bluuebunny/crossref_metadata_2025_split huggingface dataset:
Saúde LGBTQIA+: preparo e refinamento de instrumento
Authors: Da Silva Policardo Gonçalves , Gomes Sthefany de Paula , Silva Danielle Fernanda Evangelista , Prates Luciana dos Santos , Brunharo Thaís de Melo do Nascimento , Almeida Dérica Karoly Evarista , Bertolini Sheila Roberta Fabro , Fernandes Ana Paula Morais 
Published: September 2023

Objetivo: Apresentar o processo de elaboração e refinamento do questionário da pesquisa. Metodologia: Trata-se de um roteiro semiestruturado com 23 perguntas divididas em duas seções - a análise do perfil socioeconômico dos participantes do estudo e os conhecimentos acerca das demandas e especificidades em saúde da população LGBTQIA+. O instrumento a ser refinado foi disponibilizado por meio de formulário on-line e participaram do processo oito profissionais da saúde, sendo cinco médicos, uma enfermeira, um fisioterapeuta e uma farmacêutica clínica. Resultados: Foram sugeridas alterações que contemplassem melhor a variedade de identidade de gênero e de orientação sexual, que abordassem o nome social e o nome de registro de maneira dissociada e, em algumas perguntas, foi sugerido deixar uma opção em aberto (“outro”) para que o indivíduo preenchesse livremente caso não se identificasse com os termos apresentados. A maioria das sugestões relacionadas às especificidades em saúde da população LGBTQIA+, referem-se à mudança de termos para facilitar o entendimento das perguntas. Conclusão: A etapa de refinamento possibilitou a identificação de falhas no questionário, a sua aplicabilidade e melhor compreensão do público-alvo. Apesar dos desafios, como a criação do material de coleta e a adesão dos profissionais convidados, o questionário supriu os propósitos da pesquisa.
O agravamento da síndrome de fragilidade em pessoas idosas ocasionado pela pandemia da Covid-19
Authors: Cangussu Bárbara Duarte , Leite Ana Sophia Mitre , Vieira Maria Carolina Santos , Machado João Carlos Barbosa , Barbosa Maira Tonidandel 
Published: September 2023

Introdução: A síndrome da fragilidade está associada com a ocorrência de quadros clínicos mais graves e à maior mortalidade na COVID-19. O declínio multidimensional cumulativo das reservas fisiológicas presente na síndrome de fragilidade acarreta maior vulnerabilidade fisiológica e menor capacidade de homeostase diante de eventos adversos vigentes na infecção pelo SARS-CoV-2. As medidas de isolamento social para contenção da transmissão do vírus podem, por sua vez, potencializar a evolução desta síndrome. Objetivo: Investigar presença de agravamentos da síndrome de fragilidade e da capacidade intrínseca de idosos ambulatoriais durante a pandemia, e como foi sua evolução no período. Método: Foi realizado estudo descritivo e transversal em pacientes atendidos em um ambulatório de Geriatria junto a seus familiares, com protocolo de telemonitoramento em períodos de isolamento social, e posterior exame clínico presencial com avaliações cognitiva, funcional, de humor e aplicação de critérios do fenótipo de fragilidade de Fried. Resultados: Foram avaliados 66 pacientes, idade média 80,9 anos, 43 (65,2%) mulheres; 35 (53%) foram considerados frágeis, 16 (24,2%) pré-frágeis e 15 (22,7%) robustos. A maior parte dos pacientes (n=38: 57,6%) apresentou pontuação maior ou igual a 4 na escala PRISMA-7, demonstrando maior vulnerabilidade para perda funcional no período. Durante a pandemia, 36 (54,5%) pacientes perceberam as pernas mais fracas, reduziram atividades físicas, e houve diferença significativa entre a porcentagem de pacientes frágeis e robustos que perderam mais de 5% do peso corporal de maneira não intencional. Conclusão: A pandemia da COVID-19 causou impactos negativos na funcionalidade e nos hábitos de vida, ocasionou declínios da capacidade intrínseca e do estado de fragilidade das pessoas idosas que necessitaram permanecer em isolamento social, reduziram contatos sociais, atividades físicas e comparecimento aos atendimentos médicos ambulatoriais no período.
Adaptação de deficientes auditivos ao implante coclear: uma revisão integrativa do período 2013-2022
Authors: Paiva Adriel Resende , Costa Sueli de Souza , Pires Jefferson Costa , Silva Sâmia Conceição Santos , Mendes Thaisse Gabriele Aquino , E Silva Vitória Regina Vidal Sabá , De Sousa Iluscka Gabriela Sales , Godoi Lorena Fontinele 
Published: September 2023

