bluuebunny/crossref_metadata_2025_split huggingface dataset:
Recombinant Human Lactoferrin Augments Epirubicin Chemotherapy in
Solid Ehrlich Carcinoma Bearing Mice
Authors: El-Ashmawy Nahla E. , Khedr Eman G. , El-Kady Amira Y. , Al-Ashmawy Ghada M. 
Published: May 2022

Background:
Lactoferrin (LF) is a member of the transferrin family, which is known for
its immunomodulatory properties. LF has been widely used as an anticancer medication in various
cancers including breast cancer.

Aims:
The current study aimed to examine the molecular mechanisms underlying the therapeutic
potential of recombinant human lactoferrin (rhLF), either alone or combined with epirubicin (EPI),
in mice bearing solid Ehrlich carcinoma (SEC).

Methods:
SEC-bearing female mice (n=40) were divided into 4 equal groups. Mice were given
rhLF orally (100mg/kg/mouse) daily and/or EPI i.p (8mg/kg/mouse). The experiment lasted 14
days, after which samples were collected to measure IL-18 and phosphorylated c-Jun N-terminal
kinase (p-JNK) by ELISA and p53 gene expression by real-time PCR.

Results:
Administration of rhLF, either alone or combined with EPI, markedly decreased the tumor
volume and increased tumor inhibition rate as well as survival rate compared to either tumor control
group or EPI-mono treated group. In addition, co-administration of rhLF and EPI increased the
level of activated JNKs and expression of p53 in tumor tissues compared to the tumor, control
group, exhibiting their pro-apoptotic properties. Moreover, the combined treatment with rhLF and
EPI elevated IL-18 level in the intestinal mucosa compared to other experimental groups with a
possible immune-enhancing effect.

Conclusion:
Recombinant human lactoferrin exhibited potential anticancer and immune-enhancing
properties in mice with breast cancer. Co-treatment with rhLF and EPI proved to be a promising
strategy in cancer treatment.
Designing and Characterization of Tregitope-Based Multi-Epitope Vaccine
Against Multiple Sclerosis: An Immunoinformatic Approach
Authors: Barazesh Mahdi , Bemani Peyman , Jalili Sajad , Hassanpour Kazem , Faraji Fouziyeh , Gholijani Nasser , Mohammadi Mozafar , Farnoosh Gholamreza 
Published: May 2022

Background:
Multiple sclerosis (MS) is a chronic autoimmune disease of the central
nervous system(CNS). It is widely accepted that the development and progression of MS result
from aberrant activation of potentially encephalitogenic reactive-T cells against CNS antigens. The
pathologic roles of both CD4+ (T helper; Th) and CD8+ T cells have been demonstrated in MS lesions.

Objective:
In the present work, we applied a series of bioinformatics tools to design a dendritic cell
(DC)-targeting Tregitope-based multi-epitope vaccine for MS to induce tolerance in pathogenic
myelin-specific T cells.

Methods:
The 3D structure of anti-DEC205 scFv and the remaining part of the vaccine were modeled
by ROSIE Antibody server and ITASSER software, respectively. AIDA web server (ab initio
domain assembly server) was applied to assemble two parts of the vaccine and build the full
construct. Following modeled structure refinement and validation, physicochemical properties, and
allergenicity of the vaccine were assessed. In the final step, in silico cloning was done to ensure
high-level expression in the desired host.

Results:
This vaccine consists of three main parts; 1) Anti-DEC205 scFv antibody, 2) multiepitope
vaccine part composed of multiple pathogenic CD4+, and CD8+ T cell epitopes originated
from multiple known antigens in MS patients, as well as T-regulatory (Treg)-inducing epitopes
(Tregitopes), and 3) vasoactive intestinal peptide (VIP). All parts of the final vaccine were joined
together with the help of proper linkers. After vaccine construction, the three-D structure, as well
as different physicochemical and immunological features of the vaccine were predicted. Finally, in
silico gene cloning was also carried out to assure efficient production of protein vaccine in Escherichia
coli K12 expression strain.

