bluuebunny/crossref_metadata_2025_split huggingface dataset:
Knowledge of non-communicable diseases and access to healthcare services among adults before and during COVID-19 pandemic in rural Tanzania
Authors: Sirili Nathanael , Kilonzi Manase , Kiwango George , Lengai Edward , Nandala Ramla , Mwakawanga Dorkasi L. , Philipo Erick G. , Thobias Joseph Matobo , Frumence Gasto 
Published: March 2024

BackgroundThe COVID-19 pandemic significantly affected access to healthcare services, particularly among individuals living with Non-Communicable Diseases (NCDs) who require regular healthcare visits. Studies suggest that knowledge about a specific disease is closely linked to the ability to access services for that condition. In preparation for the future, we conducted the study to assess knowledge of NCDs and access to healthcare services among adults residing in rural areas before and during the COVID-19 pandemic.MethodsWe conducted a community-based cross-sectional study in rural Tanzania in October 2022, a few months after the end of the third wave of the COVID-19 pandemic. A total of 689 community residents participated in the study. The level of knowledge of NCDs was assessed using an 11-item Likert questionnaire, which was later dichotomized into adequate and inadequate levels of knowledge. In addition, access to healthcare was assessed before and during the pandemic. We summarized the results using descriptive statistics and logistic regression was applied to determine factors associated with adequate levels of knowledge of NCDs. All statistical tests were two-sided; a p-value &lt;0.05 was considered statistically significant. All data analyses were performed using SPSS.ResultsAmong 689 participants, more than half 369 (55%) had adequate knowledge of whether a disease is NCD or not; specifically, 495 (73.8%), 465 (69.3%), and 349 (52%) knew that hypertension, diabetes mellitus, and stroke are NCDs while 424 (63.2%) know that UTI is not NCD. Of the interviewed participants, 75 (11.2%) had at least one NCD. During the COVID-19 pandemic the majority 57 (72.2%) accessed healthcare services from nearby health facilities followed by traditional healers 10 (12.7%) and community drug outlets 8 (10.1%). Residence and education level were found to be significantly associated with knowledge of NCDs among participants.ConclusionThe study revealed that the community has a moderate level of knowledge of NCDs, and during the COVID-19 pandemic outbreaks, people living with NCD (s) relied on nearby health facilities to obtain healthcare services. Health system preparedness and response to pandemics should take into account empowering the community members to understand that NCD care is continuously needed even during pandemic times. We further advocate for a qualitative study to explore contextual factors influencing the knowledge of NCDs and access to healthcare services beyond the big domains of education and residence.
Dietary intake with supplementation of vitamin D, vitamin B6, and magnesium on depressive symptoms: a public health perspective
Authors: Rajasekar Rohitha , VanderMolen Julia , Barnhart Katie , Anguilim Nicole 
Published: March 2024

ObjectiveThis study aims to understand the impact of dietary intake through supplementation of vitamins D, B6, and magnesium on elevated depressive symptoms, a mental health illness that is a leading contributor to global disability and a public health concern.MethodsMultiple datasets from the National Health and Nutrition Examination Survey 2017-March 2020 investigated the associations between vitamin D, B6, and magnesium on depression screening scores. A cross-sectional sample of adults over 20 was extracted (n = 9,232). Chi-square tests and logistic regression analyses were used to investigate the associations.ResultsIndividuals with low amounts of vitamin D (p = 0.0481) were more likely to report elevated depressive symptoms relative to those with low amounts of vitamin B6 (p = 0.0225). These results remained significant among those with high magnesium (p = 0.0133) proportionate to high vitamin B6 (p = 0.0225). In the age-adjusted model, a lower intake of vitamin D, vitamin B6, and magnesium showed a relationship with elevated depressive symptoms (Vitamin D: OR = 0.611, 95% CI 0.382–0.980 Vitamin B6: OR = 0.503, 95% CI 0.291–0.867 Magnesium: OR = 0.458, 95% CI 0.277–0.759). The fully adjusted regression model (gender, race/ethnicity, and household food security) showed that a lower intake of vitamin B6 and magnesium correlated with elevated depressive symptoms (Vitamin B6: OR = 0.439, 95% CI 0.260–0.738 Magnesium: OR = 0.465, 95% CI 0.303–0.714).ConclusionPreventive measures could be addressed by identifying the risks of vitamin deficiencies. Further epidemiological research is needed for the individual effects of vitamin supplementation and depression screening scores. Future prospective cohort studies exploring these associations, focusing on daily dietary intake, are needed to validate the direction of causation further and understand the underlying mechanisms.
Phase II single-arm study of a combination of obinutuzumab and venetoclax in early relapsed or refractory diffuse large B-cell lymphoma—final results of the AGMT NHL15B study
Authors: Jaeger Ulrich , Simonitsch-Klupp Ingrid , Klammer Patrick , Egle Alexander , Heibl Sonja , Neumeister Peter , Willenbacher Ella , Erlsbacher Florian , Larcher-Senn Julian , Staber Philipp B. , Porpaczy Edit , Skrabs Cathrin , Mayerhoefer Marius E. , Hacker Marcus , Melchardt Thomas , Fridrik Michael A. , Greil Richard 
Published: March 2024