O implante coclear (IC) é considerado um dos maiores avanços da medicina, mas que necessita de um complexo aporte para a adaptação a esse mecanismo. Este trabalho tem como objetivo realizar uma revisão integrativa sobre as implicações psicossociais do IC na pessoa com deficiência auditiva. Visando a identificação e debate dos fatores sociais e psicológicos que afetam a adaptação e reabilitação auditiva desses pacientes, favorecendo discussões sobre a temática. Trata-se de um trabalho descritivo, baseado na abordagem qualitativa, em que teve como fonte de pesquisa artigos científicos do período de 2013 a 2022, que foram buscados nas plataformas PUBMED, SCIELO e Google Acadêmico, utilizando os seguintes descritores, em língua portuguesa e inglesa, presentes no título e/ou no resumo: “Implante Coclear” e “Adaptação”, “Implante coclear” e “Qualidade de Vida”, “Implante coclear” e “Reabilitação”, “Implante coclear” e “social”; “Cochlear Implant” and “Adaptation”, “Cochlear Implant” and “Quality of Life”, “Cochlear Implant” and “Rehabilitation” and “Social”. Foram encontrados 10.012 artigos, dos quais, após a aplicação dos critérios de inclusão e de exclusão, selecionou-se 11 que concordam que, dentro do processo adaptativo ao implante coclear, existe uma influência da família, da idade de implantação, do tempo de uso do implante, do apoio multiprofissional e muitos outros aspectos técnicos e subjetivos que atuam positiva ou negativamente. Desta forma, é imprescindível o fornecimento de instruções e informações ao paciente e aos familiares acerca do processo de adaptação, sendo a multiprofissionalidade inerente à essa habilitação auditiva, havendo relevância também na subetividade e individualidade.
Telemedicina: legislação vigente e reflexões quanto a relação médico paciente
Authors: Gomes Bruno Jackson Santos , Trecente Fabiano Marcelo de Oliveira , Palone Aline Alande , De Almeida Ana Claudia , Costa Leandro Dias , Teixeira Cristiane Cardoso Correia 
Published: September 2023

As discussões acerca da Telemedicina ressurgiram durante a pandemia do COVID -19. Dessa forma este trabalho tem como objetivo enfatizar o uso Telemedicina, buscando a legislação que ampara a prática, bem como o seu uso durante a pandemia do COVID-19, levando a reflexões quanto a relação médico paciente. Foi realizada uma revisão de literatura nas bases de dados PubMed, Scielo e Lilacs. Utilizando os descritores telemedicina, legislação, relação médico paciente e COVID-19, foram encontrados os seguintes números de artigos: PubMed (52); Scielo (190); Lilacs (106). Após o refinamento pelo período de 5 anos e com base na leitura de títulos e análise dos resumos, foram selecionados 18 artigos. Foram consultadas 4 Legislações Brasileiras, 1 Declaração Internacional e utilizado 1 livro-texto. Verificamos que a Telemedicina é uma prática que já vem sendo desenvolvida a anos no mundo, porém, no Brasil, historicamente iniciou na década de 1990, e as Legislações abrangem a mesma de forma tímida gerando incertezas na classe médica, principalmente no que se refere a relação médico paciente.
The Dark Side of Fun: Understanding Dark Patterns and Literacy Needs in Early Childhood Mobile Gaming
Authors: Sousa Carla , Oliveira Ana 
Published: September 2023

