bluuebunny/crossref_metadata_2025_split huggingface dataset:
Small Change for Byzantine Egypt: A propos Clay Moulds of Heraclius found in Tebtunis (Fayum)
Authors: Chameroy Jérémie 
Published: October 2023

The publication of two fragmentary clay moulds for casting dodecanummia
of Heraclius, found in Tebtunis (Faiyum) by the famous Egyptologist Gaston Maspéro (1846-1916), provides the impetus to reconsider the local production of small change in Byzantine Egypt. The production of lightweight cast or irregular struck dodecanummia
remained relatively concentrated to the reign of Phocas (602-610), when the mint at Alexandria was inactive. At a later point, cast or struck coins in the name of Heraclius reached the official weight, suggesting that they were forgeries. This shows that after 630 Heraclius succeeded in restoring a copper coinage, the intrinsic value of which matched its face value. The measures he took contained the local production of low quality small change – shortly before the loss of Egypt to the Arabs.
On the Chronology of the Miliaresia of Basil II and Constantine VIII: an Estonian Perspective
Authors: Leimus Ivar 
Published: October 2023

Les monnaies byzantines sont présentes dans des proportions très marginales dans les trésors nordiques des Xe et XIe siècles. Parmi les pays concernés, l’Estonie arrive en troisième position. Presque toutes les monnaies byzantines qui y ont été découvertes s’échelonnent sur une brève période allant du règne conjoint de Constantin VII et Romain II (945-959) à celui de Basile II et Constantin VIII (976-1025). Si les travaux de Philip Grierson sont une base solide pour aborder l’histoire monétaire byzantine, quelques controverses subsistent concernant la datation de certaines séries de miliaresia
frappées sous le règne conjoint de Basile II et Constantin VIII. Les découvertes monétaires d’Estonie et d’autres pays amènent à proposer une nouvelle chronologie : classe I : 977 ; classe IIA : ca 977-990 ; classe IIB : ca 990-1005 ; classe IV : ca 1005-1025. En ce qui concerne la classe III de Grierson, l’auteur suit Werner Seibt pour la dater de l’éphémère règne conjoint des impératrices Zoé et Théodora en 1042. Néanmoins, une datation dans les dernières années du règne conjoint de Basile II et Constantin VIII ne peut être exclue.
PIXEL: Challenges of Designing a Professional Board Game for Astronomy Education
Authors: Inchingolo Giannandrea , Toniolo Rachele , Varano Stefania , Ligabue Andrea , Ricciardi Sara 
Published: October 2023

PIXEL - Picture (of) the Universe is a board game developed by INAF - Italian National Institute for Astrophysics in collaboration with GAME Science Research Center. The game simulates the astrophysics research environment, particularly emphasising the observation and study of cosmic bodies at different resolutions. ​​Image resolution is a crucial element in astrophysics, but the intrinsic complexity and challenges of making high-resolution images of the distant Universe are not easily and generally perceivable. We envisioned PIXEL driven by this challenge. Games intended to engage students with science either concentrate on the contents to foster the learning process or focus on life skills solicited by scientific practices. Game mechanics are then either a leverage of scientific knowledge or a science-like behavioural model, depending on the expected outcome of the game-based learning process. In addition to that, game-based learning in STEM (Science, Technology, Engineering, Mathematics) generally is designed by science practitioners and science communication and education experts. The design process of PIXEL has been a novel joint effort between scientists, science communicators, professional game designers, and game-market and award advisors. We produced a game in which the mechanics are the core of scientific learning, implicitly telling about science while making the player experience it. The innovation of this process is to obtain a game that encountered positive feedback both from the community of game experts and the educational context. The final output is a professional board game suitable for STEM education that promotes scientific citizenship in the audience.In this work, we discuss the game design process and describe how we included our scientific educational messages of image resolution and research dynamics as processes within the game mechanics without making them explicit during the gameplay. We also present a preliminary engagement evaluation of PIXEL and its efficacy in delivering implicit scientific messages through its mechanics.
Need-Based Game Design: Developing a CT Game Based on Educational Needs
Authors: Humble Niklas , Mozelius Peter , Sällvin Lisa 
Published: October 2023

