bluuebunny/crossref_metadata_2025_split huggingface dataset:
Desarrollo de acahuales, la riqueza arbórea y almacén de carbono en un bosque tropical perennifolio en la Lacandona, México
Authors: Guevara Mariana Zamudio , Ángeles-Cervantes Efraín Reyes 
Published: September 2023

Uno de los usos del bosque tropical perennifolio (BTP) es a través del sistema roza tumba quema (RTQ), para la siembra de cultivos básicos como maíz, frijol entre otros. A estos cultivos se le denomina milpa, la cual ocupa áreas reducidas. La milpa es abandonada y ocurre el proceso de recuperación del BTP lo que se conoce como acahual, y se vuelve a aprovechar el bosque desarrollado, 20 años después. El cambio de la riqueza y composición de especies durante el desarrollo de los acahuales ha sido poco estudiado en la región Lacandona, una zona dominada principalmente por BTP. El desarrollo del acahual, también implica incremento en el almacenaje de carbono en los árboles el cual también es necesario investigar para el manejo sustentable del BTP. Con base en lo anterior este trabajo tuvo las siguientes interrogantes: a) ¿Cómo cambia la composición y riqueza de especies durante el desarrollo de acahuales?, b) ¿Cuánto carbono almacena durante su desarrollo el acahual? y c) ¿El tiempo de descanso de 20 años, es suficiente para recuperar la riqueza y composición florística arbórea, así como la cantidad de carbono almacenado? La respuesta a estas interrogantes puede permitir implementar estrategias de manejo y conservación del BTP por las comunidades indígenas. El estudio se realizó en BTP de la localidad de San Javier, Municipio de Ocosingo, región Lacandona en Chiapas México. Se muestreo el arbolado en 2 BTP con buen grado de conservación, sin vestigios de tala o ganadería y con árboles de gran desarrollo, en círculos de 0.1 ha. También se realizaron muestreos en cada uno de los acahuales de 5, 10 y 20 años (ACAH5, ACAH10 Y ACAH20 respectivamente). Además, se registró el nombre común, el diámetro del Tronco (DAP), altura y se colectaron ejemplares para su identificación y cotejo en herbario MEXU e INIFAP. Se estimó la frecuencia, densidad y área basal relativas y se obtuvo el valor de importancia relativa, así como el índice de diversidad de Chao2. Se realizó un análisis de similitud entre cada sitio. Para estimar el carbono almacenado se utilizó la ecuación alométrica, propuesta por Chave et al., (2005), que relaciona el DAP y la densidad de la madera de cada especie. Los resultados indican que se registraron 1662 tallos de 71 especies arbóreas. El sistema de RTQ aplicado de manera tradicional (20 años de descanso) permite la recuperación de la densidad y diversidad arbórea en estos BTP, pero no del C almacenado, aunque el carbono almacenado se incrementa de manera exponencial conforme a la edad del acahual (5, 10 y 20 años; 28.86, 35.25, 79.71 Mg C ha-1 respectivamente), no alcanza los valores obtenidos en las dos parcelas de BTP1 y BTP2 (478.73 y 512.53 Mg C ha-1 respectivamente), lo que implica que los acahuales deben ser sometidos a conservación por al menos 50 años.
Exploring Reflective Learning in Digital Game-Based Learning: A User Research
Authors: Shaheen Anjuman , Fotaris Panagiotis 
Published: September 2023