Play has always been recognized as an essential aspect of human development, particularly during early childhood, as it contributes to learning, the formation of meanings, and experiencing the world. In today's digitalized society, early childhood education has increasingly integrated digital media into its practices, both in schools and at the family level. Mobile digital games (MDG) have received significant attention due to their impact on children's interactions, play, and learning. However, as young children engage more with MDGs, concerns about problem gaming have arisen, referring to conflicts and issues that emerge from game playing within everyday sociocultural contexts. Scholars such as Zagal et al. (2013) have identified certain game design patterns as "dark", which can be considered unethical as they manipulate players against their best interests. Given the prevalence of mobile gaming in early childhood, studying these dark patterns becomes even more crucial. This study aims to investigate the presence of dark patterns in MDG for young children (0-5 years old), through qualitative analysis. The five most popular free games for this age range on App Store (February 2023) were analysed, particularly focusing on the presence of temporal, monetary, social, and/or psychological dark patterns. The analysis uncovers the presence of temporal, monetary, and psychological dark patterns, including aesthetic manipulations, paywalls, and periodic rewards resembling gambling elements. The games also employ advertising strategies and engagement tactics that challenge young children's navigation. Parental control mechanisms offer limited safeguards, requiring continuous monitoring and parental involvement in play dynamics. The study highlights the importance of adult media and digital literacy in supporting children's online play effectively, while also emphasising the responsibility of game designers and developers to create healthier and less risky game experiences.
Educational Story-Based Game for Capturing the Learner's Personality
Authors: Tsionas Athanasios , Satratzemi Maya 
Published: September 2023

In recent years with the help of digital games there is an increasing interest in creating Serious Games for learning through play. With the help of machine learning algorithms, an educational serious game can be used, not only to assist the learner in his/her studies, but also to extract insights about the learner's personality. In game-based learning we take into account that the student behaves differently according to his/her individual characteristics while learning by playing. The most used method to model the learner’s personality is the self-report using questionnaires. The drawback of this approach is that the learner may not assess himself correctly or his/her answers’ may be biased towards the more socially acceptable responses rather than being truthful. In this paper, we explore the idea of having an alternative method of learning a person’s personality model and thus to better create interactive and engaging methods to assist learners in their studies. A story-based game with gamified learning elements was created for helping the learners study and evaluate their knowledge in the programming language C. The students learn by evaluating code snippets and depending on their response the game would give constructive feedback. At the same time students’ in-game behavior is captured and thus their personality traits could be determined. For modeling the learner’s personality we used the Five-Factor Model (OCEAN), a taxonomy of five personality traits (Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism), each of which combines many personality characteristics. To evaluate the efficiency of the proposed serious game, we gathered data from 107 first year Computer Science students from the University of Macedonia. The students played the game and filled in the Big Five Inventory (BFI) questionnaire to capture their OCEAN traits. The BFI questionnaire was used as a ground truth. After the data gathering, we used machine learning techniques and also classification algorithms to create our model. The goodness of the model was assessed using different metrics and the results showed that it is effective to model both the extraversion and openness personality dimensions using serious games instead of questionnaires.
Color Blindness in the Digital Gaming Landscape: Addressing Critical Issues and Research Gaps
Authors: Tillem Merve , Gün Ahmet 
Published: September 2023

Color blindness is a condition that affects a significant portion of the population, particularly men. It is characterized by difficulty perceiving colors in the same way as people with normal color vision, which can result in confusion when distinguishing between different colors. This can impact various aspects of life, including playing digital games. In computer games, colors are often used to convey important information, such as distinguishing enemies from allies or indicating objectives. A person with color blindness may have difficulty identifying these visual cues, which can make the game less enjoyable and even affect their ability to play the game. Previous research has been conducted on accessiblity but very few of these studies have focused on the intersection of color blindness and digital games. The aim of this study is to examine the relationship between color blindness and game design through a comprehensive literature review, identifying key findings and highlighting any missing components in the existing research. To accomplish this, the sources were classified according to their focus, method, and findings. From examining all of the resources found, the studies in the intersection between color blindness and game design that reviewed, organized into various subject headings for further analysis and understanding. It was explored that the researches organized under certain four main topics as follows: (1) defining guidelines to provide better game experience for color blind individuals, (2) offering alternative methods for detecting color blindness; and (3) examining technologies developed to improve the visual experience of color blind individuals and (4) examining color blindness on gaming performance. Additionally, the majority of the reviewed studies focus on discussing digital games in terms of accessibility, while some studies suggest utilizing games as a testing method and educational tool for individuals with accessibility issues, effectively turning challenges into advantages. On the other hand, they also explore the potential of games in solving problems related to accessibility in gaming. However, there is still many issues to be explored in terms of understanding how color blindness affects the experience of games. There is a research gap in exploring whether color blind individuals experience physical and sensory differences in perceiving digital game visuals, as no study has been conducted to address this aspect. It may address critical issues in understanding the color blindness experience from the perspective of perception and senses of this disadvantaged group.
PENGEMBANGAN DAN VALIDASI VIDEO PEMBELAJARAN BERBASIS EKSPERIMEN HEMATOLOGI PADA Rattus novergicus DALAM MATERI SISTEM SIRKULASI DI SMA
Authors: Wangkanusa Veiren , Moko Emma Mauren , Rawung Livana Dethris , Tumbel Ferny Margo , Lihiang Anatje , Rahardiyan Dino 
Published: September 2023

