bluuebunny/crossref_metadata_2025_split huggingface dataset:
Aplicação de KCL por cordocentese em feto com anencefalia no contexto do aborto legal
Authors: Araujo Amanda Santana , Leite Morales Fernando Martins 
Published: October 2024

Relato de caso de paciente primigesta com diagnóstico gestacional de feto com sequência acrania-anencefalia visto por ultrassonografia de 18 semanas e 4 dias e confirmada por subsequente ultrassonografia de 20 semanas e 4 dias. O prognóstico de feto anencéfalo faz similaridade ao conceito de “morte” definido na convenção de 1968, ocorrida na Harvard Medical School, onde foi estabelecido que o fim da vida seria no momento em que se diagnosticasse a morte cerebral, com o fim das atividades cerebrais, ressaltando a excepcionalidade do caso do feto com anencefalia. Conforme estabelecido pelo artigo 128 decisão do Código penal de 1940, associado a decisão do STF, após julgamento da ADPF 54 de 2012, julgando procedente a ação para garantir que gestantes de fetos anencéfalos tenham o direito de interromper a gravidez, esclareceu todas as dúvidas dos genitores sobre o prognóstico fetal. Com a assinatura de TCLE, enfim, tornou legal a interrupção da gestação nos casos de anencefalia, em qualquer idade gestacional. Nas gestações em idade gestacional mais avançada, foi estabelecido que a indução do parto deveria ser precedida pelo óbito fetal, provocado por assistolia fetal, para o sucesso do procedimento, com o objetivo de oferecer conforto materno diante do diagnóstico incompatível com a vida. Após uma ampla pesquisa em bancos de dados, não foi encontrado nenhum caso similar na literatura, o que torna relevante esse relato para conhecimento dos profissionais da saúde. Portanto, o objetivo deste relato é disseminar o caso para possíveis situações semelhantes e, assim, ampliar o conhecimento sobre o manejo adequado.
Digitising a Card Game for Teaching Pragmatic Markers
Authors: Marquez Jonathan 
Published: October 2024

Most language learning applications focus on pronunciation, vocabulary, and grammar of a language. However, learning the pragmatics enables learners to interpret contextual meanings of specific words uttered by native speakers during conversations. An educational card game called Mind You! was developed for non-native English-speaking international students in Australia to help them learn English pragmatic markers. The card game was designed to encourage social constructivism and situated learning, where learners construct their own sentences based on their combined interpretations of pragmatic markers, images and scenarios displayed on cards to answer hypothetical questions. A mobile application of the card game is being developed as a supplementary resource when face-to-face or in-person learning is neither possible nor practical. Learners can listen to audios of pragmatic markers in sentences and type or record their own sentences based on their interpretations of the cards and share them online with other learners. This provides a platform for distance collaborative learning between other language learners where they share sentences based on different interpretations of different card combinations. The objective of the mobile application is to train learners in using pragmatic markers for English conversations outside the game. This work-in-progress manuscript outlines how the card game can be digitised into a mobile application.
Gamification Powered by a Large Language Model to Enhance Flipped Classroom Learning in Undergraduate Computer Science
Authors: Kelly Kathleen , Wu Bo , Liebe Christine 
Published: October 2024

The flipped classroom in computer science has become a popular pedagogy where students complete preparatory reading and videos before class, leaving class time for hands-on practice. In theory, students come to class predisposed with knowledge to complete programming tasks, quizzes, and homework assignments. However, if students do not complete or do not fully understand the preparatory material, those students will not be equipped for class and may also be embarrassed to ask questions during class. In this study, we created a gamified quiz that is powered by a Large Language Model (LLM) that loads in questions from the flipped content transcripts. The game offers students a fun assessment after completing the flipped content that will both motivate them and prepare them for class. The game also provides an anonymous way for students to ask questions as they progress through the game content. Those questions can then be analysed by the instructor and reviewed in class. The study compares in-class quiz scores of a control group versus a group that had access to the gamified quiz in an undergraduate software engineering course over three consecutive course modules. The results obtained from both quantitative and qualitative data are promising, showing an increase in student in-class quiz scores along with positive student engagement with the gamified quiz. Students also reported that the game made them more comfortable with asking questions. Future work would extend this research to more students and over a longer period. The LLM and gamification also have much potential, where games can be created dynamically and be customized and personalized for each student's needs. This work shows an exciting gap in research that could lead to gamified experiences for students in the flipped model that are both relevant and personalized with the use of a LLM, offering the students the greatest chance for success.
Game Lab Innovations in Education: Insights from a Board Game Design Project
Authors: Munkvold Robin Isfold , Sigurdardottir Helga Dis Isfold 
Published: October 2024

