bluuebunny/crossref_metadata_2025_split huggingface dataset:
Laparoendoscopic single-site surgery for adnexal disease during pregnancy: A single-center preliminary experience
Authors: Yin Min , Yang Jiaxin , Zhou Huimei , Zhang Xinyue 
Published: October 2022

PurposeThis study aimed to evaluate the safety and efficacy of laparoendoscopic single-site surgery (LESS) in treating adnexal disease during pregnancy.MethodsMedical records of included patients were retrospectively reviewed and follow-ups of all the patients were performed until the delivery of the fetus. The clinical characteristics, surgical interventions, postoperative complications, and pregnancy outcomes were analyzed.ResultsSix cases were included, with the gestational age ranging from 19 to 31 weeks 1 day. Procedures included salpingo-oophorectomy (n = 3), ovarian or paratubal cystectomy with detorsion (n = 2), and adnexal detorsion (n = 1). The median duration of surgery was 35 min (range, 20–60 min), and the estimated blood loss ranged from 5 to 50 ml. No major intraoperative or postoperative complications were noted. The final pathologic results included high-grade serous ovarian carcinoma, ovarian borderline serous cystadenoma, ovarian simple cyst, endometrioma, and mesosalpinx cyst. Five patients had a spontaneous vaginal delivery at full-term, and one patient had a cesarean section preterm followed by comprehensive staging surgery of ovarian cancer.ConclusionBased on the data we included, LESS performed by experienced surgeons appeared to be a safe and feasible alternative to multiport laparoscopic surgery for the management of selected patients with adnexal disease during pregnancy. More studies with large sample sizes at multiple centers are warranted.
Facilitating Social Inclusion of Migrant Students through Digital Games: Design Principles and Pitfalls in Wanderers
Authors: Oygardslia Kristine , Ask Kristine 
Published: October 2022

Schools are central in facilitating the inclusion of migrants and refugees in society. However, research from the LIM: Language, Integration, Media project has shown a lack of activities where students from various cultural backgrounds can come to know one other on equal terms. To meet this need, we designed a collaborative puzzle game – Wanderers – with the goal of facilitating low-stakes social interaction and cultural exchange between high school students with and without migrant backgrounds. This article outlines this design process and explores the design principles and pitfalls for digital games that support the social inclusion of migrants in a classroom setting. In the study, we use a design-based research methodology to address the research question: what design principles can be used to support social inclusion through cultural exchange in local collaborative play? We outline and discuss the following key design principles for games designed to facilitate social inclusion: 1) Facilitating cultural exchange through “safe topics”; 2) Promoting mutual dependency; 3) Diversity in representation and 4) A stimulating theme. We argue that these design principles can be used to design positive experiences that support the idea of inclusion as a two-way process. However, our discussion also shows how these design principles can also reinforce existing majority/minority configurations, and how conventional game design principles may fall short when applied in this specific context. The paper argues for the importance of low-threshold activities, such as small talk about food and holiday traditions, while also highlighting specific challenges in designing games for social integration.
Playful Participatory Mapping: Co-creating Games to Foster Systems Thinking
Authors: Morini Luca 
Published: October 2022

This paper presents a currently evolving hybrid research, teaching and public engagement methodology that uses game design principles and elements to overcome established limitations of participatory research methodologies and pedagogies (such as lack of transferability of findings and difficulties in comparing outcomes and datasets) through the inclusion of game design elements and a focus on systems thinking. Game design is inherently rooted in systems thinking, which has been highlighted a key competence in addressing the “wicked” problems and Sustainable Development Goals, a linkage which is still weakly explored by research. The paper will discuss the methodology’s theoretical groundings and inspirations, with a particular focus on linking participatory approaches, game design and Donella Meadows’s work on “Leverage Points” for systems-oriented interventions. The paper will then discuss how the methodology builds on and moves beyond established community mapping approaches by working with participants to progressively and co-creatively add more formalised game-like elements and dynamics (simulation, goal-setting, player-mapping, turn-taking, role-playing) that organically scaffold participants in moving towards more abstract systems modelling. Following an articulation of the process and its underlying theoretical framework, the paper will also present brief, reflective accounts of a number of experiments in playful participatory community mapping facilitated over a 18-month period, with diverse groups of participants across different countries engaging with the methodology and informing its evolution. These accounts will showcase how the game design lens has allowed participant communities to develop systems thinking and engage in systems mapping, moving from materially grounded and culturally relevant categories towards more systematised models, which include possible, practical “leverage points” for intervention.
How to get the girls Gaming: A Literature Study on Inclusive Design
Authors: Mozelius Peter , Humble Niklas 
Published: October 2022

