bluuebunny/crossref_metadata_2025_split huggingface dataset:
Proses kreatif penciptaan karya tari Barajo Dihati
Authors: Shaesa Gilda Nurul , Widyanarto Widyanarto , Wibowo Denny Eko 
Published: November 2022

Karya tari Barajo dihati merupakan koreografi baru yang diangkat dari peristiwa pengalaman pribadi penata bersumber dari karakter diri penata yang dilontarkan oleh keluarga terdekat dalam kehidupan sehari-harinya. Karya tari ini terbagi menjadi tiga adegan, yaitu adegan pertama yang menggambarkan simbolis gerak dari karakter atau watak kareh angok, dimana dalam bahasa minang kareh angok ini memiliki arti sifat yang sulit diatur atau sulit diberitahu, adegan kedua merupakan gambaran watak kareh kapalo, yang artinya ialah keras kepala dimaknai sebagai pribadi yang kukuh atas kehendaknya, dan yang terakhir adegan ketiga menggambarkan watak sampik kalang, watak ini berarti orang yang suka bersempit hati atau pemarah. Tujuan penelitian ini adalah untuk mengetahui proses kreatif karya tari “Barajo dihati”. Penelitian ini menggunakan metode kualitatif. Dalam membedah proses penciptaan karya tari penelitian ini menggunakan teori Alma Hawkins dan Y Sumandiyo Hadi. Sedangkan untuk membedah bentuk penyajian tari menggunakan teori Jacqueline Smith dan Umar Kayam. Hasil penelitian ini memaparkan bahwa segala jenis kreativitas menjadi kebebasan penafsiran kepada siapa saja yang dapat mewujudkan atau menuangkannya kedalam suatu karya atau ide penciptaan. Karya tari ini dipertunjukan dengan pengembangan bentuk tradisi dan kontemporer. Kata Kunci: Barajo dihati, proses kreatif penciptaan, kareh angok, kareh kapalo, sampik kalang Creative process of Barajo Dihati dance Abstract Barajo dihati is a choreography that lifted from the choreographer's personal experience as from the choreographer's character that usually expressed by her close family. This dance is become in three parts, the first part which depicts the symbolic motion of the character or character of kareh angok, in Minang language kareh angok has the meaning of an unruly nature or difficult to tell, the second part is a description of the character of kareh kapalo, which means: Stubbornness is interpreted as a person who is strong in her want, and the last is the character of sampik kalang, this character means a person who likes to be narrow-minded or angry. The purpose of this study was to determine the creative process of the dance "Barajo dihati". This study uses a qualitative method. In dissecting the process of creating dance, this research uses the theory of Alma Hawkins and Y Sumandiyo Hadi. Meanwhile, to dissect the form of dance presentation using the theory of Jacqueline Smith and Umar Kayam. The results of this study explain that all types of creativity become freedom of interpretation to anyone who can realize or pour it into the idea. This dance is performed with the development of traditional and contemporary forms.Keywords: Barajo dihati, creative process, kareh angok, kareh kapalo, sampik kalang
Kuasa pemain Dungeons & Dragons dalam analisis teater kaum tertindas
Authors: Sofyan Rizal 
Published: November 2022

Dungeons Dragons adalah permainan table-top berjenis storytelling dan role-playing. Permainan ini menginstruksikan pemainnya untuk membuat sekaligus memainkan karakter yang nantinya akan hadir di dalam sebuah skenario. Salah satu fitur dalam permainan ini adalah kebebasan untuk berimajinasi dan menulis cerita baik oleh Dungeon Master (pemimpin permainan) maupun pemain. Hal ini menciptakan ruang kuasa pemain atas cerita dalam permainan. Penelitian ini menganalisis ruang kuasa tersebut dengan pendekatan teater kaum tertindas pada salah satu sesi permainan dengan skenario berjudul Horror at Havel’s Cross. Metode penelitian practice-led research digunakan untuk memahami hubungan antara praktik saat permainan berlangsung dan teori teater kaum tertindas. Tujuan penelitian ini ialah untuk menjelaskan ruang kuasa pemain atas cerita dalam permainan table-top Dungeons Dragons. Kata Kunci: Dungeons Dragons, Teater Kaum Tertindas, Kuasa Pemain The power of Dungeons Dragons players in the theatrical analysis of the oppressed AbstractDungeons Dragons is a storytelling and role-playing table-top game. This game instructs players to create and play characters that will later appear in a scenario. One of the features of this game is the freedom for both the Dungeon Master (the game leader) and the players to imagine and write stories. This creates a space of power for the players over the story in the game. This study analyzed the space of power with the theatrical approach of the oppressed in one of the game sessions with a scenario entitled Horror at Havel's Cross. A practice-led research method was used to understand the relationship between play-time practice and the theatrical theory of the oppressed. The purpose of this study was to explain the players’ space of power over the story in the Dungeons Dragons table-top game. Keywords: Dungeons Dragons, Theater of the Oppressed, Power of Players
Using Kotter’s theory to lead change at University of Khartoum: A qualitative study
Authors: Onia Saifaldin Idris 
Published: November 2022