From the perspective of educators, game development has great potential as a teaching method, as it promotes group collaboration, project-based learning and the development of content tailored to a given target group. This paper is based on a study that was carried out through an international project, implementing an educational game development concept called Game Lab into an educational context. The study explored professional development topics such as game-based learning, game development, and game testing, along with the Game Lab method focusing on group dynamics, progression, and creativity. It employed an abductive analysis of written responses from twelve teachers who participated in the Let’s Play project, which involved a Game Lab component. The teachers, ranging in age from their thirties to their sixties, represented all levels of education from preschool to upper secondary school. They responded to a survey with open-ended questions and reflection notes, providing insights into their experiences with game development methods as pedagogical tools. Their responses were analyzed to identify key themes and patterns. Findings suggest that this approach has broadened participants' perspectives on utilizing diverse games and game development techniques in education, aligning with prior research on production pedagogy. It underscores the importance of integrating in-game content with real-world contexts as a modern teaching method. Participants also highlighted that effective game-based learning supports a constructivist approach to teaching over behaviorism. The participants emphasized their increased insight and understanding of game development and game systems and how the combined effect of educational game design and the Game Lab method (working in teams) resulted in a more valuable learning outcome than they would have experienced alone. They also reported an improved understanding on how working with the development of a board game made them dig much deeper into the topic at hand. In addition, they found that this increased their motivation for learning, knowing that this was going to be a product that was to be tested and played by others (pupils and teachers). Furthermore, the participants highlighted the role of group dynamics in fostering teamwork and consensus during the collaborative game development process.
What Educational Escape Rooms can Learn from the World's Best Rooms
Authors: Neubig Céline 
Published: October 2024

In the context of playful learning, escape games have the potential to enrich learning experiences through interactive problem-solving and narrative engagement. However, educational escape games differ significantly from the commercial offerings they reference in name and game mechanics. They often draw on the concepts of escape rooms that were popular a decade ago, relying primarily on traditional puzzle types such as code deciphering and number locks. Meanwhile, commercial escape rooms have evolved significantly over the past ten years, now offering highly immersive experiences based on captivating stories, convincing scenographic presentations, and well-thought-out tension arcs. Each year, enthusiasts vote for the top 100 escape rooms in the world. To investigate which best practices from these rooms can be applied to educational games, my master's thesis, which forms the basis of this paper (Neubig 2024) analyzed 38 of these award-winning games in detail. This analysis covered the gameplay, puzzle typology, room design and player guidance, as well as interactions with the game masters. Significant patterns were identified in all these areas that can be utilized in the design of educational games. Simultaneously, it reveals the types of challenges that the world's best games almost entirely avoid, despite their popularity in educational games. The study provides detailed insights into the diversity of puzzle types used, their variations throughout the game, and identifies particularly effective puzzle combinations. Escape games as a method of knowledge transfer have been adopted worldwide in schools, universities, museums, and libraries. They are used in various ways, such as recruitment tools, as orientation aids for institutional services, or to promote specific or generic knowledge and skills (Veldekamp et al. 2020). This work emphasizes the necessity to adapt educational games to the latest developments in the escape game industry if they are to be classified within this genre. In doing so, they can fully leverage the potential of escape games to create an engaging and motivating gaming experience.
Применение обонятельных тренировок при поствирусной аносмии: клиническое наблюдение
Authors: Владимирова Т.Ю. , Куренков А.В. 
Published: October 2024