BackgroundPatients with diffuse large B-cell lymphoma (DLBCL) relapsing early (within 12 months) or primary refractory to induction therapy with rituximab (R) and CHOP have a poor prognosis. We therefore initiated a study with obinutuzumab and venetoclax.Study design and methodsTwenty-one patients with DLBCL (relapsed within 12 months or primary refractory), detectable Bcl-2 protein expression, and CD20 positivity were included in this prospective single-arm study between 2016 and 2021. Obinutuzumab was administered i.v. at a dose of 1,000 mg on days 1, 8, and 15 in cycle 1 and on day 1 of each of the following 21-day cycles. Venetoclax was given at 800 mg daily p.o. continuously. Treatment was repeated for up to three cycles. Eligible patients were planned to either proceed to cellular therapies or receive up to nine cycles of maintenance. The primary endpoint was objective response rate (ORR) after three cycles (Eudract Nr. 2016-001760-10 and NCT02987400).ResultsTwenty-one patients (median age, 64 years) with refractory or early relapsed DLBCL after one (N = 11) to four previous lines of therapy were included. The majority of patients received three cycles of obinutuzumab/venetoclax (range, 1–8). The regimen was well tolerated with manageable cytopenias and infections. Severe adverse events related to treatment were observed in 9.5%. The ORR was 38.1% (8/21 patients) with a best response of five complete remissions (CRs; 23.8%) and three partial remissions (PRs; 14.2%). The primary endpoint (45% ORR) was not met. Response duration was 83.3% at 84 days, with a progression-free survival of 38.8% at 84 days and 25.9% at 168 days and a median overall survival of 169.1 weeks. All deaths were due to underlying disease. Seven patients became eligible for autologous transplant. Overall, nine patients (42.8%) received 11 cellular therapies (5 ASCT and 6 CAR-T). Three patients went directly from obinutuzumab/venetoclax to CAR-T therapy. All patients had successful peripheral stem cell or T-cell harvests. Characteristics of responders include relapsed disease (response rate, 6 of 11 = 54%), very good or good R-IPI (7 of 8), and low number of previous therapies (median = 1).ConclusionObinutuzumab/venetoclax represents an effective chemo-free relapse regimen with low toxicity that can be followed by cellular therapies, particularly CAR-T cells.
Artificial intelligence development and dissemination impact on the sports industry labor market
Authors: Glebova Ekaterina , Madsen Dag Øivind , Mihaľová Paulína , Géczi Gábor , Mittelman Alexandra , Jorgič Bojan 
Published: March 2024