Gaming is a ubiquitous activity today where many children spend considerable amounts of time playing various games. Serious games have also become a mainstream educational tool in a wide variety of school subjects. Despite this, many games still have a design that mainly appeals to boys where girls are less frequent players. The aim of this study was to gather requirements for a design of serious games where girls should not feel excluded. The research question to answer was: "Which design concepts are important if girls should be engaged in serious gaming?". Furthermore, the results from this study could be useful for future implementations of educational games. This study strives to address the research gap in the field of inclusive game design, and to gather important requirements for games where girls and boys want to play together. This study was carried out as a scoping literature review to map literature in the field of game design to identify key concepts that can attract the younger girl audience. Scoping literature reviews offer a method of mapping key concepts in a research field to identifying the main sources and types of evidence available. A central aim of a scoping literature review is to synthesise research results to a specific target group as a foundation for future research. For this study, the future research will consist of implementing the found design factors in an educational game on computer science. Findings indicate that there are specific game design concepts that girls find appealing. Important main themes to consider are Creativity and customisation, Character diversity, Collaborative interaction, and Exploration without violence. However, there seems to be several challenges related to the concept of designing specific girl games. The conclusion from this study is rather to choose a more inclusive game design where girls and boys would like to play together. A concept for game design that could be described as having a low threshold, wide walls and a high ceiling. The recommendation for a girl inclusive design is to carefully consider factors such as narration, backstory, social interaction, game graphics, sound design, and personalisation.
Recent Developments regarding Exergames and Individuals with Disabilities
Authors: PATSI CHARIKLEIA , Evaggelinou Christina 
Published: October 2022

Exergames are digital interactive games that require physical movements of upper and lower limbs by the users to achieve simulation with the game screen. Their effects regarding the maintenance of fitness levels and the improvement of their overall health, is proven to be positive. Due to attractiveness, they offer an innovative way to increase physical activity levels of individuals with disabilities. Exergaming may provide both entertainment and multiple benefits for the users while their engagement with the games may produce a positive mood state, socialization, improvement of well-being and good outcomes. Digital environment provides the possibility for the users to participate at the games on equal terms, regardless of academic performance and type of disability. Individuals with disabilities are less physically active compared to individuals without disabilities. As a result, their fitness levels appear to be lower compared to general population and that may cause cardiovascular diseases, diabetes, obesity and depression. The main reason for this is the absence of motivation to participate in physical education programs. Therefore, it might be meaningful to increase their physical activity levels using exergames. The purpose of this study was to explore the possible benefits of exergames on individuals with disabilities. To achieve this, an extensive research and record of relevant publications in recent years took place. Results indicate that exergames had positive effects on individuals with disabilities and although they should not replace their participation at exercise programs in real environments, they can be used in combination with exercise programs adapted to their needs. More specifically, results suggest that exergames are useful, attractive, and efficient tools for enhancing physical activity levels and attitudes. Additionally, studies reveal social, emotional, and motor benefits as well as improvements in communication skills contributing positively to the quality of their life.
Player perceptions of informal learning in non-educational games
Authors: Välisalo Tanja , Vahlo Jukka , Tuuri Kai 
Published: October 2022