Reflective learning has gained popularity as an effective form of education that involves students reflecting on their past experiences to enhance their skills and learning. In recent years, it has been observed that games offer experiential learning and are reflective in nature, making them the ideal medium to integrate reflective learning. With digital games being popular among people of all ages, particularly young adults and children, this study explores the advantages of explicitly incorporating reflective learning into digital game-based learning (GBL) by investigating young adults' perceptions of reflective game design (RGD).
Research suggests that digital games implicitly promote reflective learning by encouraging critical thinking, self-awareness, problem-solving skills, and motivation. Additionally, reflective learning provides immediate feedback to students, promoting self-directed learning. Allowing students to reflect on their gaming experiences can make digital games more immersive, leading to deeper learning.
The study was conducted in two phases. In the first phase, a survey was administered to 101 young adults between the ages of 18 and 24. The survey aimed to get participants' perceptions and acceptance of games exhibiting reflective features such as heads-up displays, screen maps, message prompts, and performance comparison charts. The results showed that 86.5% of participants accepted the idea of reflective game design, indicating a high level of interest in this approach to learning. In the second phase, fifteen in-depth interviews were conducted to explore further participants' perceptions and acceptance of reflection in games. The thematic analysis of the interviews revealed common trends in using reflective game practices to design a new GBL approach. Participants noted that reflective game design can foster deeper learning, promote problem-solving skills, and enhance learning motivation.
This study contributes to developing principles and guidelines for RGD that can assist researchers, educators, and game designers in creating effective educational games. By explicitly incorporating reflective learning into digital GBL, educational games can become more engaging, immersive, and effective in promoting critical thinking, STEM literacy, self-awareness, problem-solving skills, and motivation among students.
Discovering Educational Game Design Through ‘Conversation Starters’: Teachers’ and Game Designers’ Perspectives
Authors: Ahmad Mifrah 
Published: September 2023

Educational game (EG) design process has its complexities which are recognised differently at player-end. The need to understand teachers’ perspectives and views about identifying what makes games educational (whether they use or prefer EGs or digital games), the problems and barriers encountered in their practice while using EGs, any design challenges that hinder their use and the ‘pains and gains’ of using EGs in their classroom is crucial. In parallel, these inquiries should also be investigated from game designers’ perspectives to visualize both stakeholders’ needs. Therefore, this paper presents the data of six teachers’ and six game designers’ views during the co-discovering design thinking workshop method on the above inquiries, based in the Australian context. This paper presents the first co-discovering technique called the ‘conversation starters’, where both stakeholders discussed their current practices relevant to EGs along with the probes listed above. The data is thematically categorized, coded, and analysed using NVivo. The results are presented through the constructivism paradigm, which is grounded by theory of experience (Dewey, 1938) and the participatory design method. The intentions are to provide insights for game designers in designing EGs, this can enable teachers and game designers designing EGs towards understanding some issues and expectations from teachers to help their designing process of EGs.
UnlockArt: Cultural Mediation at the Museum Through an Augmented Reality Escape Room
Authors: Babazadeh Masiar 
Published: September 2023

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

This paper presents a case study describing the design of SwageXR, an augmented reality (AR) application that gamifies a tubing assembly exercise. The aim of this paper is to contribute to the field of extended reality (XR) applications by providing a case study of a novel design process based on an existing framework by Gilardi et al.
Design needs and requirements were gathered using a contextual design approach and qualitative research through interviews with training course instructors as well as a workshop involving them. The contextual design approach involved the PI taking part in the training course as one of the trainees to observe and build understanding of the taught practical content and the context in which the learning happened. This was followed by semi-structured interviews with 4 training instructors, with results indicating preferred course content to digitise, early concepts for gamification, and the storyline of the gamified content with respect to existing training. Using the data and experience gained from the contextual design approach and interviews, a paper prototype of the gamified AR application was developed, and feedback was obtained from the company technical director. The paper prototype and feedback were used as a basis for developing a 3D prototype in VR using ShapesXR. This led to a virtual reality (VR) workshop involving the technical director and training manager of the company where the 3D prototype was demonstrated and discussed. The workshop resulted in the flow of the overall application being refined including the storyline, gamification, training, and challenges. The design process aims to facilitate the development of a coded working prototype for SwageXR, with gamification elements such as score, time-based challenges and leaderboards. An initial experience playtest with course trainees will then be possible to gain insight on engagement levels and trainee attitudes about the initial game experience.
The main outcome of this research is a design approach that tries to address the gap outlined by Krauß et al., the approach makes use of rehearsal techniques and virtual reality to provide context for AR application design.
Development of a 3D Immersive Game for Games and Systems Requirements Capture
Authors: Hainey Thomas 
Published: September 2023

