bluuebunny/crossref_metadata_2025 huggingface dataset:
Relationship between Water Use and Energy Generation from Different Power Generation Types in a Megacity Facing Water Shortages: A Case Study in Shenzhen
Authors: Li Lin-Jun , Qiu Guo-Yu , Yan Chun-Hua
Published: October 2022

Using less water to generate more power is a goal of the worldwide power industry, but this is difficult to achieve because of the lack of long-term, operational data-based studies. This challenge is especially severe for megacities facing water shortages. This study used long-term data (2005–2015) from Shenzhen, a megacity of over 20 million people that faces severe water shortages, to determine the relationship between water and energy for different types of power generation. It was found that power generation consumed huge amounts of water and that cooling water was the biggest water use category. Smaller power plants, such as the Yueliangwan power plant, which uses the closed cooling method, consume 2.36 million m3 of tap water per year, equivalent to the water supply of a small reservoir. However, larger power plants, such as the Mawan power plant and Dayawan nuclear power plant (using the open cooling method), use 0.92 and 3.42 billion m3 of seawater for cooling every year, respectively, equivalent to about 60% and 200% of the total annual water supply in Shenzhen, respectively. Therefore, large thermal power plants and nuclear power plants should be built in coastal areas with rich water resources rather than in arid or semi-arid areas. Additionally, the water use efficiency of nuclear power plants was found to be 0.22 m3/kWh, which was significantly lower than that of coal-fired power plants (0.10 m3/kWh) and gas-fired power plants (0.09 m3/kWh). Third, the water use efficiency of the closed cooling method was ten times higher than that of the open cooling method. Therefore, the closed cooling method is suitable for power plants constructed in areas without rich water resources. These results are useful for balancing the water and energy demands in the changing world.
Research and Application of the Mutual Feedback Mechanism of a Regional Natural-Social Dualistic Water Cycle: A Case Study in Beijing–Tianjin–Hebei, China
Authors: Chang Huanyu , Sang Xuefeng , He Guohua , Wang Qingming , Jiang Shan , He Fan , Li Haihong , Zhao Yong
Published: October 2022

With the intensification of human activities, the natural water cycle has a significant nature-society dual feature, and identifying the mutual feedback mechanism between natural and social water cycles is an important basis for a more accurate simulation of the dualistic water cycle. In this study, two indexes of cumulative runoff change rate and social water cycle feedback rate are put forward, representing the degree of change in socio-hydrological unit runoff under the mutual feedback of the natural social water cycle in all upstream regions, and the degree influence of the water intake, consumption, and discharge process of the social water cycle on the natural water cycle in the socio-hydrological unit, respectively. Taking the Beijing–Tianjin–Hebei region, which is marked by strong human activities, as the study area, the 2035 natural-social dualistic water cycles were simulated by a water allocation and simulation (WAS) model. Different water supply types and use structures cause the social water cycle to increase or decrease local runoff in different areas. The social water cycle feedback rate is greater than 1 in Beijing and Tianjin, and less than 0.25 in the mountainous areas and the Hebei plain, indicating that the social water cycle of each unit in the Beijing–Tianjin–Hebei region increases or decreases local runoff due to different water supply types and use structures. The cumulative runoff change rate in this region was 0.66, indicating that the overall runoff was attenuated due to the social water cycle, and runoff attenuation was greater in the south than the north.
Toxicological Effects of Mercuric Chloride Exposure on Scenedesmus quadricauda
Authors: Ge Yuheng , Liu Xudong , Nan Fangru , Liu Qi , Lv Junping , Feng Jia , Xie Shulian
Published: October 2022

Mercuric chloride (HgCl2) is a common heavy-metal pollutant widely used in commercial products and industry, but its excessive use and uncontrolled discharge have caused great harm to aquatic environments and human health. To research the mechanisms of HgCl2 toxicity in aquatic organisms, this study cultured the green alga Scenedesmus quadricauda in a gradient of HgCl2 concentrations (0, 0.1, 0.3, 0.5, 0.7, and 0.9 mg/L) for 9 days. The results showed that: (1) when the concentrations of HgCl2 were high (≥0.7 mg/L), the toxic effects completely inhibited the growth of algal cells, the culture liquid changed from green to light yellow, and cells aggregated and sank to the bottom. Submicroscopic structural imaging showed that at 0.9 mg/L HgCl2, the algal cells were seriously damaged and obvious plasma–wall separation occurred. Furthermore, the arrangement of photosynthetic lamellae became disordered and the nuclei and protein nuclei faded or even disappeared. (2) When the concentrations of HgCl2 were low and medium (≤0.5 mg/L), the activity of superoxide dismutase (SOD) in algal cells increased in the first five days, but the degree of increase was smaller than in the control group. However, under high HgCl2 concentrations (≥0.7 mg/L), the activity of SOD began to decrease sharply on the seventh day. The activity of peroxidase (POD) decreased more obviously than that of SOD. (3) Under medium and high HgCl2 concentrations (≥0.5 mg/L), the content of malondialdehyde (MDA) in algal cells increased over time, and had not decreased again by the last day of measurement. In contrast, the contents of total protein (TP) and soluble sugar (SS) both exhibited decreasing trends under high HgCl2 concentrations. (4) When the HgCl2 concentrations were ≥0.7 mg/L, the content of photosynthetic pigments in algal cells decreased, and the light quantum yield of PS Ⅱ decreased. At the same time, as culture time progressed, the photosynthetic electron transfer and energy-conversion efficiency were seriously damaged and photosynthesis never returned to normal levels. This research provides a reference for understanding the mechanism by which HgCl2 pollution affects aquatic ecosystems and may help with pollution management in the future.
In-Depth Metaproteomics Analysis of Oral Microbiome for Lung Cancer
Authors: Jiang Xiaoteng , Zhang Yan , Wang Huiyu , Wang Zeyuan , Hu Shen , Cao Chengxi , Xiao Hua
Published: October 2022