PurposeThe objective of this study is to explore the impact of artificial intelligence (AI) development on the sports industry labor market, the ways in which AI has influenced the demand for labor, created new job opportunities, and impacted existing job roles.MethodologyIt refers to the inductive approach in the spirit technological determinism theory. It is based on the literature review and written qualitative, semi-structured interviews (N = 14) with sports human resources, management, and technology professionals (purposive sampling). Analysis involved inductive coding and line-by-line analytics of the data.FindingsThe labor market implications of AI in the sports industry are multifaceted. New job roles are likely to emerge, demanding a blend of AI expertise, data-analysis skills, and sports domain knowledge. Professionals in roles such as sports data analysts and marketing experts may find increasing opportunities. However, certain jobs undergo transformation as AI automates routine tasks. It requires individuals to upskill or transition to roles that require a deeper understanding of AI. This necessitates the creation of responsibilities focused on ethical AI governance and oversight.OriginalityIt is important to research the impact of AI dissemination on the sports industry labor market in a holistic manner because the effects of AI are complex and far-reaching. While there are potential benefits to the implementation of AI, there are also potential risks and challenges that need to be addressed, the implementation of AI in the sports industry could have broader social and ethical implications that need to be considered.
Discovery of Bacterial Key Genes from 16S rRNA-Seq Profiles That Are Associated with the Complications of SARS-CoV-2 Infections and Provide Therapeutic Indications
Authors: Kibria Md. Kaderi , Ali Md. Ahad , Yaseen Muhammad , Khan Imran Ahmad , Bhat Mashooq Ahmad , Islam Md. Ariful , Mahumud Rashidul Alam , Mollah Md. Nurul Haque 
Published: March 2024

SARS-CoV-2 infections, commonly referred to as COVID-19, remain a critical risk to both human life and global economies. Particularly, COVID-19 patients with weak immunity may suffer from different complications due to the bacterial co-infections/super-infections/secondary infections. Therefore, different variants of alternative antibacterial therapeutic agents are required to inhibit those infection-causing drug-resistant pathogenic bacteria. This study attempted to explore these bacterial pathogens and their inhibitors by using integrated statistical and bioinformatics approaches. By analyzing bacterial 16S rRNA sequence profiles, at first, we detected five bacterial genera and taxa (Bacteroides, Parabacteroides, Prevotella Clostridium, Atopobium, and Peptostreptococcus) based on differentially abundant bacteria between SARS-CoV-2 infection and control samples that are significantly enriched in 23 metabolic pathways. A total of 183 bacterial genes were found in the enriched pathways. Then, the top-ranked 10 bacterial genes (accB, ftsB, glyQ, hldD, lpxC, lptD, mlaA, ppsA, ppc, and tamB) were selected as the pathogenic bacterial key genes (bKGs) by their protein–protein interaction (PPI) network analysis. Then, we detected bKG-guided top-ranked eight drug molecules (Bemcentinib, Ledipasvir, Velpatasvir, Tirilazad, Acetyldigitoxin, Entreatinib, Digitoxin, and Elbasvir) by molecular docking. Finally, the binding stability of the top-ranked three drug molecules (Bemcentinib, Ledipasvir, and Velpatasvir) against three receptors (hldD, mlaA, and lptD) was investigated by computing their binding free energies with molecular dynamic (MD) simulation-based MM-PBSA techniques, respectively, and was found to be stable. Therefore, the findings of this study could be useful resources for developing a proper treatment plan against bacterial co-/super-/secondary-infection in SARS-CoV-2 infections.
MAKNA DENOTATIF DAN KONOTATIF EMPAT KUTIPAN MILIK SAGE PADA PERMAINAN VALORANT: KAJIAN SEMANTIK
Authors: Parji Rahmelia Prastamawati , Prihandini Asih 
Published: March 2024