Requirements collection and elicitation is generally recognised as an abstract and complicated area with a reputation of being underdeveloped in computing and games development graduates. It is a necessary component of computing programmes on all sides of the curriculum including software engineering, information systems and games development. One highly problematic factor is the differences between general functional software and a serious game for educational purposes and while both can be classed as software, they have entirely different purposes. Games-based learning applications have been developed for teaching requirements collection where the focus has been on gathering requirements for a software system and this has proven to be effective in some respects. This paper will focus on the development of a 3D immersive serious game for gathering the requirements for a game for entertainment and for learning. The development of the game will be informed by the creation of a serious games’ development model taking into account: learning outcomes, pedagogical content integration, general content integration in relation to graphical assets for appropriate realism and immersion, scaffolding and support mechanisms and assessment integration in relation to assessment mechanisms. Case studies will be discussed for the 3D immersive game in relation to fitness for purpose in relation to an entertainment and a serious game and compared and contrasted. The developed game will be evaluated by subject matter experts to ascertain its levels of effectiveness for gathering requirements for an entertainment game and for a serious game.
Cumhuriyetin 100. Yılında Kamu Güvenliğinin Dinamikleri: Katılım ve Yönetişim
Authors: GEMİCİ Eser 
Published: September 2023

Kamu güvenliği, toplumsal katılım ve etkili yönetişim, günümüzün karmaşık ve dinamik dünyasında öne çıkan kavramlar arasında yer almaktadır. Bu kavramlar, güvenliğin sadece devletin değil, tüm toplumun ortak çabasıyla sağlanması gerektiğini vurgularken, aynı zamanda güvenlik politikalarının oluşturulmasından uygulanmasına kadar olan süreçlerde etkili bir şekilde yer almanın önemini gösterir. Cumhuriyetin 100. yılı, Türkiye'nin tarihinde önemli bir kilometre taşıdır. Bu dönemde kamu güvenliği, katılım ve yönetişim gibi konular, Türkiye'nin geleceği ve sürdürülebilir kalkınması için de kritik bir rol oynamaktadır. Buradan hareketle çalışmada, Cumhuriyetin 100. yılına özel olarak kamu güvenliğinin sağlanmasında toplumsal katılım ve etkili yönetişimin hayati rolünü ayrıntılı bir şekilde ele alarak, güvenlik politikalarının oluşturulması ve uygulanmasındaki bu iki etmenin kritik önemini değerlendirmeyi amaçlamaktadır. Kamu güvenliği, modern toplumların temel gereksinimlerinden biridir ve bu çalışma, güvenliği sağlamak için toplumsal katılım ve etkili yönetişimin nasıl bir araya geldiğini, burada sivil toplum kuruluşlarının rolünü incelerken, aynı zamanda bu iki unsurdan nasıl yararlanıldığına ilişkin önemli detaylar sunmaktadır.
Sonuç olarak, çalışma kamu güvenliği, toplumsal katılım ve etkili yönetişim arasındaki etkileşimi anlayarak, daha güçlü, adil ve sürdürülebilir güvenlik çerçevelerinin nasıl inşa edilebileceğine dair önemli bir yol haritası sunmak amacıyla, kamu güvenliğinin, sadece devletin değil, aynı zamanda toplumun da katkısı ve iş birliği ile şekillendiği anlayışını pekiştirirken, gelecekteki araştırmaların ve uygulamaların bu temel ilkeleri gözeterek ele alınması gerektiğini önermektedir. Bu sayede, daha kapsayıcı ve sürdürülebilir güvenlik stratejilerinin oluşturulması mümkün olabilir.
Comparative analysis of methods for testing web applications
Authors: Superson Wojciech , Smyk Tomasz , Plechawska-Wójcik Małgorzata 
Published: September 2023