The human oral microbiome correlates with numerous diseases, including lung cancer. Identifying the functional changes by metaproteomics helps understand the disease-related dysbiosis, yet characterizing low-abundant bacteria is challenging. Here, we developed a free-flow isoelectric focusing electrophoresis-mass spectrometry- (FFIEF-MS-) based metaproteomics strategy to reduce host interferences and enrich low-abundant bacteria for in-depth interpretation of the oral microbiome. With our method, the number of interfering peptides decreased by 52.87%, whereas the bacterial peptides and species increased by 94.97% and 44.90%, respectively, compared to the conventional metaproteomics approach. We identified 3647 bacterial proteins, which is the most comprehensive oral metaproteomics study to date. Lung cancer-associated bacteria were validated among an independent cohort. The imbalanced
Fusobacterium nucleatum
and
Prevotella histicola
and their dysregulated functions in inhibiting immune response and maintaining cell redox homeostasis were revealed. The FFIEF-MS may serve as a valuable strategy to study the mechanisms between human diseases and microbiomes with broader applications.
Climate4Kids – A Gamified App Teaching about Climate Change
Authors: Gabriel Sonja , Schmölzer Bernhard
Published: October 2022

As per Deterding et al. (2011), gamification can be defined as using game design elements in non-game contexts and it is used to increase motivation and engagement. That is why there are already gamified application to change people’s behavior when it comes to environmental protection. Climate change is a complex topic which is for younger children aged 6 to 10 years quite often too abstract to understand properly. Therefore, a browser-based app is being developed that aims at teaching basics about renewable energy, mobility, greenhouse effect, soil sealing, heat insulation and the like. Using elements of gamification like points, collecting stars, planting trees digitally, a changing background (depending on the progress made) as well as a narration about the protagonist Mani (a groundhog that is affected by climate change) and his friends encourage the children to use the app not only at school but also at home. By telling stories which introduce the topic, the children get a first understanding of how everybody of us affects the environment and what we can do to prevent effects of climate change. Moreover, instructions for easy hands-on experiments are used to make children experience certain effects and/or consequences of climate change. The app seeks to meet children’s emotional needs acknowledging feelings, emphasizing solutions, and encouraging action. The contribution shows how elements of gamification are included in the app to ensure that children are motivated to engage with the topics as well as stay immersed and transfer the learnings into their every-day-life.
Exploring the Combination of Point-of-view and Tenses in Movement-based Design Processes
Authors: Lekbo Søren Stigkær , Elbæk Lars
Published: October 2022

Our work presented is grounded in Movement-based Design and used for creating solutions with movement as a focal point. Several researchers utilise the moving body in their design for embodied products such as ubiquitous computers and interactive prototypes. The recognition of the moving body is seen in embodied design approaches with a body-centred focused design supporting and encompassing human experience. We believe that incorporating the moving body at the centre of the design process is required to create a future of sustainable movement related to technology, e.g., exertion games, VR or general health and fitness solutions. To understand the nuances of a movement-based design process, we see a need to go beyond the specific design methods. Designers need to approach the complex problem from multiple perspectives. To nuance our movement-based design process, we use the Svanæs and Barkhuus framework to categorise the body-centred design process in two dimensions: Tenses and Point-of-view. The aim is to learn how Point-of-view and Tenses can be utilised to increase the value of the Movement-based Design Process. The empirical material generated in this project stems from two Movement-based Design workshops, each with its own scope: workshop one, the creation of outdoor fitness equipment and workshop two, the creation of technology-based motion games. Both workshops were filmed, and selected participants were interviewed subsequently. The analysis indicated how Point-of-view and Tenses have distinct qualities when interpreted through the framework combined with the empirical material. Point-of-views: 1st-person perspective is used to create insights that are to be shared. 2nd-person perspective is used when two users are designing. 3rd-person perspective creates a distance for analysis. Tenses: Past tense was utilised by watching recorded videos. Present tense creates a feel of here and now, and the future tense was aimed at looking forward in time. The workshops went through several phases, each with its distinct way of working with movement. We wrap up with recommendations for designing a movement-based design process guided by point-of-view and tenses: Start and stay in the 1st-person, let the group share insights, let the participants distance themselves, and the use of tenses should be explicit.
Facilitating Social Inclusion of Migrant Students through Digital Games: Design Principles and Pitfalls in Wanderers
Authors: Oygardslia Kristine , Ask Kristine
Published: October 2022