Penelitian ini bertujuan untuk menganalisis kata-kata pada kutipan salah satu karakter dalam permainan Valorant yaitu Sage yang memiliki makna denotatif dan konotatif. Makna kata denotatif adalah kata yang memiliki makna yang sebenarnya seperti yang tertulis dalam kamus. Sedangkan makna kata konotatif adalah kata yang memiliki makna menurut saran, atau apa yang dikaitkan dengan kata yang melampaui definisi formalnya. Konotasi adalah asosiasi pribadi yang dihasilkan oleh kata-kata. Denotasi ada hubungan objektif antara bentuk linguistik dan yang menjadi referensinya. Contoh pada salah satu kutipan yaitu “You were a boulder. I’m a mountain.” Jika dimaknai secara denotatif boulder adalah sebuah bongkahan batu besar dan mountain adalah gunung. Namun jika dimaknai secara konotatif dalam kutipan Sage, boulder dan mountain adalah kata-kata yang menggambarkan perbedaan ukuran (kekuatan). Penelitian ini menggunakan metode deskriptif kualitatif untuk mendapatkan pemahaman yang lebih mendalam tentang partisipan individu, termasuk pendapat, perspektif, dan sikap. Data penelitian ini diambil dari empat kutipan yang diucapkan Sage dalam permainan Valorant.. Keempat kutipan yang diucapkan oleh Sage memiliki makna konotatif dengan salah satu alasannya adalah untuk menggambarkan peran Sage sebagai seorang yang memiliki kelebihan dibanding karakter lain. Makna konotatif yang terdapat dalam kutipan Sage lebih dominan daripada makna denotatif.
Kata kunci: Denotatif dan Konotatif, Semantik, Kutipan, Permainan
RANCANGAN MEDIA INTERAKTIF PAZUKA-GEMU UNTUK PEMBELAJARAN KANJI N5
Authors: Fadian Fitriana Zian Andra , Setiana Soni Mulyawan 
Published: March 2024

Penelitian ini bertujuan untuk mengetahui rancangan dari media interaktif Pazuka-Gemu untuk pembelajaran Kanji N5. Media tersebut dibuat menggunakan aplikasi Adobe Flash CS6. Serta Metode yang penulis gunakan dalam penelitian ini menggunakan metode pengembangan model ADDIE ( Analysis, Design, Development, Implementation, dan Evaluation). Media ini berisi tentang pembelajaran kanji dengan Game puzzle. Dalam penelitian ini, terdapat penjelasann mengenai media interaktif Pazuka-Gemu mulai dari rancangan tampilan hingga menu credit. Media ini dirancang untuk membantu mahasiswa dalam pembelajaran Kanji N5 dalam memahami materi kanji tersebut. Materi dalam media diambil dari buku Kanji Master dan Web Sematskill.com. Kesimpulan dari hasil penelitian ini rancangan Media interaktif Pazuka-Gemu telah berhasil dilaksanakan sehingga media tersebut dapat berjalan dengan baik.
Kata Kunci: Kanji N5, Game Puzzle, Media Pembelajaran, Adobe Flash CS6
PENDAPAT SISWA SMA TENTANG GAME DRAG AND DROP SEBAGAI MEDIA INTERAKTIF PEMBELAJARAN KOSA KATA BAHASA JEPANG
Authors: Putri Nestia Nurul Aprilliani , Setiana Soni Mulyawan 
Published: March 2024

Tujuan dari penelitian ini untuk mengetahui pendapat dari siswa Sekolah Menengah Atas terhadap Game Drag and Drop sebagai media interaktif pembelajaran kosakata Bahasa Jepang. Metode yang digunakan adalah metode ADDIE (Analisis, Desain, Pengembangan, Implementasi, Evaluasi). Game Drag and Drop dibuat menggunakan aplikasi yaitu Adobe Flash CS6. Kuesioner digunakan sebagai alat untuk mengumpulkan pendapat siswa dan dibagikan kepada 12 orang Siswa Ekstrakulikuler di Sekolah Menengah Atas Negeri 5 Cimahi. Hasil pendapat siswa Siswa Sekolah Menengah Atas tentang media interaktif Game Drag and Drop akan dihitung menggunakan skala likert apakah Game Drag and Drop ini layak atau tidak dijadikan media pembelajaran. Hasil dari skala likert yang hitung berdasarkan hasil jumlah kuesioner yang di jawab oleh responden, dan perhitungan yang didapat mendapatkan presentase hasil 90% . Dari presentase yang didapat media Game Drag and Drop memiliki kategori sangat baik dan layak untuk dijadikan sebagai media pembelajaran kosa kata di SMA.
Kata Kunci: Kosa Kata, Bahasa Jepang, Media Interaktif, Adobe Flash CS6
NILAI-NILAI PENDIDIKAN DALAM PERMAINAN SHOGI
Authors: Ihsan Muhammad Muhtadi , Haryanti Pitri 
Published: March 2024