Conclusion:
Computational study revealed that this vaccination can regulate MS disease progression
and even relapse by harnessing pathogenic T cells.
The Effects of Vitamin D3 and Melatonin Combination on Pentylenetetrazole- induced Seizures in Mice
Authors: Mehrzadi Saeed , Hosseinzadeh Azam , Dehdashtian Ehsan , Jafari-Sabet Majid 
Published: May 2022

Background:Epileptic seizures are associated with the overproduction of free radicals in the brain leading to neuronal cell death. Therefore, reduction of oxidative stress may inhibit seizure- induced neuronal cell damage. The current study evaluated the effects of Vit D3 and melatonin and their combination on pentylenetetrazol (PTZ)-induced tonic-clonic seizures in mice.Methods:Animals were divided into six groups. Group I was administered with normal saline (0.5 ml, intraperitoneally (i.p.)) on the 15th day of the experiment. Group II was injected with PTZ (60 mg/kg dissolved in 0.5 ml normal saline, i.p) on the 15th day. Groups III-IV were treated with diazepam (4 mg/kg/day), Vit D3 (6000 IU/kg/day), melatonin (20 mg/kg/day), and Vit D3 (6000 IU/kg/day)/melatonin (20 mg/kg/day), respectively, and were then injected with PTZ (60 mg/kg) on the 15th day of the experiment. Immediately after the injection of PTZ on the 15th day, mice were observed for a 30-min period to measure seizure latency and duration. For determination of oxidative stress markers, malondialdehyde (MDA) level and superoxide dismutase (SOD) activity were measured in mouse brains.Results:Treatment with Vit D3, melatonin, and Vit D3/melatonin significantly increased seizure latency and decreased seizure duration. The brain level of MDA was lower, and SOD activity was greater than in the PTZ group. Mice treated with Vit D3/melatonin had lower seizure duration than other treated groups.Conclusions:The combination of Vit D3 and melatonin may reduce seizure frequency in epileptic patients; this effect may result from various mechanisms, including inhibition of oxidative stress.
Role of G-Proteins and GPCR-Mediated Signalling in Neuropathophysiology
Authors: Kamal Mohammad Amjad , Rahman Md. Mominur , Mim Sadia Afsana , Islam Md. Rezaul , Sultana Nasrin , Ahmed Muniruddin 
Published: May 2022

Abstract:
G-protein-coupled receptors (GPCRs) are activated by manifold neurotransmitters, and their
activation, in turn, evokes slow synaptic transmission. They are profoundly related to numerous psychiatric
and neurological disorders such as schizophrenia and Parkinson's disease. The significant malady
indications for GPCR modulators demonstrate a change towards obesity, diabetes, and Alzheimer's
disease, while other central nervous system disorders persist highly represented. GPR52, GPR6,
and GPR8 are recognised as orphan GPCRs, co-exist either with both the dopamine D2 and D1 receptors
in neurons of the basal ganglia or with the dopamine D2 receptor alone, and recommend that between
these orphan receptors, GPR52 has the maximum potential of being a therapeutic psychiatric
receptor. Genetically modified creature models and molecular biological investigations have suggested
that these improved GPCRs could be potential therapeutic psychiatric receptors. In this perspective,
the role of molecular targets in GPCR-mediated signalling has been discussed that would be novel
drug design and discovery options for a scientist to elaborate previous knowledge with modern techniques.
Pengembangan media pembelajaran STEM dengan augmented reality untuk meningkatkan kemampuan spasial matematis siswa
Authors: Arifin Alif Maulana , Pujiastuti Heni , Sudiana Ria 
Published: May 2022