Schools are central in facilitating the inclusion of migrants and refugees in society. However, research from the LIM: Language, Integration, Media project has shown a lack of activities where students from various cultural backgrounds can come to know one other on equal terms. To meet this need, we designed a collaborative puzzle game – Wanderers – with the goal of facilitating low-stakes social interaction and cultural exchange between high school students with and without migrant backgrounds. This article outlines this design process and explores the design principles and pitfalls for digital games that support the social inclusion of migrants in a classroom setting. In the study, we use a design-based research methodology to address the research question:  what design principles can be used to support social inclusion through cultural exchange in local collaborative play? We outline and discuss the following key design principles for games designed to facilitate social inclusion: 1) Facilitating cultural exchange through “safe topics”; 2) Promoting mutual dependency; 3) Diversity in representation and 4) A stimulating theme. We argue that these design principles can be used to design positive experiences that support the idea of inclusion as a two-way process. However, our discussion also shows how these design principles can also reinforce existing majority/minority configurations, and how conventional game design principles may fall short when applied in this specific context. The paper argues for the importance of low-threshold activities, such as small talk about food and holiday traditions, while also highlighting specific challenges in designing games for social integration.
Automatic Calibration for a Mutual Insurance System in a Multi-Player Serious Game
Authors: Scanagatta Mauro , Marconi Annapaola
Published: October 2022

In the context of a serious educational game that motivates children to adopt more sustainablehome-to-school mobility habits, we designed and implemented a collaborative multi-player mutual insurancesystem, with the intent to support low-performing players with the help of high-performing ones. As apreliminary step towards a field study evaluating this new game mechanic, in this paper we present the designand the development for an automatic calibration of the system, simulating the effects of the choices for eachparameter in the player's game progression.
Games for Teaching and Learning History: a Systematic Literature Review
Authors: Oceja Jorge , Abián-Cubillo David , Torres-Trimallez Marina
Published: October 2022

This work shows a systematic literature review carried out within Scopus database to identify educational projects where games have been used to teach geography and history in secondary education. Following most of PRISMA methodology procedures, while adapting some of its protocols, we identified 255 works. After the first data cleaning, we applied our inclusion and exclusion criteria to end up with 125 relevant results which were refined in later stages. Within our final sample, we applied descriptive statistics to confirm that most projects appear in conference proceedings and that they use mainly educational games created ad hoc instead of commercial games. Many times, these projects have not been implemented and even in these cases, their educational impact is rarely measured rigorously.
Playful Participatory Mapping: Co-creating Games to Foster Systems Thinking
Authors: Morini Luca
Published: October 2022

This paper presents a currently evolving hybrid research, teaching and public engagement methodology that uses game design principles and elements to overcome established limitations of participatory research methodologies and pedagogies (such as lack of transferability of findings and difficulties in comparing outcomes and datasets) through the inclusion of game design elements and a focus on systems thinking. Game design is inherently rooted in systems thinking, which has been highlighted a key competence in addressing the “wicked” problems and Sustainable Development Goals, a linkage which is still weakly explored by research. The paper will discuss the methodology’s theoretical groundings and inspirations, with a particular focus on linking participatory approaches, game design and Donella Meadows’s work on “Leverage Points” for systems-oriented interventions. The paper will then discuss how the methodology builds on and moves beyond established community mapping approaches by working with participants to progressively and co-creatively add more formalised game-like elements and dynamics (simulation, goal-setting, player-mapping, turn-taking, role-playing) that organically scaffold participants in moving towards more abstract systems modelling. Following an articulation of the process and its underlying theoretical framework, the paper will also present brief, reflective accounts of a number of experiments in playful participatory community mapping facilitated over a 18-month period, with diverse groups of participants across different countries engaging with the methodology and informing its evolution. These accounts will showcase how the game design lens has allowed participant communities to develop systems thinking and engage in systems mapping, moving from materially grounded and culturally relevant categories towards more systematised models, which include possible, practical “leverage points” for intervention.
How to get the girls Gaming: A Literature Study on Inclusive Design
Authors: Mozelius Peter , Humble Niklas
Published: October 2022