По данным литературы, распространенность нарушения обоняния различной этиологии составляет около 20%. Особенно актуален этот вопрос у пациентов после коронавирусной инфекции, распространенность нарушения обоняния у которых составляет 18–22%. В 4,7% случаев наблюдается стойкая не корректируемая медикаментозно поствирусная обонятельная дисфункция длительностью более 1 года, которая существенно влияет на качество повседневной жизни. В статье описывается клиническое наблюдение стойкой (более года) потери обоняния после перенесенной инфекции SARS-CoV-2. По данным идентификационных тестов у 20-летней пациентки диагностирована поствирусная аносмия со значительным снижением качества жизни согласно показателю опросника QOD-NS. МРТ головного мозга выявила двустороннюю атрофию обонятельных луковиц. Учитывая неэффективность медикаментозного лечения, пациентке проведен 6-месячный курс обонятельных тренировок с применением технологии виртуальной реальности. Контрольная оценка обоняния после курса тренировок с применением субъективных и объективных методов исследования показывает восстановление обоняния до нормосмии, увеличение размера обонятельных луко
According to the literature, the prevalence of olfactory disorders of various etiologies is about 20%. This issue is especially relevant in patients after coronavirus infection, whose prevalence of olfactory impairment is 18–22%. In 4.7% of cases, persistent, drug- induced, post-viral olfactory dysfunction lasting more than 1 year is observed, which significantly affects the quality of daily life. The article describes the clinical observation of persistent (over a year) loss of sense of smell after undergoing SARS-CoV-2. According to identification tests, a 20-year-old patient was diagnosed with post-viral anosmia with a significant decrease in quality of life according to the QOD-NS questionnaire. An MRI scan of the brain revealed bilateral atrophy of the olfactory bulbs. Given the ineffectiveness of drug treatment, the patient underwent a 6-month course of olfactory training using virtual reality technology. A control assessment of the sense of smell after a course of training using subjective and objective research methods shows the restoration of the sense of smell to normosmia, an increase in the size of olfactory bulbs and confirms a clinically significant decrease in the negative impact of olfactory dysfunction on the patient’s quality of life.
ANALISIS PENERAPAN ACTIVITY BASED COSTING SYSTEM DALAM PENETAPAN HARGA POKOK PRODUKSI (STUDI KASUS PADA TOKO ROTI KAHANG JAYA LILIBA KUPANG)
Authors: Dewi Chelssy Angeleana , Oematan Herly , Dethan Minarni A. 
Published: October 2024

Penelitian berjudul Analisis Penerapan Activity Based Costing System Dalam Penetepan Harga Pokok Produksi (Studi Kasus Pada Toko Roti Kahang Jaya Liliba Kupang) ini bermaksud untuk memahami dan menelaah kalkulasi harga pokok produksi memanfaatkan sistem Activity Based Costing. Teknik pencatatan data yang diaplikasikan dalam kajian ini adalah dokumentasi, wawancara, serta observasi pada Toko Roti Kahang Jaya Liliba Kota Kupang. Fokus penelitian ini adalah biaya-biaya saat proses pembuatan roti yaitu biaya tenaga kerja langsung, biaya overhead pabrik, serta biaya bahan baku pada Toko Roti Kahang Jaya Liliba Kota Kupang Tahun 2023. Hasil penelitian menunjukkan untuk Roti Babi Manis dan Roti Babi Pedas menghadapi undercosting (pembebanan biaya lebih rendah) pada Metode Konvensional dikomparasi pada sistem Activity Based Costing. Untuk Roti Balok Manis dan Roti Tawar menghadapi overcosting (pembebanan biaya lebih besar) pada Metode Konvesional dikomparasi pada sistem Activity Based Costing.
PENGARUH MORAL DAN RELIGIUSITAS TERHADAP KEPATUHAN PAJAK (studi kasus pada Kantor UPTD Pendapatan dan Aset Daerah Provinsi NTT Wil. Kab. Malaka/ SAMSAT Malaka)
Authors: Seran Maria Marleni Mawar , Oematan Herly M. , Tefa Siprianus G. 
Published: October 2024

Tujuan penelitian ini adalah untuk mengetahui pengaruh moral dan religiusitas dari wajib pajak terhadap kepatuhan wajib pajak kendaraan bermotor di Kabupaten Malaka. Studi ini dilakukan di Kantor UPTD Pendapatan dan Aset Daerah Provinsi NTT Wilayah Kabupaten Malaka/ Samsat Malaka. Metode penelitian yang digunakan ialah penelitian kuantitatif deskriptif. Jenis data yang digunakan pada penelitian ini adalah data sekunder dan data primer, metode analisis yang digunakan pada penelitian ini menggunakan rumus dan indikator moral, religiusitas, dan kepatuhan pajak. Menurut hasil analisis data dari responden yang telah dikumpulkan melalui penyebaran kuesioner, maka ditemukan bahwa moral wajib pajak berpengaruh positif terhadap kepatuhan pajak. Wajib pajak dengan tingkat moral yang tinggi cenderung lebih taat dalam menjalankan tanggungjawab pajaknya. Namun, religiusitas tidak menunjukan pengaruh terhadap kepatuhan wajib pajak. Hal itu membuktikan bahwa meskipun individu religius, tingkat kepatuhan pajaknya tidak secara langsung dipengaruhi oleh aspek religiusitas tersebut.
Working Together to Enhance Autonomy: A Participatory Action Research Among Residents and Staff in a Nursing Home
Authors: van Loon Jolande , Janssen Meriam , Janssen Bienke , de Rooij Ietje , Luijkx Katrien 
Published: October 2024

