi , Hanghøj Thorkild , Daphne Händel Vici , Simmelkiær Laraignou Anders , Ottar Jensen Erik , Gundersen Peter
Published: September 2023

There is a long tradition of using board games for educational purposes. Moreover, the growth of the game jam events where participants typically gather at physical locations with an aim of creating new games, has expanded over the last decades. This paper is based on an exploratory study, where we wanted to create a game jam for teachers, student teachers, facilitators, and consultants interested in designing and redesigning board games to enhance learning for different target groups. With a point of departure in design thinking, the game jam was framed through three phases: ideation, build a board, and playtesting. The participants were given the challenge of designing a board game incorporating co-op elements such as collaboration, problem-solving in teams, collective efforts towards a mutual enemy, etc. The game jam was held in a university college where the participants had access to a variety of materials such as pens, papers, cardboards, and discarded board games. The empirical data consisted of observations of participants, who were divided into groups of 2-4 persons based on their prior game experiences and game interests. The analysis presents preliminary findings in relation to the participants’ different strategies for developing board games. The empirical data showed how the groups struggled to balance simplicity vs. complexity in their designs in relation to both time frame and target group of their board games. The playtesting session fostered discussions around the essential game mechanics and elements of each board game prototype. Furthermore, the ongoing feedback and playtesting created a joyful and curious bridge between the groups. Based on the analysis, the paper presents a series of design principles aimed at facilitating educational board game jams.
Microgames and Language Learning: Performance Before Competence?
Authors: De Castell Suzanne , Perry Nora , Bailey Lorea , Jenson Jen
Published: September 2023

This paper reports on a study in which pairs of first-graders played microgames on small-screen handheld devices every day for 9 weeks. Its purpose was to find out whether, and if so how, adding digital games into classroom communications could ‘fast-track’ learning, accelerate language and literacy development, and whether it could also help bridge communication barriers for ELL learners, who may be shy, intimidated, or simply linguistically unable to interact as equals with their classmates. The “microgames” students played together were fast-paced, high engagement games that feature almost entirely one-word, verb-based instructions: “Rock”, “Hide”, “Pick”, “Protect”, and so on. Videos, fieldnotes and teacher reports note that social and linguistic interaction between children as and after they played demonstrably increased. Students’ language learning appeared to be accelerated by the game’s imperative to quickly decode and follow written instructions, even though many of these 6- and 7-year-olds did not yet read well enough to do that. The vocabulary which they were, in a matter of days, effectively recognizing and acting on was often far advanced from their usual first grade language arts lexicon, with words like “disguise”, “hypnotize”, “escape” and so on, presumed and treated, from a curricular standpoint, as exceeding their linguistic competence. Equally noteworthy was the technical competence the children displayed in mastering game controls, along with an array of different game mechanics. Using video documentation throughout the study provided both empirical evidence and persuasive examples of how playful interaction with more capable peers can support linguistic development as well as, or even more effectively than, conventional language curriculum and instruction, suggesting that when learning is scaffolded by play, our reach can so often exceed our grasp.
Development of a 3D Immersive Game for Games and Systems Requirements Capture
Authors: Hainey Thomas
Published: September 2023

Requirements collection and elicitation is generally recognised as an abstract and complicated area with a reputation of being underdeveloped in computing and games development graduates. It is a necessary component of computing programmes on all sides of the curriculum including software engineering, information systems and games development. One highly problematic factor is the differences between general functional software and a serious game for educational purposes and while both can be classed as software, they have entirely different purposes. Games-based learning applications have been developed for teaching requirements collection where the focus has been on gathering requirements for a software system and this has proven to be effective in some respects. This paper will focus on the development of a 3D immersive serious game for gathering the requirements for a game for entertainment and for learning. The development of the game will be informed by the creation of a serious games’ development model taking into account: learning outcomes, pedagogical content integration, general content integration in relation to graphical assets for appropriate realism and immersion, scaffolding and support mechanisms and assessment integration in relation to assessment mechanisms. Case studies will be discussed for the 3D immersive game in relation to fitness for purpose in relation to an entertainment and a serious game and compared and contrasted. The developed game will be evaluated by subject matter experts to ascertain its levels of effectiveness for gathering requirements for an entertainment game and for a serious game.
Utilizing outdoor quiz game in secondary school
Authors: Vold Tone , Kiønig Linda V. , Slyman Souad
Published: September 2023