According to reports and previous research, present and future society show a high need for citizens with technical skills, such as computer programming. The need for technical competent citizens can however be challenging for higher education institutions to accommodate due to low numbers of students in higher education computer science. But also due to the high drop-out rates and low pass rates in introductory programming courses. With that said, it is important to both recruit new students to computer science and to support those who already study the subject, to meet the demands of the present and the future. An approach that has shown great promise in motivating students while still keeping focus on the learning aspects in education, is game-based learning (GBL). To facilitate support in higher education computer science, more specifically courses in fundamental programming, this study had the aim of identifying important design concepts in the development of a need-based educational game on computational thinking (CT). Skills related to programming have commonly been organized as part of the CT concept. To identify the educational needs, e-mail interviews were conducted with teachers that teach higher education courses on computer programming in Swedish universities. Based in an on-going design science project to create a learning game on computational thinking for higher education, the study discusses and compare the identified needs with design theories, such as affordances, emotional design, and sustainable design. The conclusion is a conceptual design of the educational game with a set of recommendations for a need-based game design in educational context.
A Simulation Game for Anti-money Laundering (AML) Using Unity
Authors: Chu Long Kiu , Fung Sui Leung 
Published: October 2023

With increasing demand of anti-money laundering (AML) regulation in Fintech, AML is one of the key factors in FinTech and its regulatory technologies (RegTech). Presently, as research and education on AML focus on financial institutions and authority, the individual is vulnerable to money laundering (ML) by being money mules with lack of awareness. Therefore, this paper illustrates the design of a 2-player simulation game for AML, which integrates the game-based learning model with plots including introduction stories, player actions and ending stories. In the game, a player role-plays either a money launderer or AML specialist. Within 6 in-game months, the former needs to perform ML with a target goal while the latter needs to identify the former’s actions and restrict him to achieve his goal.
For actions of the money launderer, this paper integrates the criminal order with the PLI model (placement, layering and integration) to simulate the full ML circle. The criminal order provides return to the attacker if he completes it within the time limit. Each layer in the PLI model is expanded with middle processes for the methodology. The attacker uses shell companies to hide his identity and support each transaction for ML with apparently legitimate reasons.
For actions of the AML specialist, this paper integrates the AML transaction monitoring with the Financial Action Task Force (FATF)’s Forty Recommendation. The defender needs to perform AML transaction monitoring with identifying suspicious financial activities based on money flow. Then, he needs to identify the actual beneficial owner of suspected companies with their share distributions. Both money flows and share distributions are visualized in data charts. Later, the defender shall report suspicious companies to the Financial Intelligence Unit (FIU), which will return the investigation result at the beginning of the next in-game month.
Sandwich Robot for Computational Thinking: Reflections from testing with high school pupils
Authors: Marchetti Emanuela , Valente Andrea , Bonderup Dohn Nina 
Published: October 2023

Our study discusses results from testing and co-designing Sandwich Robot, a game on algorithmic thinking targeting beginner programmers. The player composes code from a minimal set of blocks, to make a robotic character gather ingredients for a sandwich, following a specific order; the gameplay is similar to other Computational Thinking (CT) games like Karel the Robot or LightBot. The latest prototype of the game has been tested with three classes of 15-20 pupils from a technical high school in Denmark. The test was conducted in collaboration with their teacher in the subject Informatik, which focuses on CT and basic programming, and ended with a co-design workshop.
Our results shows that pupils were interest in the basic concept behind our game, they generally described our game as “fun”. Pupils and their teacher saw learning potential in the game, as a tool for understanding algorithmic thinking, but also for refining their learning at later stages. This expanded the role we envisioned for our game, leading us to rethink its relation to the pupils’ learning process. On-going and future work involves addressing pupils’ feedback and providing a level editor to allow Kahoot-style challenges. Our main contribution provides an exemplar of how the thinking behind algorithmic problem-solving can be transposed into game mechanics, embodied in a casual game, and how a non-technical narrative can support beginners learning CT.
Games-Based Learning in Business Management Programmes – a Reflective Analysis of Students’ Experience.
Authors: Nahar Nurun 
Published: October 2023