The potential of non-educational games in learning is well-established, but there have been relatively few empirical studies attempting to explore the kinds of informal learning take place in non-educational games outside of formal education. Simultaneously, student motivation is known to have a connection to learning outcomes, but there is a lack of research on the relationship between gaming motivations and informal learning in games. This paper aims to fill the gap in research by, firstly, forming an empirically-based understanding of what players perceive they are learning from playing non-educational games, and secondly, exploring the potential connections of self-articulated learning outcomes with motivations to play games and preferences for gameplay activities.
The research data was collected through an online survey panel. The respondents were asked to describe in open-text answers what they had learned by playing games, and their motives and gameplay activity preferences were measured using two psychometric instruments, Motives of the Autonomous Player, MAP (Vahlo and Tuuri, submitted) and the gameplay activity inventory GAIN (Vahlo et al, 2018).
The open-text responses analysed using data-driven content analysis, which resulted in 11 main categories of learning outcomes. Cluster analysis of the main categories revealed three clusters indicating informal game-based learner types: (1) Learning perseverance, learning mainly related to coping skills and self-enhancement, (2) Learning practices and communalities, focusing on practical and interpersonal skills, and (3) Learning to perform, emphasising cognitive and sensori-motor competencies.
Comparisons of the learning outcome clusters with motives and gameplay preferences revealed the learner types had distinct profiles which denote differences between learner types in the overall motivation to play games, in certain motivational factors, and in preferences of gameplay activities. Based on this analysis we suggest the existence of two distinct continuums, transfer of learning, and the situational dependence to gameplay activities, where these learner types are located.
Serious games as innovative formative assessment tools for programming in Higher Education
Authors: Hainey Thomas , Baxter Gavin , Black Julie , Yorke Kenneth , Bernikas Julius , Chrzanowska Natalia , McAulay Fraser 
Published: October 2022

Serious games are becoming increasingly popular as alternative supplementary learning approaches across all disciplines at all levels. Learners are more enabled to become more actively involved, not only in the learning process but also in the design and development of innovative formative assessment tools. This paper will present four serious games for programming education developed as part of a Serious Games honours year module in Higher Education at the University of the West of Scotland. Computer Games Development students were tasked as part of a research project to design and implement a serious game for students in their course or other Computer Science related courses in earlier years to provide their peers with innovative games for the purposes of formative assessment. It was hoped that the participants could enhance the engagement of courses that they had already passed but also utilise their creative Games Development skills in a new productive way to enhance the assessments in their own course having had the experience. Permitting students to design their own formative serious game assessments in this way enabled enhanced creativity with the students creatively tackling the overall problem in insightful and surprising ways. This paper will look at four games created for the purposes of teaching programming by analysing the overall learning outcomes, development process and providing a description of the games. The idea is to provide insight into the development process of serious games for programming education in terms of similarities, differences and to produce a basic framework for development in relation to content, assessment, and game mechanics. The paper will produce an overview of the excellent games created and present a case for increased active involvement of students to develop their own serious games – particularly on Computer Games degree or college courses.
IMPLEMENTASI PENDIDIKAN KARAKTER ANAK USIA DINI MELALUI SENTRA IMTAQ
Authors: Masrurah Farhatin , Wardhani Venty Angli 
Published: October 2022

Character building in children is an education that teaches character, morals, behavior and personality. The center of faith and piety (IMTAQ) is a learning activity that aims to enable students to develop religious abilities from an early age and to form intelligent individuals and behave according to religious norms. The focus of this research is how to plan character building through IMTAQ learning centers, how to implement character building through IMTAQ learning centers, how children's character through learning activities at IMTAQ centers. The method used in this study is a descriptive qualitative approach. The data collection techniques are interviews, observation, and documentation. While the results of this study include; 1) learning planning forms good character/noble character as stated in the main vision of the school and is integrated into semester, weekly, and daily planning. 2) implementation of character building through IMTAQ learning centers in the form of habituation activities for 18 characters in IMTAQ learning centers in accordance with BBCT guidelines, which are supported by habituation of children's religious characters. 3) children's character changes through imtaq center learning are children can be polite and always do good habits and have a fairly good religious character.
KEMATANGAN SOSIAL MELALUI KEGIATAN OUTBOUND PADA ANAK USIA 3-4 TAHUN DI PAUD INKLUSI ANGGREK MANDIRI KABUPATEN SITUBONDO
Authors: Suyanti Suyanti , Nuriyati Wijarni Nuriyati Wijarni 
Published: October 2022