Outdoor play is a natural way for children of all ages to do physical activity. The advantages of being outdoor in an educational setting have been elaborated. For instance, the social constellations may change when outdoors as the social structures defined in the classroom setting no longer apply as the pupils may display different skillsets outdoors as to indoors. Using games for learning purposes have been employed for several decades. As far back as in 1904, the Landlord’s Game was used to teach people about real estate and taxation. Since then games have mostly been developed for leisure purposes, but some also for educational purposes. In this paper, we elaborate on the use of a Norwegian developed quiz game called ‘ZippyGO’. Most of the research on ZippyGO have been focusing on students’ perceptions of the use of this quiz game. In this paper, however, we focus on the teachers’ perceptions and use of an outdoor quiz game for educational purposes. In this particular case, four teachers have collaborated on developing questions for the quizzing. We conducted mixed method ways of collecting data, surveys and semi-structured interviews. Our investigations have focused mainly on how the teachers perceive working on developing adequate questions for the quiz and how they perceive pupils may react to using the quiz game. We have also challenged the teachers on their perceptions of games for learning purposes in general and about being outdoor during class.
Media Convergence and Game-Based Learning: Developing a Hypothesis of Film Education for the Post-Media Age
Authors: Atzori Massimo
Published: September 2023

The purpose of this paper is to develop a hypothesis of film education built on a theoretical speculation concerning media convergence between cinema and video games, game-based learning and participatory culture, in the interest of schools willing to introduce the subject in their curricula and try out new educational approaches, embracing the inclusive definition of ‘film’ adopted by British Film Institute (2015).
Work, Costs and the Unexpected in the academic’s creation and use of Games and Simulations in Teaching and Learning
Authors: Stewart Ian , Wang Kun
Published: September 2023

Experiential teaching and learning activities such as games and simulations are increasingly popular in management education. The research has evolved specific clusters of concerns, principally; correlates of performance, the effectiveness in management courses, and what they can possibly teach. However, O’Flynn (2021) states that “the teaching viewpoint has been widely neglected.” In management education research, costs, human or financial, of games or simulations, specifically towards the creator, the academic do not seem to be considered. Recent systematic reviews show the literature prioritising the effects of experiential learning, games or simulations and ‘future research’ guidance calling for more of the same. This leads to a simple research question “What are the actions, unexpected events, costs and risks in using experiential teaching and learning techniques, from the lived experience of academics?” This paper uses data from a British Academy of Management/Management Knowledge & Learning Division-funded project into the lived experience of management academics creating and using games and simulations. It presents an analysis of three cases that exemplify the categorisations created by this research to uncover costs, risks and emergent events that are generally unreported by the serious games and simulation literature.
Chances and Limitations of Immersive Augmented Reality for Game-based Learning in Museums
Authors: Spierling Ulrike , Bitter Jessica L. , Liu Yu , Müller Thorolf
Published: September 2023

This article discusses opportunities and limitations of using immersive augmented reality (AR) with head-mounted displays for gaming and education in museums. We first report on a prototype application for HoloLens 2 that we developed and tested with 109 museum visitors in a recent project for an exhibition with large animal skeletons. The results show that the feedback from visitors was overall positive, while more steps are needed before it can be implemented in a museum routine. Based on the findings, we discuss hypotheses for the planned further development of the approaches towards game-based learning in the real environment of a natural history museum.
An Eye-Tracking Study of GBL Motivators and Learner Behavior
Authors: Koutroumani Maria , Balaskas Stefanos , Leonardou Angeliki , Rigou Maria
Published: September 2023

Despite the significant positive characteristics game-based learning offers to pupil learning and assessment, preserving pupils’ interest and keeping them engaged in an educational game is still a challenge. To this end, the study and implementation of motivation mechanisms in educational games are considered crucial. Typical examples of motivators in electronic games include points (coins), avatar icons, visualization of achievement levels, NPCs (non-player characters) giving helpful information to users, children-friendly graphics and sound effects, comparison with classmates, and leaderboards. In this paper, we conduct a preliminary study of the effectiveness of these GBL motivators in MG, an educational game for practicing and assessing multiplication skills. The study combined eye-tracking with a short, semi-structured interview session with the four elementary school students that took part in the experiment. Eye-tracking provides detailed monitoring and visualization of gaze behavior in the form of fixation (point and duration of visual focus) and saccade sequences. Given that the way users allocate their visual focus is spontaneous, the data collected and analyzed by eye-tracking are unbiased and give a new spectrum of insight into how users perceive a visual stimulus. In this study, we investigate how users visually respond to the implemented motivators and their visual behavior when deciding between two or more available answers and when given feedback after a wrong answer. The paper discusses useful eye-tracking metrics, provides adequate visualizations of the main findings, and concludes with the ways eye-tracking can help education scientists and practitioners gain a better understanding of the behavior of users of GBL applications and the motivation mechanisms they support.
Performance Evaluation of Epoxy Resin/Modified Bentonite Composite
Authors: Umar Falalu Shuaibu , Yazid Salele , Dambatta Haruna Musa , Ahmad Kabiru Bashir , Adam Ansar Bilyamin , Muhammad Shittu Abubakar
Published: September 2023