Games-based learning constitutes integrating games into learning experiences to create effective learning environments by applying some common characteristics which improve intrinsic and extrinsic motivation. Using an exploratory study design and reflexive thematic analysis, this paper shares insights from a research study conducted between September 2021-April 2023, to co-evaluate the effectiveness of a co-created games-based learning application, for formative assessment of learning on a business undergraduate programme. Potential benefits of games-based learning in higher education institutions (HEI) include introduction of a structured rewards system and goals in a fun and focused way into learning that can act as a powerful motivator to enhance engagement and promote participative interaction It offers an alternative opportunity to HEIs to redefine learner experience by re-evaluating contemporary pedagogies.
Findings from this study indicate, application of games-based learning as a pedagogical intervention, can improve learning experience of students on business management programmes by allowing students to take ownership of learning. The co-created application piloted in this study, helped students to recall contents learned and track their performance through instant feedback received upon completion of a game. It also supported students in identifying weaknesses in their grasp of knowledge related to particular topics within a module and motivated them to work on areas of improvements. A key challenge identified by the students was expectation of a variety of games within GBL approaches to keep intrinsically motivated to use such applications for learning.
Introducing Game Jams for Ecology and Citizenship Education in High School Classes
Authors: Silveri Luana 
Published: October 2023

This paper deals with the preliminary results of some applied game jam events integrated with the Citizenship and Civic education project in some Italian high schools.
In Italy GBL is not systematically used as a didactic tool, especially in secondary school and game jamming is not well known nor used. A set of specifically designed game jam events called (EcoGJ - the game jam for ecology) were implemented in Italy during the 2022/2023 school year. The game jam format was designed to promote the discourse about climate change and ecosystems, and implemented to demonstrate how a more student-centred didactic approach can be used at school to foster collaboration and team working skills.
Students in the 15-16 target age from different high schools have been involved in the EcoGJ format. Outcomes have been recorded with a survey and with on-field notes. Preliminary results show as game jams had a positive impact on students, encouraging them to use critical thinking and team working as well as activating them in discussing ecology and climate change issues. Notwithstanding, some critical points emerged both for students in terms of engagement and knowledge. It seems that game jams can be a valid working method to teach and learn new skills, as well as increase students’ self-confidence and their desire to learn more about complex issues such as climate change. Further explorations are needed to find the most adequate way to introduce game jamming in high school and the best format to use these events in the most effective way to foster students’ engagement in learning and to help them in deepening their scientific-based knowledge in ecology and climate change.
A 3 roles’ model to better design and facilitate the use of serious games in the classroom
Authors: SALLAZ VALERIE , CARRON Thibaut 
Published: October 2023

The use of serious games in education, whatever the level of students and the subject of study, is full of promise but also strewn with obstacles. Both aspects have been the subject of numerous studies, a number of which underscore the multiple roles teachers have to embrace, each of them representing a more or less difficult challenge. Many factors come into play, including teachers' familiarity with this particular kind of tools. The research work presented in this article includes both game designers and university teachers in the field of management. Serious games have been used in classroom during a 6-year experiment. This experiment reveals a set of teacher attitudes that have to be adopted during teaching sessions to make the most of an increased students’ engagement. Teachers are led to adopt roles and positions they are not always familiar with, which can lead to certain difficulties or frustrations. How can we better take these new roles into account? Is it possible to turn them into a strength, and to take them into consideration beforehand, when designing teaching sessions, so as to optimize the use of serious games and get the most benefit from them? Finally, we propose to build a grid of these roles, which describes each of them, its benefits and its limits, and provides guidelines to avoid common pitfalls.
Science4Exit Project - Experimental Escape Games with Digital Enrichment in an Extracurricular Learning Venue
Authors: Ditter David , Rubner Isabel , Lukas Sarah , Weiser David 
Published: October 2023