Care in nursing homes is evolving from a medical to a person-centered orientation. Principles such as participation and autonomy are seen as the basis for person-centered care to live life as a resident prefers. However, often decisions are made for and about the resident by others, which might hinder autonomy. How can a more person-centered way of caring be achieved at the level of the unit with a focus on autonomy and participation? Participative action research (PAR) has promising elements to bring about a change. The aim of this study is to enhance autonomy in day to day practice, with a PAR approach. This led to the following research question: what processes between residents and staff in the participative action research enabled the enhancing of autonomy on the unit level? An action group consisting of residents and staff in one unit of a nursing home identified, undertook, and evaluated actions to enhance residents’ autonomy. The generated data were analyzed with the critical creative hermeneutic analysis. In total, eight themes to describe the process were found. Although there was no evidence that the actions undertaken during the PAR directly led to enhanced autonomy, the learning process and the collaboration of residents and staff is promising. It is recommended to include residents and staff as partners in actions to enhance autonomy in the nursing home. The PAR process worked well for this objective. However, participants’ physical conditions should be considered when choosing working methods. Creative work forms are not always appropriate for the population targeted.
مسببات الاكتئاب النفسي بالمحتوى الرياضي لدى تلاميذ التعليم الاساسي
Authors: م. م. اسماء خالد طالب السامرائي  , ا.د. ايمان عباس علي الخفاف  
Published: October 2024

يعد الاكتئاب من المشكلات النفسية التي يواجهها الأفراد بشكل كبير في البيئات المختلفة، ويحظى بأهمية كبيرة في الدراسات التي تجري بشكل واسع سواء في تشخيصه أم في منع الإصابة به، أم معالجته، أم بناء الأدوات والمقاييس الفاعلة التي تكشف عنه، ويرى الطب النفسي أن الاكتئاب حالة مزاجية ذات أعراض خاصة تظهر على شكل اضطرابات عقلية يمكن تشخيصها باختبارات الاكتئاب، وتتوقع منظمة الصحة العالمية تزايداً مضطردا في نسب الاكتئاب بالأجيال القادمة, فأن ظروف عامل البيئة المؤثر بشكل مباشر على المتعلم او الفرد في مجتمع ما, وكذلك تؤثر صعوبة المناهج الدراسية في المتعلمين وتسبب نوعا من الاكتئاب لديهم وذلك بسبب عدم مراعات الفروق الفردية وصعوبة المادة التي تفوق المرحلة العمرية لدى المتعلم في مرحلة التعليم الاساسي ومناهجها المختلفة ومنها مادة الرياضيات بشكل عام والمراحل الثلاثة الاولى من التعليم الابتدائي لمادة الرياضيات بشكل خاص وقد يرجع السبب في ذلك ايضا عدم اطلاع و المام المعلم بكل ما هو جديد في طرائق التدريس ومن ثم استخدامه لها في تقديم المحتوى الرياضي من جهة وان عدم تمكن المعلم في كيفية تقديم المحتوى الرياضي بشكل بسيط ومحبب الى المتعلمين في المراحل الثلاثة الاولى بالتعليم الابتدائي رغم فهمة لاختصاصه او لمادة الرياضيات يعتبر اول المشكلات التي تسبب الاكتئاب لدى المتعلمين والتي ينعكس سلبا على المتعلم والعملية التعليمية بظهور مشكلات جديدة فيها.
يهدف البحث الى معرفة مسببات الاكتئاب النفسي بالمحتوى الرياضي لدى تلاميذ التعليم الاساسي بمحافظة ميسان , واعتمدت الدراسة الحالية المنهج الوصفي - الدراسات المسحية وتوصلت الدراسة الحالية الى نتائج واستنتاجات وتوصيات .
الذكاء الاخلاقي لتلاميذ الصف الاول الابتدائي الملتحقين وغير الملتحقين برياض الاطفال
Authors: أ.م. اسيل اسماعيل محمد  , أ.م. سوزان عبدالله  , م. سرى عبيد نعمة  
Published: October 2024