Outbound activities have the function as individual and group therapy for children with problems in motor, emotional and social development. The problem in Anggrek Mandiri Inclusion PAUD institution is that the socialization of children with other people or peers has not been able to develop properly. This study focuses on increasing social maturity through outbound activities for children aged 3-4 years optimally. This research method includes Classroom Action Research with social maturity variables and outbound activity variables. The results obtained in the first cycle, namely the social maturity of children through outbound activities are still low not in accordance with the standard, namely an average of 65% and continued in the second cycle which has increased by 85%. With outbound activities, children who are initially timid in facing obstacles or barrier, become brave and even lose their fear after participating in outbound
Місце мультимодальної арґументації в процесі ухвалення рішень
Authors: Bura Kateryna 
Published: October 2022

Дослідження спрямоване на окреслення взаємозв’язків теорії та практики арґументації і теорії ухвалення рішень. Фокус уваги спрямований на виявлення специфіки модусів мультимодальної арґументації, що передбачає послідовне розв’язання таких завдань: а) доповнити та уточнити дефініцію терміна «арґументація» у контексті застосування арґументів в процесі ухвалення рішень; б) розвести смислове поле термінів «переконувати» та «запевняти» в контексті само-арґументації (self-argumentation); в) висвітлити роль особистісних особливостей дієвця у процесі вибору; г) дослідити особливості вербальних та візуальних арґументів у процесі ухвалення рішень. Автор виходить із браку досліджень, присвячених прикладному застосуванню теоретико-арґументативного наробку у процесі ухвалення рішень. Прийоми та методи арґументації пропонується розглянути крізь призму само-арґументації, де суб’єкт шукає підстави та надає докази для переконання і запевнення самого себе. Актуалізація цієї проблематики дає можливість залучити теоретичні здобутки філософії дії та активності, феноменології, когнітивних та комп’ютерних наук з метою розширення поля дослідження та виходу за окреслені дисциплінарні межі. Для розгляду теоретико-методологічної та джерельної бази дослідження був використаний системний підхід. Для порівняння арґументативних теорій та підходів були застосовані компаративний метод та метод аналогії. Автором обґрунтована необхідність прийняття до уваги теоретико-арґументативного наробку в контексті теорії ухвалення рішень. Дослідження на межі цих царин зумовлюють актуалізацію проблеми людини, як дієвця, як автора власних рішень, на шляху до яких постає необхідність пояснення та арґументації. Була висунута та обґрунтована гіпотеза щодо розгляду суб’єкта як одночасно адресанта і адресата в арґументативному процесі, що дало можливість підняти питання само-арґументації. У процесі останньої було проаналізовано місце різних модусів арґументації, зокрема вербального та візуального, а також наведено приклади сфер їхнього прикладного застосування. Наукові наробки в арґументативній царині відрізняються прикладним застосуванням. Уміння будувати, аналізувати та виокремлювати арґументи дають змогу не лише ретроспективно поглянути на арґументативний процес та допомогти обґрунтувати вже ухвалене рішення, але й надати перевагу певній альтернативі безпосередньо у ситуації вибору. Діалогічний характер арґументативного процесу можна тлумачити крізь призму само-арґументації, у процесі якої використовуються не лише вербальні, а й візуальні аргументи. На підставі розглянутих першоджерел продемонстровано, яким чином візуалізація інкорпорується в процес ухвалення рішень.
Análisis y comparación de la dosis absorbida y calidad de imagen entre Mamografía Digital (ffdm) y Mamografía de Tomosíntesis (dbt) con reconstrucción 2D
Authors: Cadena Martínez Luis Ramón , Álvarez Alfonso Beatriz Yolanda , Gaona Enrique , Mitsoura Eleni , Hardy Pérez Alberto Ernesto , Moctezuma Oropeza Anallely 
Published: October 2022