Gaming is a ubiquitous activity today where many children spend considerable amounts of time playing various games. Serious games have also become a mainstream educational tool in a wide variety of school subjects. Despite this, many games still have a design that mainly appeals to boys where girls are less frequent players. The aim of this study was to gather requirements for a design of serious games where girls should not feel excluded. The research question to answer was: "Which design concepts are important if girls should be engaged in serious gaming?". Furthermore, the results from this study could be useful for future implementations of educational games. This study strives to address the research gap in the field of inclusive game design, and to gather important requirements for games where girls and boys want to play together. This study was carried out as a scoping literature review to map literature in the field of game design to identify key concepts that can attract the younger girl audience. Scoping literature reviews offer a method of mapping key concepts in a research field to identifying the main sources and types of evidence available. A central aim of a scoping literature review is to synthesise research results to a specific target group as a foundation for future research. For this study, the future research will consist of implementing the found design factors in an educational game on computer science. Findings indicate that there are specific game design concepts that girls find appealing. Important main themes to consider are Creativity and customisation, Character diversity, Collaborative interaction, and Exploration without violence. However, there seems to be several challenges related to the concept of designing specific girl games. The conclusion from this study is rather to choose a more inclusive game design where girls and boys would like to play together.  A concept for game design that could be described as having a low threshold, wide walls and a high ceiling.  The recommendation for a girl inclusive design is to carefully consider factors such as narration, backstory, social interaction, game graphics, sound design, and personalisation.
The Project Win Game™: A Serious Game for Project Management Simulation
Authors: Miller Gloria , Vaca Núnez Victoria
Published: October 2022

Agile project management methodology usage have grown widely in the last decade. Not all types of projects should apply agile methodologies, and the tasks that would typically be executed by a project manager are not (explicitly) addressed in agile methodologies. This paper describes The Project Win Game: a serious game for people to experience the differences in decision-making between traditional/waterfall and agile projects. The game engages an audience in complex decision-making and allows them to experience the effects of their decisions; this allows non-managers to learn project management responsibilities and translate that experience into knowledge. This paper describes the gamification of project management, the development of the game, and the lessons learned through single-player and competitive play. This paper would interest people that need to engage non-managers in management tasks and understand how a board game builds knowledge based on the experience of playing the game.
Recent Developments regarding Exergames and Individuals with Disabilities
Authors: PATSI CHARIKLEIA , Evaggelinou Christina
Published: October 2022

Exergames are digital interactive games that require physical movements of upper and lower limbs by the users to achieve simulation with the game screen. Their effects regarding the maintenance of fitness levels and the improvement of their overall health, is proven to be positive. Due to attractiveness, they offer an innovative way to increase physical activity levels of individuals with disabilities.  Exergaming may provide both entertainment and multiple benefits for the users while their engagement with the games may produce a positive mood state, socialization, improvement of well-being and good outcomes. Digital environment provides the possibility for the users to participate at the games on equal terms, regardless of academic performance and type of disability. Individuals with disabilities are less physically active compared to individuals without disabilities. As a result, their fitness levels appear to be lower compared to general population and that may cause cardiovascular diseases, diabetes, obesity and depression. The main reason for this is the absence of motivation to participate in physical education programs. Therefore, it might be meaningful to increase their physical activity levels using exergames. The purpose of this study was to explore the possible benefits of exergames on individuals with disabilities. To achieve this, an extensive research and record of relevant publications in recent years took place. Results indicate that exergames had positive effects on individuals with disabilities and although they should not replace their participation at exercise programs in real environments, they can be used in combination with exercise programs adapted to their needs. More specifically, results suggest that exergames are useful, attractive, and efficient tools for enhancing physical activity levels and attitudes. Additionally, studies reveal social, emotional, and motor benefits as well as improvements in communication skills contributing positively to the quality of their life.
Player perceptions of informal learning in non-educational games
Authors: Välisalo Tanja , Vahlo Jukka , Tuuri Kai
Published: October 2022

The potential of non-educational games in learning is well-established, but there have been relatively few empirical studies attempting to explore the kinds of informal learning take place in non-educational games outside of formal education. Simultaneously, student motivation is known to have a connection to learning outcomes, but there is a lack of research on the relationship between gaming motivations and informal learning in games. This paper aims to fill the gap in research by, firstly, forming an empirically-based understanding of what players perceive they are learning from playing non-educational games, and secondly, exploring the potential connections of self-articulated learning outcomes with motivations to play games and preferences for gameplay activities.

The research data was collected through an online survey panel. The respondents were asked to describe in open-text answers what they had learned by playing games, and their motives and gameplay activity preferences were measured using two psychometric instruments, Motives of the Autonomous Player, MAP (Vahlo and Tuuri, submitted) and the gameplay activity inventory GAIN (Vahlo et al, 2018).