يستهدف البحث الحالي التعرف على الذكاء الاخلاقي لتلاميذ الصف الاول الابتدائي الملتحقين وغير الملتحقين برياض الاطفال وقد بلغت عينة البحث (60) تلميذ وتلميذة من الملتحقين وغير الملتحقين برياض الاطفال التابعين لمديرية العامة لتربية بغداد الكرخ الثالثة للعام الدراسي (2023/2024) ولتحقيق الهدف البحث استخدم مقياس( وريوش 2015) المتكون من سبعة مجالات و 31 فقره، ولتحقيق النتائج استخدم الوسائل الاحصائية(spss) وكانت نتيجة البحث لصالح تلاميذ الصف الاول ابتدائي من الملتحقين برياض الاطفال
Influence of Parental Attitudes Towards Girls Regular School Attendance in Public Secondary Schools in Morogoro Municipality, Tanzania
Authors: Maro Sisilia Onaely , Omer Solomon W. 
Published: October 2024

The study was designed to examine the factors influencing parental attitudes towards girls' regular school attendance in public secondary schools in Morogoro Municipality, Tanzania. The study was guided by feminism theory based on the framework of gender relations. The study employed descriptive research design. Purposive sampling and simple random were used to determine the sample size from the target population for the study. The content validity of instruments was assured while reliability of the data collection tool was tested using Cronbach coefficient correlation for consistence. Internal consistence of items in the questionnaire was established at r=0.871. The quantitative data was analyzed by using descriptive statistical through Statistical Package for Social Sciences (SPSS) software version 25. While qualitative data was analyzed thematically. The study revealed that, lack of parental attention on their daughters’ education at home, early pregnancy and or marriages, cultural dance such as “vigodoro”, household chores and activities, tendencies of parents not to encourage girl-child education, poor parent’s education and security concern for girls were the major factors that hindered girls from attending school regularly. The study also found that, other factors apart from the socio-cultural factors included, level of the education of parents, parents’ occupation, missing parents, negative attitudes on girls’ education and long distance to school played a significant role in hindering girls from attending school regularly. The study proposed several remedial measures such as construct of girls’ hostel, establishment and or promoting gender equality policies and enhancing girls’ educational opportunities be put in place to facilitate girls’ regular school attendance. It was recommended that, advocating for the policy reforms to support gender equity in education, revising the current policy of fee-free education to be relevant with parent’s economic status and creating supportive school environments would support female students regular school attendance. Community engagement and the awareness campaigns could shift societal attitudes and foster parental support for girls' education. It was concluded that, addressing the socio-cultural factors and economic barriers is crucial for ensuring equitable access to education for girls in public secondary schools
Danse et littérature à l’époque impériale : autour de la pantomime
Authors: Schlapbach Karin 
Published: October 2024

Ce chapitre explore la tension entre représentation et présence dans la discussion des composantes formelles de la danse chez Plutarque. Il s’avère que la deixis, cet élément décrit comme « non mimétique », ne se limite pas à l’action de montrer du doigt, mais comprend toute démonstration directe par le corps en mouvement. Le succès de la pantomime impériale, qui coexistait avec d’autres formes de danses (y compris la danse pure), contribue très probablement à la grande subtilité des débats sur la danse durant cette période. La dernière partie du chapitre se penche sur la danse romaine, tout aussi riche et variée que son pendant grec, pour montrer que certaines danses mettent en évidence leur caractère ambigu entre représentation et présence.
Le lait dans l’Égypte ancienne : entre divin et quotidien
Authors: Pätznick Jean-Pierre 
Published: October 2024

This contribution aims to understand in a lexicographic approach the cultural process how a daily product like milk and its food derivatives became a divine product in Ancient Egypt. It covers more than a thousand years, from the very first attestations of its consumption in the predynastic Hierakonpolis in Upper Egypt up to the representation of milking cows in the mastaba tombs of the Old Kingdom. Furthermore, this study deals also with the preservation methods of milk and its consumption in the daily life as well as with its place in the economy of Ancient Egypt whereas the oldest known epigraphic evidence show that this lexem seems to have undergone an evolution from mr—the bounded one— (2nd dynasty) to irṯ.t (4th-6th dynasty).Associated, among others, with the goddess Hathor in her form as a sacred cow since the 4th dynasty, milk was beyond no doubt her divine product and we can guess that milk become as such a regenerative product for the king and the dead, the truly revitalizing fountain of youth of this ancient civilization on the Nile river.