Performance evaluation of the prepared composite such as tensile strength, flexural strength, impact strength, hardness strength, and abrasion/wear resistance were carried out. The results obtained as: tensile (the epoxy is 6.25 MPa while, for the 5% bentonite reinforced composite is 6.79 MPa), flexural (the epoxy is 8.42 MPa while, for the 5% bentonite reinforced composite is 14.64 MPa), impact (the epoxy is 40.82 J/m2 while, for the 5% bentonite reinforced composite is 60.78 J/m2 ), hardness (the epoxy is 48.32 MPa while, for the 5% bentonite reinforced composite is 62.82 MPa), abrasion/wear resistance (the epoxy is 0.2410-3mm3/Nm while, for the 5% bentonite reinforced composite is 0.1410-3mm3/Nm), the results of performance evaluation shows that the epoxy resin/modified bentonite composite have potential application in surface coating, packaging, and tiles.
Estimation of Air Light With Deep Learning for a Near Real-Time Image Dehazing System
Authors: ÇİMTAY Yücel
Published: September 2023

Haze which can be created by natural or synthetic factors, degrades the visual quality and human sight distance. Visible objects become invisible or scarcely visible. The physics of the degrading function due to haze has been modelled by Atmospheric Light Scattering (ALS) Model. Therefore, from a single hazy image, by using proper methods, it is possible to recover the original scene. In dehazing methods, which solve the ALS function, there are basically two steps: First one is the estimation of the air light present at the time of the image capturing and the second one is the estimation of transmission of the corresponding scene. One of the most effective method which is used for air light estimation is QuadTree decomposition. For this method, tests show that the most amount of the dehazing time is consumed to estimate the air light. For the case of High Definition (HD) imagery, the estimation of air light consumes huge time. Therefore, it cannot be possible to achieve a real-time or near real-time dehazing on traditional hardware. In this study, a novel convolutional neural network model is developed to estimate the air light directly from the hazy image quickly. The estimated air light then is used with Atmospheric Light Scattering model to handle the recovered image. Results show that the time cost is reduced by 56.0% and 65% for image resolutions of (640x480) and (1920x1080) compared to the QuadTree Decomposition method used in ALS based dehazing methods, without losing the visual quality of the dehazed image.
Chromosome Banding Properties of Neogobius fluviatilis (Pallas, 1814) (Perciformes, Gobiidae)
Authors: ÜNAL KARAKUŞ Sevgi , KARASU AYATA Muradiye , GAFFAROĞLU Muhammet
Published: September 2023

The monkey goby, Neogobius fluviatilis (Pallas, 1814) that distributed in Türkiye was studied cytogenetically for the first time. In this context, diploid chromosome number, chromosome morphology and also chromosomal banding properties (C-banding and Ag-NOR staining) of N. fluviatilis were revealed out. Chromosome slides were prepared from head kidney cells according to the air-drying technique. Chromosome slides were observed under the microscope and metaphases were photographed. The chromosomes were measured by digital caliper and karyotype was arranged manually. The diploid chromosome number was found as 46. Karyotype was composed with all uniarmed chromosomes. Fundamental arm number was calculated as 46 too. No heteromorphic sex chromosomes were determined in the karyotype. C-bands were detected on the pericentromeres of almost all chromosomes. Otherwise, two Ag-NORs were found in the silver-stained metaphases. This study revealed out chromosomal properties of N. fluviatilis from Türkiye with conventional cytogenetic techniques. This report may improve the cytogenetic data of the genus Neogobius.
STUDI KEARIFAN LOKAL PENGOBATAN TRADISIONAL DENGAN TUMBUHAN OBAT PADA MASYARAKAT KECAMATAN LAKEA KABUPATEN BUOL
Authors: Dahniar Dahniar , Ahmad Jusna , Uno Wirnangsi D.
Published: September 2023