Penelitian ini memiliki tujuan untuk mengetahui nilai-nilai pendidikan yang ada dalam Shogi. Penelitian ini dilakukan dengan metode penelitian deskriptif dengan pendekatan kualitatif, dengan mendokumentasi berbagai macam data dalam Observasi dari youtube, Artikel, Jurnal, Buku online, dan informasi dari internet, lalu di rangkum secara spesifik dan mendetail berdasarkan apa yang diteliti. Hasil dari penelitian ini membuktikan bahwa shogi memiliki Nilai-nilai Pendidikan dengan peranan – peranan yang ada pada shogi yang memperkuat penelitian dengan menghasilkan karakter yang baik dalam bersosialisasi, memiliki konsentrasi yang tinggi, mempererat hubungan bersosialisasi baik dalam keluarga maupun di tempat umum, dan juga mematuhi aturan.
Kata Kunci: Shogi, Pendidikan, Pengaruh Positif, Jepang.
Analisis Karakter Tokoh Utama Abah dalam Film Keluarga Cemara
Authors: Shobah Fitri Nurul , Harini Yostiani Noor Asmi 
Published: March 2024

Film keluarga cemara merupakan sebuah film yang disutradarai oleh Yandy Laurens. Film ini pertama kali rilis pada tahun 2018 di festival film asia jogja-Netpac, lalu mulai tayang di seluruh bioskop Indonesia pada tahun 2019. Film ini cukup menutup banyak perhatian karena jalan ceritanya yang sangat dekat dengan kehidupan sehari-hari. Tak hanya itu, para tokoh memainkannya dengan sangat baik sehingga karakter yang muncul pun terlihat sangat alami. Penelitian ini akan berfokus untuk menganalisis karakter tokoh utama Abah dalam film Keluarga Cemara. Metode yang dipakai dalam penelitian ini adalah deskriptif kualitatif, dengan memakai teori Edgar V. Roberts tentang cara mengungkapkan karakter dalam sebuah karya sastra. Sumber data penelitian ini berasal dari sebuah film berjudul Keluarga Cemara.
Kata kunci: Film, Karakter, Keluarga Cemara
Perancangan Web Komik Angling Dharma Sebagai Pengenalan Cerita Rakyat Jawa Timur Kepada Dewasa 18-25 Tahun
Authors: Febyanti Feby , Ayuswantana Alfian Candra , Wulandari Sri 
Published: March 2024

Di zaman modern ini, diperlukan adanya perancangan tentang budaya di Indonesia yang menarik minat generasi muda agar tidak melupakan identitas negaranya. Salah satu bidang budaya yang bisa diangkat adalah sastra, Perancangan ini bertujuan untuk mengenalkan salah satu sastra di Indonesia yaitu cerita rakyat Angling Dharma kepada target yang berusia 18-25 tahun. Media yang efektif untuk digunakan adalah komik. Komik sendiri ada beberapa jenis, salah satunya adalah web komik. Web komik dipilih karena komik jenis ini lebih murah dan jangkauannya lebih luas dibanding komik cetak. Perancangan akan menggunakan metode deskriptif kualitatif untuk menganalisa data wawancara, kuesioner, dan observasi yang kemudian akan dilanjutkan dengan melakukan konsep rancangan, lalu implementasi desain. Perancangan akan menitikberatkan pada genre fantasi sebagai daya tarik utama. Dari hasil penelitian, perancang dapat mengetahui cara bagaimana agar generasi muda tertarik untuk mengenal cerita rakyat Angling Dharma. Seperti desain karakter yang bergaya anime/kartun, karakter utama memiliki permasalahan yang dekat dengan pembaca, dan desain background yang berbau fantasi. Dengan adanya perancangan ini, diharapkan agar web komik Angling Dharma dapat menarik minat keingintahuan generasi muda.
KEJADIAN DEPRESI PADA REMAJA AKIBAT PERILAKU KECANDUAN BERMAIN GAME ONLINE
Authors: Bety Michel Soeputra , Folamauk Conrad Liab Hendricson , Trisno Idawati , Koamesah Sanguana M. J. 
Published: March 2024