The open-text responses analysed using data-driven content analysis, which resulted in 11 main categories of learning outcomes. Cluster analysis of the main categories revealed three clusters indicating informal game-based learner types: (1) Learning perseverance, learning mainly related to coping skills and self-enhancement, (2) Learning practices and communalities, focusing on practical and interpersonal skills, and (3) Learning to perform, emphasising cognitive and sensori-motor competencies.

Comparisons of the learning outcome clusters with motives and gameplay preferences revealed the learner types had distinct profiles which denote differences between learner types in the overall motivation to play games, in certain motivational factors, and in preferences of gameplay activities. Based on this analysis we suggest the existence of two distinct continuums, transfer of learning, and the situational dependence to gameplay activities, where these learner types are located.
Serious games as innovative formative assessment tools for programming in Higher Education
Authors: Hainey Thomas , Baxter Gavin , Black Julie , Yorke Kenneth , Bernikas Julius , Chrzanowska Natalia , McAulay Fraser
Published: October 2022

Serious games are becoming increasingly popular as alternative supplementary learning approaches across all disciplines at all levels. Learners are more enabled to become more actively involved, not only in the learning process but also in the design and development of innovative formative assessment tools. This paper will present four serious games for programming education developed as part of a Serious Games honours year module in Higher Education at the University of the West of Scotland. Computer Games Development students were tasked as part of a research project to design and implement a serious game for students in their course or other Computer Science related courses in earlier years to provide their peers with innovative games for the purposes of formative assessment. It was hoped that the participants could enhance the engagement of courses that they had already passed but also utilise their creative Games Development skills in a new productive way to enhance the assessments in their own course having had the experience.  Permitting students to design their own formative serious game assessments in this way enabled enhanced creativity with the students creatively tackling the overall problem in insightful and surprising ways. This paper will look at four games created for the purposes of teaching programming by analysing the overall learning outcomes, development process and providing a description of the games. The idea is to provide insight into the development process of serious games for programming education in terms of similarities, differences and to produce a basic framework for development in relation to content, assessment, and game mechanics. The paper will produce an overview of the excellent games created and present a case for increased active involvement of students to develop their own serious games – particularly on Computer Games degree or college courses.
Designing a Game to Promote Equity in Cybersecurity
Authors: Pellicone Anthony , Ketelhut Diane , Shokeen Ekta , Weintrop David , Cukier Michel , Plane Jandelyn
Published: October 2022

Cybersecurity faces a persistent problem with attracting and retaining diverse workers. Most exposure to cybersecurity as a discipline tends to come through formal experiences in higher education, often requiring extensive prior experience with computer science content. Therefore, informal learning environments that can serve to both introduce youth to concepts found within cybersecurity, as well as aiding them in building identities as the type of person who can ‘do’ cybersecurity, may be able to advance the goal of diversifying the field. Game-based learning is an effective approach for attracting new learners to specific domains of knowledge in informal contexts. Players who might not otherwise think of themselves as being capable participants within a field can use the structures and supports commonly found in well-designed digital games to build a personal identity as a novice practitioner of that domain. Previous work has found that while cybersecurity is represented in some commercial games, the depiction tends to be either superficial, or when there is a deeper engagement with content, tends to represent a stereotypical personage of a cybersecurity professional. In this paper, we present a digital game, called HEX of The Turtle Islands (HEX), designed to introduce players from historically underrepresented populations to the domain of cybersecurity. HEX leverages several gameplay elements to immerse players in a learning experience centered on cybersecurity: rich, multi-layered narratives; building player self-efficacy and identity within the domain of cybersecurity through challenges rooted in concepts that are authentic to the field; and making the game broadly accessible in terms of technology and design. In introducing HEX, we discuss how the design of the game can broaden participation in cybersecurity and conveys authentic cybersecurity concepts to players. Drawing from 2 years of playtesting data with a diverse group of youth play testers, we discuss both challenges and opportunities for introducing underrepresented youth to cybersecurity through play.
Pedagogical Foundation to Promote Students’ Engagement and Creativity While Co-creating a Music Learning Game
Authors: Marin Jimenez Astrid Patricia , Dube Francis
Published: October 2022