Penelitian ini bertujuan untuk menghasilkan produk berupa media pembelajaran berbasis STEM dengan augmented reality yang valid, praktis, dan efektif dalam meningkatkan kemampuan spasial matematis siswa. Jenis penelitian ini adalah penelitian pengembangan dengan model ADDIE yang diadaptasi dari Lee Owens yang meliputi yaitu analyze, design, development, implementation, and evaluation. Implementasi media yang dikembangkan dilakukan di SMK Negeri 1 Pandeglang dengan melibatkan 25 orang siswa kelas XII RPL 2 dan 2 orang guru matematika. Hasil dari penelitian ini adalah sebuah media pembelajaran yang diberi nama “Artic” yang valid, praktis, dan efektif. Media pembelajaran dinyatakan valid berdasarkan penilaian dari tiga orang ahli media dan tiga orang ahli pendidikan, dengan persentase kevalidan secara berturut-turut sebesar 91% (sangat layak) dan 93% (sangat layak). Media dinyatakan praktis berdasarkan penilaian oleh guru dengan persentase penilaian sebesar 85% (sangat praktis) dan penilaian dari siswa dengan persentase penilaian sebesar 94% (sangat baik). Keefektifan media berdasarkan skor n-gain sebesar 0,42 dengan interpretasi terdapat peningkatan pada kategori sedang. Berdasarkan hasil tersebut, maka media pembelajaran yang dikembangkan layak digunakan untuk meningkatkan kemampuan spasial matematis siswa. AbstractThis study aimed to produce a product in the form of a learning media based on STEM with Augmented Reality which was valid, practical, and effective to improve students’ mathematical spatial abilities. This study was a research and development with the ADDIE model adapted from Lee Owens which includes analyzing, design, development, implementation, and evaluation. The implementation of the developed media was carried out at SMK (vocational high school) Negeri 1 Pandeglang, Indonesia by involving 25 students of class XII RPL 2 and two mathematics teachers. The results of this study were a learning media that was given the name “Artic” which was valid, practical, and effective. Learning media was declared valid based on the assessment of three media experts and three educational experts, with a percentage of validity respectively 91% (very feasible) and 93% (very feasible). The media was declared practical based on the assessment by the teacher with a percentage score of 85% (very practical) and an assessment by students with a percentage score of 94% (very good). The effectiveness of the media based on the n-gain score of 0.42 with the interpretation there was an increase in the medium category. Based on these results, the learning media developed was appropriate to be used to improve students’ mathematical spatial abilities.
Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial
Authors: Maddison Ralph , Baghaei Nilufar , Calder Amanda , Murphy Rinki , Parag Varsha , Heke Ihirangi , Dobson Rosie , Marsh Samantha 
Published: May 2022

Background
Mobile games can be effective and motivating tools for promoting children’s health.

Objective
We aimed to determine the comparative use of 2 prototype serious games for health and assess their effects on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T2D).

Methods
A 3-arm parallel pilot randomized controlled trial was undertaken to determine the feasibility and preliminary effectiveness of 2 serious games. Feasibility aspects included recruitment, participant attitudes toward the games, the amount of time the participants played each game at home, and the effects of the games on healthy lifestyle and T2D knowledge. Participants were allocated to play Diabetic Jumper (n=7), Ari and Friends (n=8), or a control game (n=8). All participants completed healthy lifestyle and T2D knowledge questionnaires at baseline, immediately after game play, and 4 weeks after game play. Game attitudes and preferences were also assessed. The primary outcome was the use of the game (specifically, the number of minutes played over 4 weeks).

Results
In terms of feasibility, we were unable to recruit our target of 60 participants. In total, 23 participants were recruited. Participants generally viewed the games positively. There were no statistical differences in healthy lifestyle knowledge or diabetes knowledge over time or across games. Only 1 participant accessed the game for an extended period, playing the game for a total of 33 min over 4 weeks.

Conclusions
It was not feasible to recruit the target sample for this trial. The 2 prototype serious games were unsuccessful at sustaining long-term game play outside a clinic environment. Based on positive participant attitudes toward the games, it is possible to use these games or similar games as short-term stimuli to engage young people with healthy lifestyle and diabetes knowledge in a clinic setting; however, future research is required to explore this area.

Trial Registration
Australia New Zealand Clinical Trials Registry ACTRN12619000380190; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=377123
Evaluation of Online Near-Peer Teaching for Penultimate-Year Objective Structured Clinical Examinations in the COVID-19 Era: Longitudinal Study
Authors: Shah Savan 
Published: May 2022

Background
The benefits of near-peer learning are well established in several aspects of undergraduate medical education including preparing students for Objective Structured Clinical Examinations (OSCEs). The COVID-19 pandemic has resulted in a paradigm shift to predominantly online teaching.