Penelitian ini bertujuan untuk mengetahui jenis tumbuhan obat yang dimanfaatkan pengobat tradisonal (batra) Kecamatan Lakea Kabupaten Buol. Teknik pengumpulan data terdiri dari wawancara kepada batra secara snowball sampling dan metode survey berupa observasi, dokumentasi dan identifikasi jenis tumbuhan obat. Hasil penelitian menunjukkan bahwa terdapat 60 jenis tumbuhan obat yang digunakan masyarakat dalam pengobatan tradisional. Bagian tumbuhan yang digunakan yakni daun (66%), seluruh organ (12%), rimpang (10%), buah (8%), kulit batang (6%), batang (3%), getah (3%), akar dan umbi (2%). Penggunaan tumbuhan obat dilakukan dengan cara direbus, digosok dan ditempelkan pada bagian yang sakit. Jenis pemanfaatan berupa tumbuhan tunggal atau dalam bentuk ramuan. Kearifan lokal dalam pemanfaatan tumbuhan obat tidak ditemukan secara spesifik untuk setiap tumbuhan namun terletak pada jumlah organ tumbuhan yang diambil.
ANALISIS PRODUKTIVITAS SERASAH HUTAN MANGROVE DI DESA TUTUWOTO KECAMATAN ANGGREK KABUPATEN GORONTALO UTARA
Authors: SM Farid , Gobel Siti Amalia
Published: September 2023

Penelitian ini bertujuan untuk menganalisis produktivitas serasah di kawasan mangrove Tutuwoto Kecamatan Anggrek Kabupaten Gorontalo Utara. Pengambilan data dilakukan dengan metode survey menggunakan penampung serasah (litter trap) berukuran 1meter x 1meter. Data yang diperoleh dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukan perbedaan produktivitas serasah untuk masing-masing jenis. Rhizophora mucronata memiliki produktivitas serasah tertinggi yakni 3,92 gram berat kering/m2/hari (gbk/m2/hr), Rhizophora apiculata 3,89 gbk/m2/hr, Ceriops decandra 2,87 gbk/m2/hr dan Bruguiera gymnorrhiza 1,98 gbk/m2/hr. Serasah daun memberikan kontribusi yang besar di perairan mangrove yakni daun menyumbang 53%—75%; ranting 15%-25%, serta organ bunga dan buah 4%-32%. Mangrove pada strata pohon menghasilkan produktivitas tertinggi dibandingkan dengan mangrove strata pancang. Mangrove strata pohon menghasilkan serasah 1,97—3,92 gbk/m2/hr, dan pancang 1,09—1,58 gbk/m2/hr. Produktivitas serasah di lokasi penelitian dipengaruhi oleh perbedaan spesies, perbedaan strata, dan perbedaan tingkat kerapatan jenis.
KANDUNGAN UNSUR HARA PUPUK ORGANIK CAIR DENGAN PENAMBAHAN LIMBAH CANGKANG TELUR AYAM BROILER
Authors: Umadji Nur Inda R. , Badu Risti Ristianingsih , Rahman Ais
Published: September 2023

Cangkang telur adalah limbah padat yang dihasilkan setiap hari oleh industri atau rumah tangga, sehingga kurangnya pengolahan limbah cangkang telur mengakibatkan peningkatan volume sampah organik. Penelitian ini bertujuan untuk menganalisis pengaruh massa cangkang telur ayam broiler terhadap jumlah dan jenis unsur hara pada pupuk organik cair cangkang telur. Penelitian ini merupakan deskriptif kuantitatif dengan parameter penelitian adalah nilai C-organik, kalium dan nitrogen. Penelitian menggunakan penambahan berat cangkang telur dalam pupuk cair dengan variasi 250 gr (perlakuan B), 500 gr (perlakuan C) dan tanpa cangkang telur (perlakuan A). Hasil uji menunjukkan unsur C-organik dan kalium tertinggi ditemukan pada perlakuan C dengan persentase 3,01% dan 1,09% secara berturut-turut. Kandungan nitrogen terbesar pada perlakuan A yaitu 0,09%. Hasil penelitian kami menunjukkan bahwa penambahan cangkang telur dapat meningkatkan kandungan C-organik dan kalium pupuk cair sehingga berkontribusi dalam upaya pengurangan sampah limbah organik
Türkiye’nin Doğu Akdeniz Kıyısında Bulunan Ağyatan Lagününde Yakalanan Türlerin Av Kompozisyonu ve Av Verimi
Authors: BUYUKDEVECİ Ferhat
Published: September 2023