Learning-game co-creation is a pedagogical activity where learners draw on their knowledge of a specific topic to collaboratively create a learning game that peers can later use to gain a new understanding of a topic (Kafai & Burke, 2015; Kangas, 2010). Indeed, this approach offers important learning opportunities, as students call upon their acquired knowledge to create the different components of their game (e.g., rules, objective, dynamics, elements), all while also calling upon their creativity and encouraging their engagement with the activity. Studies exploring game creation as a learning activity have allowed us to identify and understand the common phases of this process. However, it is less clear to determine which are pedagogical principles the teacher should consider when implementing this approach into their own “teaching reality.” In this paper, we present a pedagogical experience based on co-creating a music learning game with seven young musicians (age: 10–14). More specifically, our paper presents the educational, operational, and conceptual models that enabled us to establish a robust pedagogical foundation upon which we built this learning activity that, to our knowledge, had never been explored in our field (music education). Therefore, we will explain how we used each model to a) structure the set of activities that enabled the participants to create their own music learning game, b) guide the researcher’s pedagogy act to co-create a music learning game with the students, and c) understand the participants’ creative response towards this learning activity.
Let's Jazz: a Case Study on Teaching Music with Educational Escape Rooms
Authors: Babazadeh Masiar , Botturi Luca , Reggiani Giacomo
Published: October 2022

Escape rooms have been proven to be a functional game-based approach to teach a variety of subjects. Teachers as well as students are eager to play escape rooms in the classroom; field studies have demonstrated how escape games are a memorable activity with a high retention rate, especially if followed by a proper debriefing session, in which learnings emerged and are made consistent. In recent years literature on educational escape rooms has grown, yet there is little body of research on educational escape rooms on music education. In this paper we present an educational escape room about Afro-American music at the beginning of the past century. The players are asked to solve a murder case happened in the backstage of a jazz club in New Orleans. Such scenario gives the players/students the opportunity to "experience", within the escape room context, cultural and historical details and characteristics related to this musical genre. The puzzles within the escape room are formally related to jazz and Afro-American music, giving players/students the possibility to learn and have a "first-hand" experience with concepts that would otherwise remain purely theoretical within a normal classroom environment. Learning has been measured by the means of a 3-step test design: the pre-test was administered before playing the escape room, the first post-test was administered right after playing the escape room and before the debriefing, while the second post-test was administered two weeks after the debriefing phase. From a qualitative point of view the teacher has noticed high motivation while playing the game, with respect to a normal classroom activity. The quantitative results of the second post-test have shown students have retained many of the concepts presented within the escape room and this highlights the importance of a debriefing phase to consolidate learning after playing an educational escape room.
Dark Pattern: A Serious Game for Learning About the Dangers of Sharing Data
Authors: Tjostheim Ingvar , Ayres-Pereira Vanessa , Wales Chris , Manna Angela , Egenfeldt-Nielsen Simon
Published: October 2022

Dark patterns refer to tricks built into websites and apps to manipulate users into acting unintentionally and detrimentally. An important issue is how such patterns might affect behaviour when actors are manoeuvred towards the sharing of their personal data, as exemplified in choices we face when downloading Apps or signing up for services provided on the internet. This paper presents our exploratory research into understanding the intention and subsequent actions of older teenagers responding to issues of personal data collection and (mis)use. The research is based on the competitive board-game Dark Pattern, in which players install apps, draw dark pattern cards, and make choices about the sharing of personal data. To win the game, a player must share as little data as possible and play cards that punish other players. We were interested to find out the extent to which the game was able to convey types of dark patterns to the players. Additionally, we wanted to explore how players’ perceptions of risks in data-sharing associated with their intention to protect their personal data. Finally, we were interested to explore potential gender difference, and whether this might be associated with intention to protect personal data. 56 of the students who played the game answered a subsequent survey with questions about their experiences and the data was analysed using Partial Least Squares – Structural Equation modelling (PLS-SEM). Despite the findings showing that playing the game had only limited impact on knowledge about dark patterns matters, the analysis of the relationship with the factors in our model shows that knowledge has a significant contribution on behavioural intention, demonstrating that students with high dark pattern knowledge also report higher intention to take steps to protect their data.
Game Designers’ Perspectives: Interception between Games and Educational Games Design
Authors: Ahmad Mifrah
Published: October 2022

Games and Educational Games(EGs)! To what extent do they diverge? How do game designers approach such apposition? The extensive need for games in and outside classrooms demands clarity between games and EGs through game designers’ perspectives. In the Australian context, game designers have witnessed technological advancement, the user-expectation, and the use of games within various contexts, including the classroom. The transformation in technology and the need to adapt and design games corresponds to the needs and requirements of its end-users. Admittedly, it has been overlooked in gaming studies if the designing processes and their perception differs between games and EGs. Respecting that aspect and the knowledge adapted by game designers to achieve players’ experience successfully, we first need to comprehend how game designers position games and EGs within their context, their experience constructed over time, and their beliefs. Therefore, this paper interprets seventeen game designers’ perspectives through semi-structured interviews in Australia. The data is thematically categorized, coded, and analyzed using NVivo. The results are presented through the interpretivism paradigm, which is grounded in the theoretical implications based on Dewey’s theory of experience and concepts to gather the ‘essence’ of game designers’ experience. Furthermore, a conceptual basis is established for game designers and learning designers to consider while designing games and EGs.
РЕТРОСПЕКТИВНА ОЦІНКА ВІДНОВЛЕНЬ ЗУБІВ З УРАЖЕННЯМ КОНТАКТНИХ ПОВЕРХОНЬ
Authors: Удод О.А. , Єфімова О.О.
Published: October 2022