Pembelajaran di masa pandemi memiliki tantangan tersendiri karena tidak semua pelajaran dapat dipelajari oleh siswa secara kontekstual akibat keterbatasan dalam pembelajaran. Pembelajaran materi sistem sirkulasi di SMA, video pembelajaran berbasis eksperimen hematologi sangat tepat untuk dikembangkan. Penelitian ini bertujuan untuk melakukan pengembangan dan validasi video pembelajaran berdasarkan percobaan hematologi pada tikus putih Rattus novergicus. Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan (RD) model ADDIE yang meliputi 5 tahapan yaitu (1) Analisis, (2) Desain, (3) Pengembangan, (4) Implementasi, dan (5) Evaluasi namun dibatasi pada tahap pengembangan dengan memperoleh hasil validasi ahli material dan media. Hasil penelitian menunjukkan bahwa validasi dari ahli media dan validasi dari ahli materi secara berturut-turut sebesar 86,3% dan 100%. Produk video pembelajaran yang dikembangkan berkategori sangat baik, sangat layak dan tidak perlu direvisi
KEANEKARAGAMAN DAN KELIMPAHAN JENIS CRUSTACEA DI KAWASAN HUTAN MANGROVE PESISIR LANGALA KECAMATAN DULUPI KABUPATEN BOALEMO
Authors: Faqih Ahmad , Juramang Risnayanti R 
Published: September 2023

Tujuan penelitian ini adalah untuk mengetahui keanekaragaman dan kelimpahan jenis Crustacea di Kawasan Mangrove Pesisir Langala Kecamatan Dulupi Kabupaten Boalemo. Penelitian ini menggunakan metodologi deskriptif kuantitatif. Trapped Nets, atau alat tangkap yang ditempatkan di tepi pantai mangrove di setiap stasiun, digunakan untuk mengumpulkan data spesies Crustacea. Indeks Keanekaragaman Shannon-Wienner dan Indeks Kelimpahan digunakan untuk menghitung data Crustacea. Berdasarkan hasil identifikasi ditemukan tujuh jenis Crustacea yang terbagi dalam lima famili dan enam genus dan terdiri dari tujuh spesies yaitu Lethrinus mahsena, Uca forcipata, Epixantus dentatus, Parathelphusa convexa, Metacarcinus magister, Metapenaeus monoceros, Metapenaeus elegans dan Litopenaeus vannamei. Dari hasil perhitungan indeks keanekaragaman jenis Crustacea keanekaragaman tertinggi pada stastiun II yaitu H‘= 1.67 yang didominasi oleh spesies Uca forcipata dan yang terendah adalalah stasiun III yaitu H’= 1,62. Termasuk dalam tingkat keanekaragaman sedang menurut standar indeks keanekaragaman jenis kepiting di wilayah pesisir Langala. Spesies Uca forcipata memiliki indeks kelimpahan tertinggi pada spesies Crustacea dengan nilai 26,03% (banyak), dan spesies Metapenaeus monoceros memiliki indeks kelimpahan terendah dengan nilai 3,60% (sedikit). Kata-kata kunci : Keanekaragaman, Kelimpahan, Crustacea, Mangrove, Langala
SISTEM INFORMASI PENERIMAAN KAS DENDA KETERLAMBATAN ANGGOTA KSPPS BMT NUS KC. CILEUNYI
Authors: Maida Rina Nur , Muthmainnah  , Kurniawati Rina 
Published: September 2023