The aim of the study was to conduct a comparative analysis of testing approaches for web applications in the two most popular architectures: monolithic and microservices. For the purpose of the study, the server-side of the application (backend) was implemented twice with identical functionalities for each of these architectures, allowing for a precise comparison of testing differences for the same program capabilities. The results revealed that the monolithic application was easier and faster to test. However, the microservices architecture requires more energy spent on testing, but allows better scalability and elasticity for independent teams to develop applications. Each of the examined architectures certainly has its own advantages and drawbacks. Furthermore, the conducted research indicates that unit tests require significantly less time to execute. However, when it comes to comprehensive code analysis, integration tests outperform unit tests by covering a substantial portion of the application's code with a single test. Nonetheless, the best comprehensive code analysis and protection against unwanted functional changes can be achieved by employing all known types of tests.
Kebutuhan Perawatan Karies Gigi Berdasarkan Required Treatment Index (RTI) pada Siswa SMK Negeri 1 Wori
Authors: Putri Novia N. E. , Mariati Ni Wayan , Wahyuni Rizka 
Published: September 2023

Abstract: One of the most common dental and oral health problems among adolescents on coastal areas is dental caries. However, the need for dental caries treatment in this group receive less attention. This study aimed to evaluate the dental care need of Sekolah Menengah Kejuruan Negeri 1 (SMKN 1) Wori students based on the Required Treatment Index (RTI). This was a cross-sectional descriptive study involving all students (82 subjects) of SMKN 1 Wori in 2023. The RTIs were evaluated through dental caries examination and DMF-T calculation. The results showed that DMF-T score of the students was categorized as high, which was 5.08. In addition, the RTI was categorized as poor, as many as 95%. In conclusion, coastal adolescents at SMKN 1 Wori have poor Required Treatment Index. Low socioeconomic levels and lack of parental education can be the causes of poor RTI among the adolescents.
Keywords: Required Treatment Index; dental caries; adolescents; coastal area

Abstrak: Salah satu masalah kesehatan gigi dan mulut yang umum dijumpai pada kelompok remaja di daerah pesisir ialah karies gigi, namun seringkali kebutuhan perawatan karies gigi pada kelompok tersebut kurang mendapatkan perhatian. Penelitian ini bertujuan untuk mengetahui kebutuhan perawatan gigi pada siswa Sekolah Menengah Kejuruan Negeri 1 (SMKN 1) Wori berdasarkan Required Treatment Index (RTI). Jenis penelitian ini ialah deskriptif dengan desain potong lintang. Tehnik pengambilan sampel menggunakan total sampling terhadap seluruh siswa di SMKN 1 Wori pada tahun 2023 yang berjumlah berjumlah 82 siswa. Pada penelitian ini dilakukan pemeriksaan karies gigi dan perhitungan DMF-T untuk melihat persentase RTI. Hasil penelitian mendapatkan DMF-T para siswa tergolong dalam kategori tinggi, yaitu 5,08. Selain itu, RTI tergolong buruk sebesar 95%. Simpulan penelitian ini ialah remaja pesisir di SMKN 1 Wori memiliki Required Treatment Index yang buruk. Tingkat sosial ekonomi yang rendah serta minimnya pendidikan orang tua diduga menjadi salah satu penyebab terjadinya RTI yang buruk pada remaja.
Kata kunci: Required Treatment Index; karies gigi; kelompok remaja; daerah pesisir
Brama PENGARUH PENERAPAN METODE WEBQUAL 4.0 PADA KEPUASAN PENGGUNA WEBSITE BURSA KERJA KHUSUS (BKK) SMK NEGERI 2 SURABAYA
Authors: Satria Brama Seta Putra , Iswati  
Published: September 2023