Мета дослідження. Ретроспективна клінічна оцінка стану прямих відновлень зубів з ураженням контактних поверхонь. Матеріали та методи дослідження. Обстежено 54 пацієнти віком від 23 до 35 років, в яких оцінювали клінічний стан 189 раніше виконаних прямих відновлень бічних зубів з ураженням контактних поверхонь, серед них було 135 фотокомпозиційних відновлень (71,4%) та 54 відновлення (28,6%), виконані у відкритій «сендвіч-техніці» з застосуванням фотокомпозитів та склоіономерних цементів. Усі досліджувані відновлення охоплювали оклюзійну та одну з контактних поверхонь бічних зубів. Стан відновлень оцінювали окремо на оклюзійній та контактній поверхнях за адаптованими клінічно значущими критеріями. Результати. Найчастіші порушення у фотокомпозиційних відновленнях і у реставраціях, виконаних у відкритій «сендвіч-техніці», стосувалися стану контактного пункту, дефектів крайового прилягання відновлювальних матеріалів та наявності крайового забарвлення на межі відновлень на приясеневій стінці, вторинного карієсу цієї локалізації, а також крайового прилягання на межі двох матеріалів. Показники кількості виявлених порушень у відновленнях, виготовлених за обома клінічними технологіями, у відносних значеннях відрізнялися несуттєво. Висновки. У прямих відновленнях бічних зубів з ураженням контактних поверхонь за ретроспективною клінічною оцінкою встановлена висока кількість порушень за адаптованими критеріями. Клінічна технологія прямого відновлення за відкритою «сендвіч-технікою» вимагає подальшого вивчення та удосконалення.
IMPLEMENTASI PENDIDIKAN KARAKTER ANAK USIA DINI MELALUI SENTRA IMTAQ
Authors: Masrurah Farhatin , Wardhani Venty Angli
Published: October 2022

Character building in children is an education that teaches character, morals, behavior and personality. The center of faith and piety (IMTAQ) is a learning activity that aims to enable students to develop religious abilities from an early age and to form intelligent individuals and behave according to religious norms. The focus of this research is how to plan character building through IMTAQ learning centers, how to implement character building  through IMTAQ learning centers, how children's character through learning activities at IMTAQ centers. The method used in this study is a descriptive qualitative approach. The data collection techniques are interviews, observation, and documentation. While the results of this study include; 1) learning planning forms good character/noble character as stated in the main vision of the school and is integrated into semester, weekly, and daily planning. 2) implementation of character building  through IMTAQ learning centers in the form of habituation activities for 18 characters in IMTAQ learning centers in accordance with BBCT guidelines, which are supported by habituation of children's religious characters. 3) children's character changes through imtaq center learning are children can be polite and always do good habits and have a fairly good religious character.
KEMATANGAN SOSIAL MELALUI KEGIATAN OUTBOUND PADA ANAK USIA 3-4 TAHUN DI PAUD INKLUSI ANGGREK MANDIRI KABUPATEN SITUBONDO
Authors: Suyanti Suyanti , Nuriyati Wijarni Nuriyati Wijarni
Published: October 2022

Outbound activities have the function as  individual and group therapy for children with problems in motor, emotional and social development. The problem  in Anggrek Mandiri Inclusion PAUD institution is that the socialization of children with other people or peers has not been able to develop properly. This study focuses on increasing social maturity through outbound activities for children aged 3-4 years optimally. This research method  includes Classroom Action Research with social maturity variables and outbound activity variables. The results obtained in the first cycle, namely the social maturity of children through outbound activities are still low not in accordance with the standard, namely an average of 65% and continued in the second cycle which has increased by 85%. With outbound activities, children who are initially timid in facing obstacles or barrier, become brave and even lose their fear after participating in outbound
Literature Review: Analisis Metode Perancangan Sistem Informasi Akademik Berbasis Web
Authors: Arief Syifa Fauziyah , Sugiarti Yuni
Published: October 2022