Zengin kültürel mirasa sahip lagün alanları, biyolojik ve ekonomik üretkenliği destekleyen olağanüstü ekosistemlerdir. Lagünler ile ilgili birçok ulusal ve uluslararası otorite, Akdeniz kıyı lagünlerine ilişkin veri boşluklarını ve bölgesel yönetim uygulamalarının eksikliğini vurgulamıştır. Bu çalışmada, Türkiye'nin Akdeniz kıyısında bulunan Ağyatan lagününde yakalanan balıkların aylara göre av kompozisyonundaki değişimleri ve av veriminin ortaya konulması amaçlanmıştır. Ağyatan lagününde Haziran 2020 ile Şubat 2022 tarihleri arasında sabit bariyer tuzaklara, uzatma ağı ve pinterlere yakalanan ekonomik türler değerlendirilmiştir. Yakalanan balık ve karides türlerinin toplam av miktarlarının zamana bağlı değişimleri aylık olarak incelenmiştir. Ağyatan lagününde avcılık yoluyla ve kuzuluk sisteminden elde edilen karides ve balıklardan oluşan 9 tür temel alınarak aylara göre toplam üretim miktarları hesaplanmıştır. İki sezon toplamında en çok S. aurata 44,146 kg ve en az ise A. anguilla 3,454 kg yakalandığı tespit edilmiştir. Türlerin aylara göre toplam yakalanma miktarlarına bakıldığında 2020-2021 sezonu içerisinde Kasım (33,2%) ve Ekim (15,7%) aylarında en çok üretimin olduğunu, aynı zamanda 2021-2022 sezonunda da aynı aylarda (Kasım 37,3%, Ekim 18%) en yüksek üretimin olduğunu tespit edilmiştir. Her iki sezon ayrı olarak birim çaba başına av (CPUE) kg/gün olarak değerlendirildiğinde 2020-2021 sezonunda CPUE değeri 275,58 kg/gün, 2021-2022 sezonunda ise CPUE değeri 347,87 kg/gün olarak hesaplanmıştır. Bu çalışma kapsamında, Ağyatan lagünü ile ilgili tamamlayıcı bilgi sağlayarak karar vericilerin Ağyatan lagünü için bölgesel yönetim planı geliştirirken bu bilgileri dikkate alması önerilmektedir.
Hakikat Ilmu Pengetahuan dan Pencarinya: Sebuah Ikhtiar untuk Mendasari Kajian Multidisipliner
Authors: Asmuki Asmuki
Published: September 2023

The limited human absorption capacity necessitates the incompleteness of the captured object. In turn, the knowledge possessed by humans is incomplete. Then came the phenomenon of dichotomy of science, such as religion and general. This dichotomy is widening along with the demand for specific specifications and specializations for certain problems. Many people misunderstand this phenomenon that the nature of knowledge is dichotomous and the seekers are limited by the classroom and study period. This library research was carried out by collecting literature on knowledge and its seekers from authoritative literature such as interpretations, hadiths, turats books, and so on. The findings that can be conveyed are that the nature of knowledge is one-solid, and to obtain it is not limited to space and time. This article also provides a philosophical basis for publishing this Jurnal Multidisiplin Ibrahimy (JUMMY).
Fenomena Bahasa Gaul dan Eksistensi Bahasa Indonesia di Tengah Arus Globalisasi
Authors: Hikmah Siti Nur Afifatul
Published: September 2023

The phenomenon of slang is a social reality in the era of globalization. Language has meaning in every statement or self-portrait. This research aims to study the validity of slang and its existence in the era of globalization. This study uses a qualitative method using a type of phenomenology. The data used are texts/documents, dialogues and other everyday phenomena and their existence. Data collection techniques were carried out by examining several natural phenomena related to adolescent slang. The material is then analyzed using Miles and Huberman Flow with the stages of data collection, data reduction, data presentation and verification. The results of this research show the impact of the slang phenomenon, namely (a) the existence of the Indonesian language is threatened by the marginalization of slang, (b) the collapse of Indonesian language standards, (c) the extinction of the Indonesian language, and d) distrust at the hands of Indonesians. Factors related to the slang phenomenon are (a) the spread of the internet and social networks, (b) environmental impacts, (c) the role of the media, and (d) developments over time.
Malatya İlindeki Toplanma Alanlarının Yeterliliğinin Nüfus Parametresine Göre Değerlendirilmesi
Authors: AYDOĞDU Müjde
Published: September 2023