Changes in Universities need to be prepared, enforced, and sustained to turn the universities into institutions that can function effectively and efficiently. Kotter’s change model is one of the most widely recognised models for leading change, and yet there are few case studies have been used this model in the academic literature. Therefore, this study aimed to test Kotter’s change model at University of Khartoum. To do so, a qualitative research design was followed. To collect data a semi-structured interview was used with 11 leaders in the University of Khartoum. The thematic analysis has shown that create an environment for change depends on create urgency, and develop a vision for change that convinces staff members to participate in the change process. It is evident that the University of Khartoum has engaged and enabled the staff members in each college and work unit to embrace the change. Besides, the analysis indicated that for the change to be implemented and sustained it needs to removing obstacles and making it the university culture. The paper recommended that the importance of change must be embedded in the vision of the University of Khartoum to create a strong climate for change in the University environment.
Improvement of a cashing trainer assembly methodology for FPGA development in vocational education students
Authors: Suartini Tuti , Harja Sri Lestari , Sukandar Aan 
Published: November 2022

Learning media is defined as a tool used in conveying learning messages to students. Teachers or lectures can use the media to stimulate thoughts, feelings, attention and abilities or skills, and one of them is the use of trainers. The development board FPGA of trainer tools for skill learning in digital technology-based vocational education today has been a problem that obstructs the growth of experts in high-tech-based vocational field.The Spartan development board and its software can be used to elaborate the improvement of skill learning. This research analyse how the development board can be used to enhance students’ thinking skill. The trainer tools in the market lately are still in the form of a mother board that can be interfaced with various devices commonly used to perform various digital automation technology. This study elaborates the use of the cashing trainer assembly among electrical engineering students and mechanical engineering students in a joint project to assembly a development mother board.The learning media is also used in group training among the peers.Based on trials and observations made by researchers, the students as the object of research results, have not performed optimally to combine planning of cashing trainer assembly methodology and practice in the assembly.
Respuesta micorrizal de plántulas de cacao (<em>Theobroma cacao</em> L.) variedad FSV-094 a la aplicación de diferentes inóculos micorrizales
Authors: Sierra Escobar Jorge Alberto , Murcia Morales Hyeraldy 
Published: November 2022

Se realizó un experimento en invernadero con el fin de evaluar la respuesta de plántulas Cacao (Theobroma cacao variedad FSV-094) a la aplicación de inóculos micorrizales, para el efecto se utilizó un diseño experimental completamente al azar, con cuatro tratamientos, tres fuentes de inoculos multiesporicos micorrizales comerciales, Ab (Glomus spp, Scuttellospora spp y Entrophospora spp), Bs (Glomus spp, Acaulospora spp, Entrophospora spp, y Scutellospora spp) y Bl (Rhizophagus irregularis, R. clarus, R. aggregatus, R. proliferum y Claroideoglomus etunicatum), más el control (sin inocular), cada tratamiento se estableció en el mismo suelo que fue ajustado 0,02 mg L-1 de fósforo (P). Se emplearon como variables respuesta la masa seca aérea (MSA), la masa seca de raíces (MSR), la colonización micorrizal, el contenido de P foliar, y la respuesta micorrizal fueron evaluados. Los resultados indicaron que todos los inóculos presentaron colonización, los mejores tratamientos fueron Ab y Bs con valores de 27 y 28% respectivamente. Aunque no hubo diferencias significativas, los tratamientos Ab y Bs siempre estuvieron con valores por encima en cuanto a MSA (3,4 y 3,7 g) y P foliar (0,25 y 0,2%). En cuanto a respuesta micorrizal, se encontró que cuando se inoculó con Bs y Ab la respuesta fue moderada (25 - 50%), y con Bl marginal (≤ 24%). Queda claro que el uso de HMA comerciales puede derivar en una respuesta diferencial de T. cacao variedad FSV-094. Por lo cual se sugiere realizar una evaluación al inóculo micorrizal en relación con el genotipo antes de utilizarlo masivamente para la producción de plántulas de cacao bajo invernadero.
Teamwork Training With a Multiplayer Game in Health Care: Content Analysis of the Teamwork Principles Applied
Authors: van Peppen Lara , Faber Tjitske J E , Erasmus Vicki , Dankbaar Mary E W 
Published: November 2022