This research explores the significance of SMK Negeri 2 Surabaya's Special Employment Exchange (BKK) website as a valuable support system for students entering the workforce. By digitizing and enhancing the BKK website using the WebQual 4.0 method, the study aims to improve user experience and Quality for job-seeking students. The main objectives include evaluating user satisfaction with the BKK website based on WebQual 4.0 and analyzing the factors that impact the website 's Quality for job searching. The findings revealed that 62% of respondents were highly satisfied and 34% were moderately satisfied with the BKK website . Among the factors influencing user satisfaction, Content (CON) played the most significant role, achieving a satisfaction level of 68.1%, followed by Service Interaction Quality (SIQ) at 22.9%, Usability Quality (USQ) at 8.2%, and Information Quality (INQ) at -12.7%. Overall, the combined variables in the model influenced user satisfaction by 63.9%.
SISTEM MONITORING DAYA LISTRIK MENGGUNAKAN INTERNET OF THING (IOT) BERBASIS MOBILE
Authors: Azizi Doni , Arinal Veri 
Published: September 2023

This research aims to develop an electrical energy monitoring system using Internet of Things (IoT) technology and based on mobile applications to increase the efficiency of electrical energy use and reduce energy waste. The context of this research is the increasingly urgent need to monitor and optimize electrical energy consumption, both in domestic and industrial environments, as part of efforts to reduce environmental impact and Operating costs related to electricity consumption. The methodology used in this study includes the design and implementation of an IoT system consisting of energy sensors and hardware connected to the Internet, as well as the development of a mobile application as a user interface. Energy consumption data recorded by the sensors will be transmitted wirelessly to mobile applications for real-time monitoring and analysis. The results of this study show that an IoT-based electrical energy monitoring system is capable of providing accurate and timely information on electrical energy consumption, thereby helping users increase energy efficiency and Reduce operating costs related to electricity consumption. Additionally, the system allows users to easily monitor and control electrical energy consumption through their mobile devices, which in turn can contribute to more resilient and sustainable energy management. This research is important in efforts to create a more sustainable and energy-efficient environment, as well as raise public awareness about electrical energy consumption.
PENGARUH KOMBINASI TERAPI BERMAIN PLAYDOUGH DAN ORIGAMI DALAM PENINGKATAN KONSENTRASI BELAJAR PADA ANAK HIPERAKTIF
Authors: Palupi Eva Riantika Ratna , Utami Wiwik , Munfarida Aulia Isnaini 
Published: September 2023

Pendahuluan: Secara umum hiperaktivitas berkaitan dengan gangguan tingkah laku dan aktivitas kognitif seperti berpikir, mengingat, menggambar, merangkum, mengorganisasikan, dan lainnya. Akibat dari gangguan tersebut jika tidak ditangani secara tepat, mempunyai resiko mengalami hambatan kemampuan belajar. Tujuan: Tujuan penelitian menganalisis pengaruh kombinasi terapi bermain playdough dan origami dalam peningkatan konsentrasi belajar pada anak hiperaktif di SLB PKK Sumberrejo dan SLB Putra Harapan Bojonegoro. Metode: Penelitian menggunakan metode Pre Experimental dengan pendekatan One group pretest posttest design. Populasi seluruh siswa Sekolah Dasar hiperaktif SLB PKK Sumberrejo dan SLB Putra Harapan Bojonegoro tahun 2023 sebanyak 9 siswa, sampel dalam penelitian 9 responden dengan teknik sampling jenuh. Instrumen yang digunakan lembar kuesioner, kemudian dilakukan pengolahan data editing, coding, scoring dan tabulating, analisis data dengan uji Wilcoxon. Hasil: Hasil penelitian sebelum diberi terapi bermain playdough dan origami terdapat 6 siswa (66,7%) konsentrasi belajar cukup. Sesudah diberi terapi bermain playdough dan origami menjadi tinggi sebanyak 5 siswa (55,6%), hasil uji statistik ρ value = 0,046, ada pengaruh kombinasi terapi bermain playdough dan origami dalam peningkatan konsentrasi belajar pada anak hiperaktif. Kesimpulan: terdapat pengaruh kombinasi terapi bermain playdough dan origami dalam peningkatan konsentrasi belajar pada anak hiperaktif di SLB PKK Sumberrejo dan SLB Putra Harapan Bojonegoro.