Afet sırasında ve sonrasında insanların acilen ulaşacağı ve güvende olacağı yerler olarak tanımlanan toplanma alanları; fiziksel anlamda risk teşkil etmeyen, temel ihtiyaçlara ulaşmada daha avantajlı olan yerler olarak ön plana çıkmaktadır. İnsanların her an hayatın doğal akışında karşılaşabileceği farklı büyüklükteki afetlerden kurtulduktan sonra ihtiyaç duyacağı güvenli ortamın inşa edilmesine katkı sağlayan toplanma alanları, şehirler için oldukça önemlidir. Toplanma alanlarının konumu, büyüklüğü, sağlık tesislerine ve ulaşım ağlarına yakınlığı oldukça önemli görülmekte, buna göre en fonksiyonel şekilde donatılmış olması gerekmektedir. Bu bakış açısı ile hazırlanan bu çalışmada, Malatya iline ait toplanma alanlarının nüfus açısından yeterliliği analiz edilmiştir. Bu yeterlilik, 6 Şubat 2023 tarihinde merkez üssü Gaziantep ve Kahramanmaraş olan 7,7 ve 7,6 büyüklüğündeki depremlerden etkilenen Malatya ilinde de gözlemlenebilmiş, yeterli ve yetersiz olduğu ilçeler nüfus verileri ile karşılaştırılarak ortaya konulmuştur. 2023 yılı itibariyle 13 ilçe ve 718 mahalleden oluşan Malatya’nın toplam nüfusu 812.580 (2022) dir. Toplamda 75 toplanma alanının yer aldığı Malatya’da Akçadağ, Arguvan, Yazıhan ilçelerinde 3; Darende, Doğanyol ve Pütürge ilçelerinde 2 toplanma alanı yer alırken Hekimhan ilçesinde 6, Yeşilyurt ilçesinde 7, Battalgazi ilçesinde 12 toplanma alanı bulunmaktadır. Bu ilçelerin 2022 yılına ait nüfus istatistiklerine bakıldığında ise Yeşilyurt ilçesinin 341.654, Battalgazi ilçesinin 307.478, Akçadağ ilçesinin 27.872 olduğu bilinmektedir. Çalışmada kişi başına 10, 2 ve 1,5 m² alanlara göre yeterliliğinin değerlendirildiği toplanma alanlarında sadece Kuluncak ilçesinin her üç projeksiyonda da yeterli olduğu görülmüştür. Diğer ilçelerden özellikle Malatya’nın en kalabalık ilçeleri olan Yeşilyurt ve Battalgazi ilçelerinde hâlihazırda kişi başına 0,72 ila 0,85 m²’lik toplanma alanı düştüğü hesaplanmıştır.
Riskli Alan Eğitim Setinin Türkçeye Uyarlanma Süreci ve Öğrenci Görüşleri Doğrultusunda Değerlendirilmesi
Authors: ODABAŞI Ferhan , KARADUMAN Hıdır , ALAN Ümran , YETİŞENSOY Okan , SAN Remzi
Published: September 2023