Background
In health care, teamwork skills are critical for patient safety; therefore, great emphasis is placed on training these skills. Given that training is increasingly designed in a blended way, serious games may offer an efficient method of preparing face-to-face simulation training of these procedural skills.

Objective
This study aimed to investigate the teamwork principles that were used during gameplay by medical students and teamwork experts. Findings can improve our understanding of the potential of serious games for training these complex skills.

Methods
We investigated a web-based multiplayer game designed for training students’ interprofessional teamwork skills. During gameplay, 4 players in different roles (physician, nurse, medical student, and student nurse) had to share information, prioritize tasks, and decide on next steps to take in web-based patient scenarios, using one-to-one and team chats. We performed a qualitative study (content analysis) on these chats with 144 fifth-year medical students and 24 health care teamwork experts (as a benchmark study) playing the game in groups of 4. Game chat data from 2 scenarios were analyzed. For the analysis, a deductive approach was used, starting with a conceptual framework based on Crew Resource Management principles, including shared situational awareness, decision-making, communication, team management, and debriefing.

Results
Results showed that most teamwork principles were used during gameplay: shared situational awareness, decision-making (eg, re-evaluation), communication (eg, closed loop), and team management (eg, distributing the workload). Among students, these principles were often used on a basic level. Among experts, teamwork principles were used with more open forms of speak up and more justification of decisions. Some specific Crew Resource Management principles were less observed among both groups, for example, prevention of fixation errors and use of cognitive aids. Both groups showed relatively superficial debriefing reflections.

Conclusions
Playing a multiplayer game for interprofessional teamwork appears to facilitate the application of teamwork principles by students in all important teamwork domains on a basic level. Expert players applied similar teamwork principles on a moderately high complexity level. Some teamwork principles were less observed among both students and expert groups, probably owing to the artifacts of the game environment (eg, chatting instead of talking). A multiplayer game for teamwork training can elicit the application of important, basic teamwork principles, both among novices and experts, and provides them with a flexible, accessible, and engaging learning environment. This may create time for exercising more complex skills during face-to-face training.
End User Participation in the Development of an Ecological Momentary Intervention to Improve Coping With Cannabis Cravings: Formative Study
Authors: Anderson Molly A , Budney Alan J , Jacobson Nicholas C , Nahum-Shani Inbal , Stanger Catherine 
Published: November 2022

Background
Cannabis misuse in young adults is a major public health concern. An important predictor of continued use is cannabis craving. Due to the time-varying nature of cravings, brief momentary interventions delivered while cravings are elevated may improve the use of strategies to cope with cravings and reduce cannabis use.

Objective
The goal of this manuscript is to describe a formative study to develop coping strategy messages for use in a subsequent intervention.

Methods
Young adults (aged 19-25 years; n=20) who reported using cannabis >10 of the past 30 days recruited via social media participated in this formative study. Participants rated an initial set of 15 mindfulness and 15 distraction coping strategies on a scale from 1 to 4 (very low degree to very high degree) for clarity, usefulness, and tone. They also provided comments about the content.

Results
Participants found the initial distraction messages slightly clearer than mindfulness (mean 3.5, SD 0.4 and mean 3.4, SD 0.4, respectively), both were comparable in tone (mean 3.2, SD 0.5 and mean 3.2, SD 0.4, respectively), and mindfulness messages were more useful than distraction (mean 3.0, SD 0.5 and mean 2.8, SD 0.6, respectively). Of the 30 messages, 29 received a rating of very low or low (<2) on any domain by >3 participants or received a comment suggesting a change. We revised all these messages based on this feedback, and the participants rated the revised messages approximately 2 weeks later. Participants earned US $10 for completing the first and US $20 for the second survey. The ratings improved on usefulness (especially the distraction items) with very little change in clarity and tone. The top 10 messages of each coping type (mindfulness and distraction) were identified by overall average rating (collapsed across all 3 dimensions: all rated >3.0). The final items were comparable in clarity (distraction mean 3.6, SD 0.4; mindfulness mean 3.6, SD 0.4), tone (distraction mean 3.4, SD 0.4; mindfulness mean 3.4, SD 0.4), and usefulness (distraction mean 3.1, SD 0.5; mindfulness mean 3.2, SD 0.5).