Objective
This study aims to demonstrate the feasibility and benefits of an exclusively online near-peer OSCE teaching program in a time of significant face-to-face and senior-led teaching shortage.

Methods
A teaching program was delivered to penultimate-year students by final-year students at Manchester Medical School. Program development involved compiling a list of salient topics and seeking senior faculty approval. Teachers and students were recruited on Facebook. In total, 22 sessions and 42 talks were attended by 72 students and taught by 13 teachers over a 3-month period. Data collection involved anonymous weekly questionnaires and 2 separate anonymous student and teacher postcourse questionnaires including both quantitative and qualitative components.

Results
On a scale of 1-10, students rated the quality of the program highly (mean 9.30, SD 1.15) and felt the sessions were highly useful in guiding their revision (mean 8.95, SD 0.94). There was a significant increase in perceived confidence ratings after delivery of the program (P<.001). Teachers felt the program helped them better understand and retain the subject material taught (mean 9.36, SD 0.81) and develop skills to become effective clinical teachers (mean 9.27, SD 0.79).

Conclusions
This is the first study demonstrating the efficacy of a near-peer OSCE teaching program delivered exclusively online. This provides an exemplary framework for how similar programs should be encouraged given their efficacy and logistical viability in supplementing the undergraduate curriculum.
Pengelolaan Konten Media Sosial Instagram @info_tuban sebagai Sarana Informasi Tuban
Authors: Septyami Diah Eka , Zuhri Saifuddin 
Published: May 2022

Infotuban uses social media Instagram as a means to share various information with its target audience. The purpose of this study is to find out how the management of social media content on Instagram @info_tuban includes thestages share, optimize, manage, and engage. This research uses a qualitative descriptive research type. Data collection techniques through interviews, observation, and literature study. The informant determination technique used in this research is purposive sampling technique. This study uses two sources of data, namely primary data obtained from observations and interviews and secondary data obtained through books, internet, literature. The results show that in the share stage @info_tuban uses Instagram as a means of delivering effective and communicative information to build public trust. At the optimize stage, to find out what the public is talking about @info_tuban using the manual method, namely through the Instagram story and hashtag features. In thestage, manage @info_tuban has carried out several activities. However, at this stage @info_tuban does not use social media tools. The last stage is engage, @info_tuban has collaborated with people who have influence. To reach the target audience, it is done by regularly posting content. Keywords: content, instagram, information, infotuban
A Medium Is Born: Participatory Media and the Rise of Clubhouse in Russia and Ukraine During the Covid-19 Pandemic
Authors: Boyko Kateryna , Horbyk Roman 
Published: May 2022

Abstract
Clubhouse is a social network allowing only real-time oral communication. While its 2020 worldwide launch went largely unnoticed in Eastern Europe, it took countries such as Ukraine and Russia by storm in February 2021. Users were enticed by the platform’s exclusivity (invitation only and limited to IOS users), unusual format, and compatibility with post-covid social life. For some time, Clubhouse was the dominant theme of discussions on other social media, mainstream news media organizations started launching daily talk shows in the app, and early adopters engaged in a plethora of participatory activities ranging from propagandist broadcasts to 24/7 rooms where bots would recite Russian classical poetry, from fervently seeking ways to monetise their participation to creating the somewhat unexpected genre of audial fakes.
In this article we intend to analyse the turbulent arrival of the new app in Russia and Ukraine from the perspectives of media ecology and media archaeology. Focusing on the app’s mediality and remediation, the social media discourse about it and particular content in some of the notable rooms, we highlight the conjunction of social environment, the already existing and novel technological affordances, as well as users’ perceptions and expectations in the emergence of a new niche in the ecology of participatory media. Based on this, we will also try to outline some possible scenarios for the new platform in Eastern Europe’s dense mediascapes. We argue that the prompt rise of Clubhouse’s popularity was not thanks to its special authenticity, as some suggest, but rather because of the normalization of group long-distance conversations (e.g., via Zoom), coupled with the intentional monomedia poverty of affordances and clearly delimited boundary between the roles of broadcasters and listeners, which was perceived as liberating in a produsage-saturated environment. This actually limits the participatory media potential of content creators and influencers, increasing their power and reviving monological models of communication that suggest a passive audience.
Where We Go One, We Go All: QAnon, Networked Individualism, and the Dark Side of Participatory (Fan) Culture
Authors: Hodson Jaigris , Gosse Chandell 
Published: May 2022