Birleşmiş Milletler Çocuklara Yardım Fonu (UNICEF) ile Birleşmiş Milletler, Doğal Afet Zararlarının Azaltılması Stratejisi (UNISDR) kapsamında 2004 yılında çocukları afetlere karşın eğitim yoluyla bilinçlendirmek için Riskland (Riskli Alan) Eğitim Seti geliştirilmiştir. Bu araştırma ile 15'ten fazla dile uyarlanan Riskli Alan Eğitim Setinin Türkçeye ve Türk kültürüne uyarlanma sürecinin ve uyarlanan eğitim setine dayalı bir eğitsel uygulama gerçekleştirerek uyarlanan eğitim setine ilişkin öğrenci görüşlerinin ortaya koyulması amaçlanmaktadır. Araştırmanın ilk aşaması olan Riskli Alan Eğitim Setinin Türkçeye ve Türk kültürüne uyarlanma sürecinde seri yaklaşım, ikinci aşaması olan eğitim setinin uygulanması ve öğrenci görüşlerinin alınması sürecinde temel nitel araştırma yöntemi kullanılmıştır. Çalışmanın ilk aşaması 15 altıncı sınıf öğrencisi, 3 sosyal bilgiler öğretmeni ve 6 uzman ile; ikinci aşaması 22 altıncı sınıf öğrencisi ile yürütülmüştür. Araştırmada yarı yapılandırılmış görüşmeler ile elde edilen nitel veriler betimsel olarak analiz edilmiştir. Araştırma sonucunda, Riskli Alan Eğitim Seti Türkçeye ve Türk kültürüne uyarlanmış, gerçekleştirilen uygulama sürecinde eğitim seti öğrenciler tarafından eğitici-öğretici, eğlenceli, akılda kalıcı ve mantıklı olarak değerlendirilmiştir. Öğrenciler, eğitim setinin kendilerine yönelik katkılarını bilgi edinme ve öğrenme, farkındalık ve bilinçlenme, eğlenme ve keyif alma, bilgiyi hatırlama ve kalıcılaştırma şeklinde sıralamışlardır. Ayrıca, eğitim setini deneyimlerken eğlenme, heyecanlanma, mutlu hissetme gibi duygular yaşadıklarını belirtmişlerdir. Öğrenciler, eğitim setinin afetler konusunda eğitici-öğretici olması, afetleri eğlenerek ve oynayarak öğretmesi, afetler konusunda bilinçlendirmesi, afetlerle ilgili oyunda sorulan soruların öğretici olması gibi nedenlerle afet risklerinin azaltılması konusunda faydalı olduğunu ifade etmişlerdir. Araştırma sonucunda Riskli Alan Eğitim Setinin okulöncesi eğitimde ve ilköğretimde kullanımına, dezavantajlı gruplar için uyarlanmasına, çevrimiçi hale dönüştürülmesine yönelik öneriler getirilmiştir.
Clasificación de la amenaza por incendios forestales en campamentos del Anfiteatro de Valparaíso
Authors: Elgueta Gutiérrez Víctor Nelson
Published: September 2023

Con el fin de aportar en la reducción de los impactos negativos que generan los incendios forestales en asentamientos específicos, como lo son los campamentos; el presente estudio aborda la situación de aquellos asentamientos precarios ubicados en el anfiteatro de la comuna de Valparaíso y la evaluación y clasificación de la amenaza por incendio forestal con respecto a estos. Se propone una adaptación metodológica a partir de variados estudios similares, pero esta vez enfocado sólo en la amenaza y contemplando variables en base a tres categorías como lo es la ocurrencia histórica, la ignición y la propagación. Para tal metodología se hace uso del análisis multicriterio y el método AHP con el fin de estimar distintos pesos para cada variable en la ponderación y obtener mapas que muestren la clasificación en distintos niveles de amenaza. Los resultados de este estudio dan cuenta de ciertos grupos de campamentos o campamentos por sí solos que tienden a ser más propensos a que ocurran incendios forestales en sus alrededores o dentro de estos, sobre todo en áreas de interfaz urbano rural y en las partes altas del anfiteatro de Valparaíso.
Cumhuriyetin 100. Yılında Kamu Güvenliğinin Dinamikleri: Katılım ve Yönetişim
Authors: GEMİCİ Eser
Published: September 2023

Kamu güvenliği, toplumsal katılım ve etkili yönetişim, günümüzün karmaşık ve dinamik dünyasında öne çıkan kavramlar arasında yer almaktadır. Bu kavramlar, güvenliğin sadece devletin değil, tüm toplumun ortak çabasıyla sağlanması gerektiğini vurgularken, aynı zamanda güvenlik politikalarının oluşturulmasından uygulanmasına kadar olan süreçlerde etkili bir şekilde yer almanın önemini gösterir. Cumhuriyetin 100. yılı, Türkiye'nin tarihinde önemli bir kilometre taşıdır. Bu dönemde kamu güvenliği, katılım ve yönetişim gibi konular, Türkiye'nin geleceği ve sürdürülebilir kalkınması için de kritik bir rol oynamaktadır. Buradan hareketle çalışmada, Cumhuriyetin 100. yılına özel olarak kamu güvenliğinin sağlanmasında toplumsal katılım ve etkili yönetişimin hayati rolünü ayrıntılı bir şekilde ele alarak, güvenlik politikalarının oluşturulması ve uygulanmasındaki bu iki etmenin kritik önemini değerlendirmeyi amaçlamaktadır. Kamu güvenliği, modern toplumların temel gereksinimlerinden biridir ve bu çalışma, güvenliği sağlamak için toplumsal katılım ve etkili yönetişimin nasıl bir araya geldiğini, burada sivil toplum kuruluşlarının rolünü incelerken, aynı zamanda bu iki unsurdan nasıl yararlanıldığına ilişkin önemli detaylar sunmaktadır.