Perkembangan technology saaat ini semakin berkembang dengan pesat. Teknologi informasi dibutuhkan dalam kehidupan sehari-hari bagi masyarakat yang berfungsi untuk membantu pekerjaan agar menjadi lebih efektif dan efisien. Pengembangan information Systems memiliki metode platform yang berbeda yang berbasis mobile, web, dan deskop. Tujuan dari penelitian untuk mengetahui metode information Systems yang umumnya digunakan berbasis web dan datanya didapatkan oleh literatur yang relavan dari tahun 2017 sampai 2022. Metode dalam penelitian ini dengan menggunakan System Literature Review (SLR). Hasil dari penelitian ini menunjukkan metode apa saja yang digunakan dalam pengembangan information Systems bebasis web pada tahun 2017 sampai 2022 dan implementasi pada akademik dengan menggunakan metode rancangan sistem.
RANCANG BANGUN APLIKASI GAMIFIKASI UNTUK MENINGKATKAN KESADARAN KEAMANAN SIBER
Authors: Hadiprakoso Raden Budiarto , Agus Satria Wina
Published: October 2022

Pada awal tahun 2021 Badan Siber dan Sandi Negara melaporkan data serangan siber yang terjadi di Indonesia. Jumlah serangan yang diterima pada kuartal pertama tahun 2021 lebih dari 88 juta serangan. Serangan pengumpulan informasi menyumbang sebanyak 43% dari serangan ini. Serangan pengumpulan informasi menyumbang sebanyak 43% dari serangan ini. Sangat penting untuk menemukan cara untuk meningkatkan kesadaran keamanan siber untuk mencegah serangan pengumpulan informasi semacam itu. Akibatnya, sebuah penelitian dilakukan untuk menggunakan gamifikasi instruksional kesadaran keamanan siber untuk meningkatkan kesadaran keamanan siber komunitas. Menggunakan Software Development Lifecycle (SDLC) Personal Xtreme Programming, aplikasi gamifikasi SadarSiber ini dibuat dalam bentuk permainan kuis. Berdasarkan hasil kuesioner yang dibagikan kepada responden, aplikasi gamifikasi SadarSiber dapat meningkatkan kesadaran keamanan siber dan mencegah pengguna mengekspos data pribadinya kepada pihak yang tidak dikenal.
The Role of Essential Oils on Improving Elderly Skin Hydration
Authors: Wijayadi Linda Julianti , Kelvin Kelvin
Published: October 2022

Skin hydration has an important role in various diseases of the elderly. Skin hydration is determined by two factors, namely the ability of the stratum corneum (SC) to retain water due to natural moisturizing factors and the barrier function of the intercellular lipid lamellar structure and tight junctions. Several parameters are usually used for skin hydration, such as surface water content (SWC) and trans-epidermal water loss (TEWL). With age, several changes in the skin affect hydration, including changes in the cellular and intercellular lipid matrix, skin pH, SC protease enzymes, decreased sebaceous and sweat gland activity, and decreased estrogen levels in women. Therefore, a moisturizer is needed to minimize the unwanted effects of some of these changes. Selection of the type of moisturizer is very important for the elderly, especially moisturizers with antiseptic, antibacterial, and antioxidant effects are highly recommended. The ability of essential oils as components of moisturizers has been proven in various studies. Essential oils can improve the function of the epidermal barrier and help prevent transepidermal water loss. Therefore, this literature review discusses the role of various essential oils, namely green tea oils (Camellia sinensis or Camellia assamica), virgin coconut oils (Cocos nucifera L.), evening primrose oils (Oenothera paradoxa), grape seed oils (Vitis vinifera L.) .), rosemary oils (Rosmarinus officinalis L.), immortelle oils (Helichrysum italicum), and cannabis seeds oils (Cannabis sativa L.) on improving skin hydration in the elderly.
The Notion of Identity in the Philosophy of John Locke: Through the Influences of Religion Ideas
Authors: Kkhelufi Amina
Published: October 2022

John Locke is one of the key figures in the history of early modern philosophy. He had a great influence on the development of philosophy, which is based on the empirical method, and on the political systems of countries. And even though his works have not been deprived of attention, some questions of his philosophy remain insufficiently disclosed. The author's deals with the religious turn in studies of John Loke. Attention is paid to the role of religion in the philosophy of the thinker. The issue of religious influences on the issue of identity is being discussed. The essence of the term “modern” is highlighted and the criteria according to which John Locke's ideas should be considered modern are indicated. The author notes that some researchers considered John Locke one of the founders of modern philosophy, while others believed that the role of the English philosopher in the development of modern philosophy was overestimated. A characteristic feature of modern philosophy is the emphasis on research and exploration. The author names the identity of John Locke a subjective identity. The main attributes of identity are: reflection, consciousness and memory. Self-reflection and meaningful self-perception allows each person to choose their own way of worshiping God. Consciousness allows a person to evaluate his actions, forms an idea of morality, the concept of sin and so on. The article deals with different meanings of the concept of identity in the religious and secular aspects. The difference - is in memory. Personal responsibility is an integral part of identity. The author of the article notes that we should make a difference between responsibility in religious and political field. Religious responsibility requires observance not only of legal law, but also of moral rules and biblical commandments.