Perkembangan internet saat ini berkembang pesat dan menarik pengguna dari berbagai kalangan. Di Indonesia berdasarkan hasil survei APJII jumlah pengguna internet tahun 2017 adalah 143,2 juta jiwa (54,68%). Di Nusa Tenggara Timur berada di posisi ke-16 dengan total 3,38 juta pengguna internet. Berdasarkan data Newzoo (Global Games Market Report) pada tahun 2018, terdapat 2,3 miliar pemain game online di seluruh dunia Indonesia berada di peringkat ke-17 dunia dengan total sekitar 82 juta jiwa pengguna game online. Game online memiliki sifat seductive yang memikat serta membuat individu terlalu bersemangat untuk memainkannya yang berakibat pada perilaku adiktif atau kecanduan. Kecanduan game online membawa dampak negative baik secara fisik maupun psikologis. sehingga, peneliti tertarik untuk meneliti tentang apakah ada hubungan antara kecanduan bermain game online dengan depresi pada remaja. Tujuan penelitian ini untuk mengetahui ada atau tidaknya hubungan kecanduan bermain game online dengan depresi pada remaja. Metode penelitian ini merupakan penelitian observasional menggunakan metode survey analitik dengan pendekatan cross sectional. Penelitian ini menggunakan kuesioner dengan satu kali pengukuran dan tidak dilakukan intervensi terhadap subyek yang diteliti. Teknik pengambilan Sampel pada penelitian ini menggunakan teknik purposive sampling yang bertujuan untuk mengambil sampel sesuai dengan kriteria inklusi dan ekslusi. Sampel dalam penelitian ini ditentukan dengan menggunakan rumus Lemeshow sehingga didapatkan besar sampel sebanyak 74. Dimana analisis yang digunakan pada penelitian ini menggunakan uji somers’d. Hasil penelitian dari 74 responden, didapatkansebanyak 35 respondenmengalamikecanduanringan dan sebanyak 25 respondenmengalamidepresisedang. Hasil uji somers’ddiperolehhasil p=0,038 dan nilai r=0,183. Kesimpulan penelitian ini terdapat hubungan yang signifikan antara hubungan kecanduan bermain game online dengan depresi pada remaja.
Correlation of Duration of Antipsychotic Therapy with Hemoglobin Levels in People with Schizophrenia
Authors: Siregar Jessica Anggun Cristine , Jusup Innawati , Jaeri Santoso , Wardani Natalia Dewi 
Published: March 2024

Background: Schizophrenia is a serious mental disorder with various unknown causes accompanied by a collection of positive symptoms, negative symptoms, disorganization in thinking, speaking or movement and cognitive dysfunction. The therapeutic modality used to treat these symptoms is antipsychotic therapy. Over a certain period of time, the use of antipsychotics can cause hematological syndrome which affects the process of red blood cell formation and hemoglobin levels. Low hemoglobin levels can worsen neuronal function in the brain, thereby aggravating symptoms in schizophrenia.
Aim: Analyzing the relationship between duration of antipsychotic therapy <2 years and ≥2 years with hemoglobin levels in schizophrenia patients.
Method: This research is an analytical observational study with a cross-sectional approach in which research subjects were obtained using a consecutive sampling method from medical records of patients with schizophrenia (ODS) at RSJD Dr. Amino Gondohutomo Semarang (n=68) divided into 2 groups consisting of patients with a duration of therapy <2 years and a duration of therapy ≥2 years. The relationship between duration of antipsychotic therapy and hemoglobin levels was analyzed using unpaired t-test.
Result: The mean hemoglobin value for people with schizophrenia in the group with a duration of therapy <2 years is 14.09, while that in the group with a duration of therapy ≥2 years is 14.06 with a p value = 0.928.
Conclusion: There was no relationship between hemoglobin levels in people with schizophrenia and duration of therapy both <2 years and ≥2 years.