Conclusions
The inclusion of end users in the formative process of developing these messages was valuable and resulted in improvements to the content of the messages. The majority of the messages were changed in some way including the removal of potentially triggering language. These messages were subsequently used in an ecological momentary intervention.
Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial
Authors: Kim Hee Jin , Lee Jea Woog , Choi Gangta , Huh Junghoon , Han Doug Hyun 
Published: November 2022

Background
Virtual reality (VR) has been suggested to be effective at enhancing physical exercises because of its immersive characteristics. However, few studies have quantitatively assessed the range of motion and brain activity during VR exercises.

Objective
We hypothesized that 3D immersive VR could stimulate body movement and brain activity more effectively than standard exercises and that the increased range of motions during 3D immersive VR exercises would be associated with orbitofrontal activation.

Methods
A randomized crossover trial was conducted to compare exercises with and without VR. A total of 24 healthy males performed the same motions when exercising with and without 3D immersive VR, and the recorded videos were used for motion analysis. Hemodynamic changes in the prefrontal cortex were assessed using functional near-infrared spectroscopy.

Results
There were significant differences in the total angle (z=−2.31; P=.02), length (z=−2.78; P=.005), calorie consumption (z=−3.04; P=.002), and change in accumulated oxygenated hemoglobin within the right orbitofrontal cortex (F1,94=9.36; P=.003) between the VR and offline trials. Hemodynamic changes in the right orbitofrontal cortex were positively correlated with the total angle (r=0.45; P=.001) and length (r=0.38; P=.007) in the VR exercise; however, there was no significant correlation in the offline trial.

Conclusions
The results of this study suggest that 3D immersive VR exercise effectively increases the range of motion in healthy individuals in relation to orbitofrontal activation.

Trial Registration
Clinical Research Information Service KCT0008021; https://cris.nih.go.kr/cris/search/detailSearch.do/23671
Co-design and Development of EndoSMS, a Supportive Text Message Intervention for Individuals Living With Endometriosis: Mixed Methods Study
Authors: Sherman Kerry Anne , Pehlivan Melissa Jade , Singleton Anna , Hawkey Alexandra , Redfern Julie , Armour Mike , Dear Blake , Duckworth Tanya Jane , Ciccia Donna , Cooper Michael , Parry Kelly Ann , Gandhi Esther , Imani Sara A 
Published: November 2022

Background
Endometriosis, which affects 1 in 10 people assigned female at birth, is a chronic systemic inflammatory disease with a high symptom burden and adverse socioemotional impacts. There is a need for an accessible, cost-effective, and low-burden intervention to support individuals in managing their endometriosis condition.

Objective
This study aimed to co-design and evaluate the acceptability, readability, and quality of a bank of supportive SMS text messages (EndoSMS) for individuals with endometriosis.

Methods
In phase 1 of this mixed method design, 17 consumer representatives (individuals with endometriosis) participated across three 3-hour web-based (Zoom, Zoom Video Communications, Inc) focus groups. The transcripts were encoded and analyzed thematically. In phase 2, consumer representatives (n=14) and health care professionals (n=9) quantitatively rated the acceptability, readability, and appropriateness of the developed text messages in a web-based survey. All the participants initially completed a background survey assessing sociodemographic and medical factors.

Results
Consumer representatives demonstrated diverse sociodemographic characteristics (Mage=33.29), varying in location (metropolitan vs rural or regional), employment, and relationship and educational statuses. Participants reached a consensus regarding the delivery of 4 SMS text messages per week, delivered randomly throughout the week and in one direction (ie, no reply), with customization for the time of day and use of personal names. Seven main areas of unmet need for which participants required assistance were identified, which subsequently became the topic areas for the developed SMS text messages: emotional health, social support, looking after and caring for your body, patient empowerment, interpersonal issues, general endometriosis information, and physical health. Through a web-based survey, 371 co-designed SMS text messages were highly rated by consumers and health care professionals as clear, useful, and appropriate for individuals with endometriosis. Readability indices (Flesch-Kincaid scale) indicated that the SMS text messages were accessible to individuals with a minimum of 7th grade high school education.