La mamografía digital de campo completo (ffdm) es el protocolo estándar mamográfico en México, pero tiene limitaciones por el traslape de tejidos. Por lo que, en muchos casos, se usa la ffdm combinada con la tomosíntesis digital de mama (dbt), teniendo así un aumento de dosis de radiación. El objetivo de este estudio es evaluar la reducción de la dosis absorbida al paciente, usando únicamente dbt con reconstrucción en 2D (sdm), manteniendo una calidad de imagen óptima. Se realizó un estudio retrospectivo y prospectivo de pacientes sometidas a ffdm con dbt evaluando y comparando la dosis glandular media (agm) y calidad de imagen. Se utilizó un sistema de mamografía Hologic Selenia Dimensions, un dosímetro RadCal Accu-Gold y el protocolo de la Asociación Americana de Físicos en Medicina para calcular la agm, la calidad de imagen fue evaluada con lo recomendado por el Colegio Americano de Radiología. Los resultados muestran que la agm fue menor en dbt (mama izquierda 2.20 ± 0,5 mGy, mama derecha 1.82± 0,5 mGy) comparándola con ffdm (mama izquierda 2.86 ± 0,5 mGy, mama derecha 2.17 ± 0,5 mGy). Los resultados en calidad de imagen fueron superiores en sdm en comparación con ffdm.La mastografía sdm reduce la dosis al paciente y tiene potencial de sustituir a la ffdm.
BASS XXXII: Studying the Nuclear Millimeter-wave Continuum Emission of AGNs with ALMA at Scales ≲100–200 pc
Authors: Kawamuro Taiki , Ricci Claudio , Imanishi Masatoshi , Mushotzky Richard F. , Izumi Takuma , Ricci Federica , Bauer Franz E. , Koss Michael J. , Trakhtenbrot Benny , Ichikawa Kohei , Rojas Alejandra F. , Smith Krista Lynne , Shimizu Taro , Oh Kyuseok , den Brok Jakob S. , Baba Shunsuke , Baloković Mislav , Chang Chin-Shin , Kakkad Darshan , Pfeifle Ryan W. , Privon George C. , Temple Matthew J. , Ueda Yoshihiro , Harrison Fiona , Powell Meredith C. , Stern Daniel , Urry Meg , Sanders David B. 
Published: October 2022

Abstract
To understand the origin of nuclear (≲100 pc) millimeter-wave (mm-wave) continuum emission in active galactic nuclei (AGNs), we systematically analyzed subarcsecond resolution Band-6 (211–275 GHz) Atacama Large Millimeter/submillimeter Array data of 98 nearby AGNs (z < 0.05) from the 70 month Swift/BAT catalog. The sample, almost unbiased for obscured systems, provides the largest number of AGNs to date with high mm-wave spatial resolution sampling (∼1–200 pc), and spans broad ranges of 14–150 keV luminosity {

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H ∼ 1026 cm−2. While the mm-wave emission could be self-absorbed synchrotron radiation around the X-ray corona according to past works, we also discuss different possible origins of the mm-wave emission: AGN-related dust emission, outflow-driven shocks, and a small-scale (<200 pc) jet. The dust emission is unlikely to be dominant, as the mm-wave slope is generally flatter than expected. Also, due to no increase in the mm-wave luminosity with the Eddington ratio, a radiation-driven outflow model is possibly not the common mechanism. Furthermore, we find independence of the mm-wave luminosity on indicators of the inclination angle from the polar axis of the nuclear structure, which is inconsistent with a jet model whose luminosity depends only on the angle.