Exit games, escape games or escape rooms are innovative formats for teaching chemistry and for learning and applying scientific content. In the project "Science4Exit" experimental escape games with digital enrichment are developed, tested and evaluated. They will be carried out in the teaching and learning laboratory of chemistry at the University of Education in Weingarten.
One of the project's goals is to increase pupil’s motivation for science topics and interest in STEM subjects, as well as to improve the application of knowledge acquired in school. It also promotes 21st century skills (creativity, collaboration, communication, critical thinking and problem-solving) by embedding them in a game-based context. When playing escape games in the chemistry teaching and learning laboratory Ex³lab, experimental ways of knowing and solving are essential to reach the goal. As in classical or combinatorial puzzles, the result of an experiment is needed to unlock the next challenge. Escape games are partly digitally guided (e.g. by Actionbound, H5P) or digitally enriched with different technologies as needed (AR, explanatory videos, etc.). The Escape Games developed are used so that pupils can deal with scientific content in a playful and experimental way during a visit to the teaching and learning laboratory. They are supervised by student teachers as part of their studies. An escape game on energy supply and climate protection as well as building blocks for further developed escape games are presented below.
Multiplayer Serious Games Supporting Programming Learning
Authors: Wynn Adam , Wang Jingyun , Han Ruisheng , Hsu Ting-Chia 
Published: October 2023

Computational thinking (CT) is crucial in education for providing a multifaceted approach to problem-solving. However, challenges exist such as supporting teachers' knowledge of CT and students' desire to learn it, particularly for non-technical students. To combat these challenges, Computer Supported Collaborative Learning (CSCL) has been introduced in classrooms and implemented using a variety of technologies, including serious games, which have been adopted across several domains aiming to appeal to various demographics and skill levels. This research focuses on a Collaborative Multiplayer Serious Game (MSG) for CT skill training. The architecture is aimed at young students and is designed to aid in the learning of programming and the development of CT skills. The purpose of this research is to conduct an empirical study to assess the multiplayer game gameplay mechanics for collaborative CT learning. The proposed game leverages a card game structure and contains complex multi-team multi-player processes, allowing students to communicate and absorb sequential and conditional logics as well as graph routing in a 2D environment. A preliminary experiment was conducted with four fourth-graders and eight sixth-graders from a French school in Morocco who have varying levels of understanding of CT. Participants were split into three groups each with two teams and were required to complete a 16-question multiple-choice quiz before and after playing the same game to assess their initial structural programming logics and the effectiveness of the MSG. Questionnaires were collected along with an interview to gather feedback on their gaming experiences and the game’s role in teaching and learning. The results demonstrate that the proposed MSG had a favourable effect on the participants’ test scores as the scores of 4 of the teams increased and 1 remained the same. All students performed well on the sequential and conditional logics, which was significantly better than the achievement of the Bebras test of the graph routing. Furthermore, according to the participants, the game provides an appealing environment that allows players to immerse themselves in the game and the competitive aspect of the game adds to its appeal and helps develop teamwork, coordination, and communication skills.
الفسخ المبتسر المبني على الدلائل الضمنية
Authors: عبد علي جعفر , عبد الصاحب علي 
Published: October 2023

الفسخ المبتسر هو مكنة الدائن في طلب فسخ العقد لإخلال المدين السابق على ميعاد التنفيذ بناءً على صراحة المدين بعدم التنفيذ عند حلول هذا الميعاد او لقيام قرينة تثبت ذلك الاخلال، فمسألة اثبات الاخلال الموجب للفسخ المبتسر للعقد الجانب الأهم في هذا الحق، اذ يتوقف قبول الدعوى او ردها على مدى إمكانية الدائن في اثبات ما يدعي به، وبهذا يقع على الدائن عبء الاثبات.
ولا صعوبة في اثبات تصريح المدين بعدم التنفيذ، الا ان الصعوبة تكمن في اثبات الاخلال المتصور وقوعه في المستقبل، أي ان الدائن يستنتج في وقت سابق على ميعاد التنفيذ ان المدين سوف يخل في التزامه وبالتالي لا يحصل الدائن على التنفيذ الذي كان يبتغيه من التعاقد، مستنداً في ذلك الى وجـود مجموعة من القرائن والامارات والوقائع والتي تفصح عن ان المتعاقد سوف يمتنع عن تنفيذ جانب هام مـن التزاماته عند حلول اجلها
عقد الاستثمار الأجنبي للعقار في الإطارين المفاهيمي والإنشائي
Authors: محمد راشد , الفيل ندى 
Published: October 2023