Abstract
Participation in online spaces has afforded new fan cultures (Baym, Burnett 2009; Jenkins 2018) and enabled new communities of networked individuals (Rainie, Wellman 2012; Burgess, Jones 2020). Online participation also generates participatory cultures, which allow audiences unprecedented opportunity to connect with each other and with the media they share. However, it has also generated some decidedly anti-social and anti-democratic movements, such as QAnon (Amarasingam, Argentino 2020). In this commentary, we argue that QAnon can be thought of as a participatory fan culture gone awry. Using QAnon’s entry into mainstream culture in 2020 as a case study, we explore the darker implications of online participatory culture, including misinformation, conspiratorial- thinking, and an undermining of shared realities. Lastly, we propose that these issues are made more explicit and difficult to attend to in a media sphere characterized by dominant neo-liberal corporate control of participatory media, and digital dualism.
Participatory Cultures of Digital Games: The Double-Edged Sword of Being a Reddit Community Moderator
Authors: Nielsen Daniel 
Published: May 2022

Abstract
Volunteer community moderators are at the centre of a multitude of conflicting views in the media and society, while being continually exposed to inappropriate content and risking their mental wellbeing. On Reddit.com, their specific interest in a topic drives them to volunteer for moderation responsibilities to nurture the participa-tory community; however, this puts them in the uncertain position of being neither a member of the community nor a representative of the social media platform tied to the community. By adopting Nico Carpentier’s concept of participation as a site of political–ideological negotiation, this article explores the precarious conditions and expectations of community moderators around digital games after the 2020 COVID-19 struggles, with more people turning to social media, which increases demand for platform moderation. The study is based on semi-structured interviews with community moderators associated with online media communities (subreddits) of different games on the social media platform Reddit. It draws two conclusions: Firstly, the field of subreddit moderation involves multiple actors, such as content creators, content generators, moderators, and game studios. Here, moderators hold an assumed absolute power in two processes of decision-making: (1) ensure that content abides by the sitewide rules and subreddit specific rules; and (2) promote content that is sensitive to the subreddit’s cultural context. In decision-making moments, the tools that are afforded to moderators from the Reddit platform put moderators at a disadvantage, as they are forced to implement their decisions using negative reinforcement as opposed to achieving change in the subreddit through positive reinforcement. Secondly, community moderators exist within a participatory process of checks and balances, making any moderation actions a double-edged sword where any intervention by moderators can result in backlash or disagreement from content creators and content generators, and material advantages largely determine actors’ involvement in these participatory processes.
Reuse and Appropriation: Remediating Digital Museum Collections and Digital Tools for a Participatory Culture in Transition
Authors: Taher Hassan , Addo Giuseppina , Vengerfeldt Pille Pruulmann , Engberg Maria , Maare Åsa Harvard 
Published: May 2022

Abstract
Museums have always used different media to communicate, widen perspectives and bring new knowledge, but in the era of digital media, their various offerings are increasingly part of the media ecosystem. Our research interventions explored the possibility of reusing existing digitised material in a participatory setting. The aim was to explore the object-centred audience participatory method in digital settings. We held a series of digital and in-person workshops that invited the participants to “imagine” narratives about the provenance of the museum’s objects and journeys to Sweden in a playful and creative exploration. We could observe how the virtual workshop setting supported focused discussions, and allowed zooming, drawing and remixing of digital photographs to facilitate conversation. The workshop participants on-site worked with the museum objects on display to remediate them through photos, drawings, clay modelling, and writing down thoughts and questions about the objects on discussion postcards. The participants’ contributions were included in the virtual collection database (Carlotta), under the same collection as the other museum objects, making the remediation process circular. We argue that object-centred methods enable audience participation in digital media ecosystems both in museums and with other media makers.
The audience’s expectations and experiences from using other media bring them to the digital museum platforms with a willingness to explore, remix and integrate.