Sonuç olarak, çalışma kamu güvenliği, toplumsal katılım ve etkili yönetişim arasındaki etkileşimi anlayarak, daha güçlü, adil ve sürdürülebilir güvenlik çerçevelerinin nasıl inşa edilebileceğine dair önemli bir yol haritası sunmak amacıyla, kamu güvenliğinin, sadece devletin değil, aynı zamanda toplumun da katkısı ve iş birliği ile şekillendiği anlayışını pekiştirirken, gelecekteki araştırmaların ve uygulamaların bu temel ilkeleri gözeterek ele alınması gerektiğini önermektedir. Bu sayede, daha kapsayıcı ve sürdürülebilir güvenlik stratejilerinin oluşturulması mümkün olabilir.
OVERLOAD AND TRAFFIC MANAGEMENT OF MESSAGE SOURCES WITH DIFFERENT PRIORITY OF SERVICE
Authors: Kozlovskyi Valerii , Kozlovskyi Valerii , Toroshanko Andrii , Toroshanko Oleksandr , Yakumchuk Natalia
Published: September 2023

The scheme of dynamic management of traffic and activity of message sources with different priority of service is considered. The scheme is built on the basis of the neuroprognostic analysis model and the gradient descent method. For prediction and early detection of overload, the apparatus of the general theory of sensitivity with indirect feedback and control of activity of message sources is used. The control algorithm is started at the bottleneck of the network node. It uses a recursive prediction approach where the neural network output is referred to as many steps as defined by a given prediction horizon. Traffic with a higher priority is served without delay using the entire available bandwidth. Low-priority traffic will use the remaining bandwidth not used by higher-priority traffic. An algorithm for estimating the maximum available bandwidth of a communication node for traffic with a low service priority has been developed. This approach makes it possible to improve the efficiency of channel use without affecting the quality of service for high-priority traffic.
OPTIMIZATION OF PARTS CUTTING PROCESS PARAMETERS WORKING IN CONDITIONS OF CYCLIC LOADS
Authors: Barandych Kateryna , Vysloukh Sergii , Tymchyk Grygoriy , Murashchenko Oleksandr , Smailova Saule , Kumargazhanova Saule
Published: September 2023

The paper is devoted to questions of technological fatigue life assurance of parts working in conditions of cyclic loads by optimization their cutting conditions for finish turning process. In order to solve the task of optimizing the parts cutting conditions, the corresponding software, based on the previously created mathematical model of the finishing turning process, was developed in the C# programming language. With the purpose of technological providing the necessary fatigue life of the part, taking into account the real conditions of its operation for the maximum productivity of the finishing turning process, the methodical recommendations for determining the optimal parts cutting conditions at the phase of production technological preparation are given. An example application of the proposed solution is presented.
COMPARISON OF THE EFFECTIVENESS OF TIME SERIES ANALYSIS METHODS: SMA, WMA, EMA, EWMA, AND KALMAN FILTER FOR DATA ANALYSIS
Authors: Lotysh Volodymyr , Gumeniuk Larysa , Humeniuk Pavlo
Published: September 2023

In time series analysis, signal processing, and financial analysis, simple moving average (SMA), weighted moving average (WMA), exponential moving average (EMA), exponential weighted moving average (EWMA), and Kalman filter are widely used methods. Each method has its own strengths and weaknesses, and the choice of method depends on the specific application and data characteristics. It is important for researchers and practitioners to understand the properties and limitations of these methods in order to make informed decisions when analyzing time series data. This study investigates the effectiveness of time series analysis methods using data modeled with a known exponential function with overlaid random noise. This approach allows for control of the underlying trend in the data while introducing the variability characteristic of real-world data. The relationships were written using scripts for the construction of dependencies, and graphical interpretation of the results is provided.