تستمد هذه الدراسة أهميتها من كونها محاولة بحثية جاءت لتلقي الضوء على الإطارين المفاهيمي والإنشائي لعقد الاستثمار الأجنبي للعقار، وذلك من خلال بيان التعاريف التي تقدم بها الفقه الاقتصادي والفقه القانوني لهذا العقد، والتعرف على الخصائص المميزة له والوقوف على طبيعته القانونية ،ومن ثم الكشف عن الأركان الواجب توافرها لإنشائه، وذلك لقياس مدى كفاية النصوص التشريعية الواردة في القانون الاتحادي رقم 19 لسنة 2018 في شأن الاستثمار الأجنبي المباشر لمواجهة كل ما يُستجد من مسائل وحالات في بيئة الاستثمار العقاري، مقارنة بقانون الاستثمار المصري رقم 72 لسنة 2017، الذي جاء القانون الاتحادي رقم 19 لسنة 2018 تاليًا له في الإصدار وقد أسفرت الدراسة عن عدد من النتائج والتوصيات، من أهمها دعوة المشرع الإماراتي إلى إصدار قانون اتحادي خاص بالاستثمار الأجنبي للعقار يشتمل على جميع القواعد القانونية التي تعين القضاء على إيجاد الحلول المناسبة لجميع الحالات الجديدة التي يمكن أن تظهر في بيئة الاستثمار العقاري في دولة الإمارات العربية المتحدة، نتيجة ما شهدته من إقبال العديد من المستثمرين الأجانب لاستثمار أموالهم بكل ثقة وطمأنينة في العقارات الإماراتية
Does Laparoscopic Lens Contamination Effect Operative Time? A study on the Frequency and Duration of Lens Contamination and Commonly Used Measures to Maintain Clear Vision
Authors: Rahman Usman Ali , Muhammad Adil Iftikhar  , Khalil Ahmed  , Mohammad Zia Ul Miraj  , Maliha Javaid Butt  , Iftikhar Ahmed  
Published: October 2023

INTRODUCTION
Laparoscopy surgical procedures are increasing day by day.Laparoscopic lens contamination is most common problem occurring in laparoscopic surgery. This lens fogging results in increase per operative time. Many techniques are available to improve vision during laparoscopy. These include anti fog solutions, touching a visceral organ, use of warm water or scope warmer, sterile cloth can be used which can be dry or wet.
MATERIALS AND METHODS
It was a cross sectional study conducted in general surgery department Gulab Devi Hospital Lahore from January 2022 to July 2022. A total of 70 patient undergoing laparoscopic surgery were recruited in this study. Operative time, duration of time lens remained cleaned or dirty, time wasted during cleaning, methods used for cleaning of lens and there time duration and causes of lens contamination were the variables of this study.
RESULTS
Total operative time in all 70 laparoscopic procedures was found to equate to 53 hours and 13 minutes with a mean of 43.8 ± 8.3 minutes. A total of 288 lens contamination events were observed in all these operations with an average of 4.11 lens contamination events per case. According to study an average, 60.9% of the operational time lens remained clear, 31.2% of the operational time lens remained contaminated and 7.92% of the operative time was spent in cleaning the laparoscope.
CONCLUSION
Our study demonstrates that a significant period of a laparoscopic surgery is performed with foggy display. A lot of time is wasted in lens cleaning which can be saved by reducingcontamination using perfect techniques to clean lens.