Conclusions
On the basis of the needs and preferences of a diverse consumer representative group, we co-designed EndoSMS, a supportive SMS text message program for individuals with endometriosis. The initial evaluation of the SMS text messages by consumer representatives and health professionals suggested the high acceptability and suitability of the developed SMS text messages. Future studies should further evaluate the acceptability and effectiveness of EndoSMS in a broader population of individuals with endometriosis.
Creation of Variation through In-vitro Mutagenesis using Gamma radiation in Rose (Rosa hybrida L.) Variety ‘Lửa’
Authors: Le Nguyen Lan Thanh , Nguyen Van Son , Le Van Hoa 
Published: November 2022

Rosa hybrida L. var. Lửa has been one of the most important roses for a long time and is most often used for ornamental purposes in Sadec city, Dong Thap province. The study aimed to induce variation through in-vitro gamma-ray irradiation in the rose variety ‘Lửa’ for further improvement in rose breeding. In-vitro single node cuttings (25 in-vitro cuttings per treatment with four replications) were irradiated with different doses of γ-rays (0, 5, 10, 15, 20, 25, or 30 Gy) using a 60Co source (India) at Da Lat Nuclear Research Institute. The γ-irradiated explants were then cultured aseptically on Murashige and Skoog’s basal medium supplemented with 1.0 mg/L BAP to induce multiple shoots, shoot proliferation, and acclimatization at Division of Vegetables, Flowers and Landscaping of Southern Horticultural Research Institute (SOFRI). The LD50 dose was determined at 20 - 25 Gy treatments and these doses affected the multiplication rate, growth in-vitro, and ex-vitro survival rate. Three types of mutants with altered or novel flower color in comparison to the original flower color were isolated, such as Type 1 with orange-pink (Red 52C), Type 2 with pink (Red 54B), and Type 3 with Red 45AB with Red 54B bicolor.
Pemodelan Epidemiologi Kejadian Multidrug Resistance Bakteri Escherichia coli pada Peternakan Ayam Komersial di Kabupaten Blitar
Authors: Wibisono Freshinta Jellia , Sumiarto Bambang , Untari Tri , Effendi Mustofa Helmi , Permatasari Dian Ayu , Witaningrum Adiana Mutamsari 
Published: November 2022

Sifat resistensi bakteri Escherichia coli terhadap antibiotik mengakibatkan terbatasnya pilihan pengobatan. Perkembangan lebih lanjut dari resistensi bakteri dapat menyebabkan munculnya multidrug resistance pada bakteri, sehingga meningkatkan morbiditas dan mortalitas penyakit. Interaksi penyebaran kejadian multidrug resistance pada Escherichia coli yang terjadi pada populasi sangat kompleks, sehingga sulit memahami dinamika penyebaran berskala besar. Pendekatan pemodelan menjadi sangat penting untuk pengambilan keputusan tentang program pengendalian penyakit infeksi. Penelitian ini merupakan penelitian epidemiologi deskriptif analitik dengan desain cross-sectional study. Metode analisis menggunakan analisis regresi logistic untuk mendapatkan pemodelan kejadian multidrug resistance bakteri Escherichia coli pada tingkat ternak, dan menggunakan regresi linier untuk mendapatkan pemodelan kejadian multidrug resistance bakteri Escherichia coli pada tingkat peternakan. Hasil dari penelitian ini menunjukkan Distribusi kasus kejadian multidrug resistance pada ayam komersial di Kabupaten Blitar menunjukkan prevalensi kejadian pada tingkat peternakan sebesar 95.9%. Pemodelan kejadian multidrug resistance bakteri Escherichia coli tingkat ternak menghasilkan model regresi logistik ganda Ln () = 0.21964 + 1.60374 RefTS + 1.44989 Broiler + 0.96022 PakRacik + 0.84182 ProgAb – 1.16667 SaniKan – 1.15046 Tritendap, dengan peluang kejadian sebesar 94 %. Pemodelan kejadian Multidrug resistance bakteri Escherichia coli tingkat peternakan menghasilkan model regresi linier, MDR (Y) = 0.57886 + 0.16105 JUMitra + 0.19342 ProgAb – 0.16178 Dukudrh. Model ini memiliki wilk saphiro mendekati 1 (W = 0,9573) sehingga model persamaan ini merupakan model yang baik untuk kejadian Multidrug resistance bakteri Escherichia coli tingkat peternakan.