This study focuses on KSPPS BMT NUS Kc. Cileunyi, a cooperative operating in the field of savings, lending and financing based on Sharia principles. Currently, the accounting for late payment fines of members of this cooperative is still done manually. To increase the efficiency and accuracy of recording this information, we designed an overdue fine collection information system based on Microsoft Visual Studio 2010 and Microsoft Access 2007 as the database system. This research method includes interviews, observations, and document reviews. We applied a waterfall development approach when designing this system. Search results at KSPPS BMT NU Sejahtera Kc. Cileunyi emphasized that the process of recording monies collected from overdue fines still relies on a manual system. Therefore, we designed a new system based on Microsoft Visual Studio 2010 and Microsoft Access 2007 as the database. This system will help managers easily record the late payment fines of cooperative members. In addition, the system is expected to generate more accurate and efficient cash reports of late payment fines that can be presented to regulators for further assessment. By implementing this system, it is hoped that KSPPS BMT NUS Kc. Cileunyi can improve his financial management in a more professional manner.
KLASIFIKASI KETEPATAN KELULUSAN SISWA PADA SMK YADIKA 9 BINTARA JAYA KOTA BEKASI MENGGUNAKAN ALGORITMA C4.5
Authors: Lestari Sri , Dina Bela 
Published: September 2023

Education is the learning of knowledge, skills, and habits of a group of people passed from one generation to the next through teaching, training, or research. SMK Yadika 9 Bintara Jaya Bekasi City is one of the private vocational schools, However, along the way, there are still problems that occur every year, namely the problem of the right number of student graduations and late. The number of students who graduate on time is an indicator of the effectiveness of a vocational school both public and private. SMK needs to detect the behavior of active students so that factors that cause students not to graduate on time can be seen. Data collection using techniques in the form of interviews and observations, in this study is related to systematic literature review to find predictive modeling using data mining classification methods. Data mining classification in determining the accuracy of student graduation with the CRISP-DM testing method. The results of this study resulted that the C4.5 algorithm is the most optimal method of performance in determining the graduation accuracy classification of students of SMK Yadika 9 Bintara Jaya Bekasi City.
PENERAPAN METODE SNMP (SIMPLE NETWORK MANAGEMENT PROTOCOL) DALAM OPTIMALISASI KINERJA JARINGAN KOMPUTER STUDI KASUS PADA IDN BOARDING SCHOOL
Authors: Husein  , Gunawan Dedi 
Published: September 2023

This study aims to analyze and optimize the performance of the IDN Boarding School computer network using the SNMP (Simple Network Management Protocol) method. Computer network infrastructure in schools is an essential aspect that plays a key role in supporting the learning and management process. With rapid growth in usage and increasing network complexity, network performance often becomes a challenge. This research involved collecting data using SNMP to monitor and analyze network performance at IDN Boarding School, including measuring bandwidth usage, latency, and data transfer rates. The collected data is then analyzed in depth to identify weaknesses in the network that could potentially lead to unsatisfactory performance. Once the problem is identified, this study will recommend repair and optimization solutions including selecting appropriate hardware, optimal configuration, and implementing effective network management measures. SNMP methods will be used to track the implementation of innovative solutions and measure their impact on network performance. We hope that the results of this study will provide valuable information to IDN Boarding Schools on strategies to improve and optimize their networks. By implementing SNMP, schools can increase network resource efficiency, reduce network interference, and increase user satisfaction by up to 35%.
IMPLEMENTASI CYBER PUBLIC RELATIONS DALAM PEMBENTUKAN CITRA KEPOLISIAN RESOR KOTA (POLRESTA) SAMARINDA
Authors: Ashari Suci , Arsyad Annisa Wahyuni 
Published: September 2023

The new era of rapid development of information technology today not only affects some aspects, but also activities carried out by PR (Public Relations) practitioners. This indirectly requires PR practitioners to face changes, namely the transition from the conventional era to the digital era. Conventional to digital PR activities are also known as Cyber Public Relations (CPR). One of the challenges of PR in the digital world is managing negative opinions from the public that can affect the positive image built by the organization. Currently, police agencies are one of the state institutions that are vulnerable to negative public opinion and are often threatened by their reputation in the eyes of the public. Therefore, this research aims to examine the implementation of Cyber Public Relations of Samarinda Police in shaping a positive image in the eyes of the community and what obstacles are experienced to form a positive image. In this research, the theory used is the Excellence of Public Relations theory. To reveal these issues thoroughly and in depth, this research uses a qualitative method with a descriptive approach to explain the situation and conditions of Cyber Public Relations activities of Samarinda Police. The results of this study indicate that the implementation of Cyber Public Relations by the Public Relations of Samarinda Police has not been carried out comprehensively. CPR activities of Samarinda Police only reach the level of press agentcy and public information, Public Relations also has not involved the community in CPR activities to improve their image. Some of the obstacles experienced by Samarinda Police Public Relations are related to the lack of human resources and interaction from the public in the media they manage.