Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982317
Sara Balderas-Díaz, Gabriel Guerrero-Contreras, M. D. C. De Castro-Cabrera
E-learning has increased in recent years and has become an essential element in education. In this paper, we show how we have carried out a collaborative learning implementing a project-based learning and how analyzing information that the Moodle platform stores but does not display in a teacher-friendly way can be useful for professors to track learning evolution of the students effectively and efficiently. Twenty topics have been defined on which students could work in groups of 3-5 people and create a tutorial that would be made available to the rest of their peers. We have developed a Python script that processes a set of metrics such as concurrent connections, relationship between connections and students as well as between members of the groups and periods of connections. From this kind of interactions, we have related the degree of participation of each student, how each group has been involved, when the students of the same group have met in Moodle at the same time, and the grades obtained. In the PBL, 56 students have participated and at the end of the process we have obtained feedback from 38 students through a Likert-type survey. The results of the virtual monitoring show that peer-to-peer learning and continuous interaction among the members of the PBL groups reduce the isolation of the students in virtual environments and favor the successful completion of the course.
{"title":"Collaborative learning through PBL and virtual monitoring","authors":"Sara Balderas-Díaz, Gabriel Guerrero-Contreras, M. D. C. De Castro-Cabrera","doi":"10.1109/SIIE56031.2022.9982317","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982317","url":null,"abstract":"E-learning has increased in recent years and has become an essential element in education. In this paper, we show how we have carried out a collaborative learning implementing a project-based learning and how analyzing information that the Moodle platform stores but does not display in a teacher-friendly way can be useful for professors to track learning evolution of the students effectively and efficiently. Twenty topics have been defined on which students could work in groups of 3-5 people and create a tutorial that would be made available to the rest of their peers. We have developed a Python script that processes a set of metrics such as concurrent connections, relationship between connections and students as well as between members of the groups and periods of connections. From this kind of interactions, we have related the degree of participation of each student, how each group has been involved, when the students of the same group have met in Moodle at the same time, and the grades obtained. In the PBL, 56 students have participated and at the end of the process we have obtained feedback from 38 students through a Likert-type survey. The results of the virtual monitoring show that peer-to-peer learning and continuous interaction among the members of the PBL groups reduce the isolation of the students in virtual environments and favor the successful completion of the course.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"542 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117051847","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982328
J. Gracio, Maria Rosário Rodrigues, João Torres, M. Figueiredo
The GENIOS Portugal project has been offering Scratch programming courses, with a 15-hour duration, in face-to-face mode, to groups of students and two or more teachers of each class, from schools that are project members. Two Scratch teachers per class, hired by the project, have also participated in 12 of these 15 hours, supporting the activities. When the schools’ face-to-face activities stopped, in January 2021, a 12-hour Scratch course was tested. This course was then replicated eleven times, between July and August 2021, involving 132 students. In this paper, we will use a qualitative methodology to analyse the perceptions of the students involved about the course they had the opportunity to participate. We will also look at the teachers' evaluation of their final work, carried out in groups, to try to understand if a methodology, totally based on online training, can have satisfactory results with students attending the 5th and 6th grade. The results achieved point out to the success of the courses, having obtained very positive opinions from the students who attended it and most of the final works, done by the students, have been classified above average, when comparing them with all those that were carried out throughout the GENIOS project.
{"title":"Reflections on a Scratch summer course: students' perspectives","authors":"J. Gracio, Maria Rosário Rodrigues, João Torres, M. Figueiredo","doi":"10.1109/SIIE56031.2022.9982328","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982328","url":null,"abstract":"The GENIOS Portugal project has been offering Scratch programming courses, with a 15-hour duration, in face-to-face mode, to groups of students and two or more teachers of each class, from schools that are project members. Two Scratch teachers per class, hired by the project, have also participated in 12 of these 15 hours, supporting the activities. When the schools’ face-to-face activities stopped, in January 2021, a 12-hour Scratch course was tested. This course was then replicated eleven times, between July and August 2021, involving 132 students. In this paper, we will use a qualitative methodology to analyse the perceptions of the students involved about the course they had the opportunity to participate. We will also look at the teachers' evaluation of their final work, carried out in groups, to try to understand if a methodology, totally based on online training, can have satisfactory results with students attending the 5th and 6th grade. The results achieved point out to the success of the courses, having obtained very positive opinions from the students who attended it and most of the final works, done by the students, have been classified above average, when comparing them with all those that were carried out throughout the GENIOS project.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127187768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982358
José Figueiredo, F. García-Peñalvo
Programming is a special activity, which requires very special skills. Creativity, problem solving, persistence, collaboration, communication, critical thinking, commitment, dedication and hard work are some of the skills and characteristics required of those who learn programming. They are also essential characteristics to face all the challenges of the 21st century. Learning programming is a good way to practice and develop these skills. That is why most courses, in the most diverse areas of knowledge, include programming in their curricula. However, programming courses have a bad reputation. These courses have high failure and dropout rates. It is recognized by the whole scientific community in the area that there are problems and difficulties in teaching and learning programming. With this work we want to present our set of strategies and results in the improvement of our system of teaching and learning initial programming, and with that also contribute to the development and resolution of the problem. In this work, we describe a set of activities related to the initial learning of programming with good results. We present the results of the application of a machine-learning model for predicting student failure, with excellent accuracy and precision results. Finally, we argue the improvements in our teaching system and initial learning of programming, with the final results of the course of the last 5 years.
{"title":"Strategies to increase success in learning programming","authors":"José Figueiredo, F. García-Peñalvo","doi":"10.1109/SIIE56031.2022.9982358","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982358","url":null,"abstract":"Programming is a special activity, which requires very special skills. Creativity, problem solving, persistence, collaboration, communication, critical thinking, commitment, dedication and hard work are some of the skills and characteristics required of those who learn programming. They are also essential characteristics to face all the challenges of the 21st century. Learning programming is a good way to practice and develop these skills. That is why most courses, in the most diverse areas of knowledge, include programming in their curricula. However, programming courses have a bad reputation. These courses have high failure and dropout rates. It is recognized by the whole scientific community in the area that there are problems and difficulties in teaching and learning programming. With this work we want to present our set of strategies and results in the improvement of our system of teaching and learning initial programming, and with that also contribute to the development and resolution of the problem. In this work, we describe a set of activities related to the initial learning of programming with good results. We present the results of the application of a machine-learning model for predicting student failure, with excellent accuracy and precision results. Finally, we argue the improvements in our teaching system and initial learning of programming, with the final results of the course of the last 5 years.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131716334","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982310
Luis A. Castillo, Francisca Sánchez-Carrascosa
Learning analytics may have many objectives, but among the most important ones is achieving student success. This paper presents an experience in a $24times 7$ remote laboratory, attached to a standard LMS such as Moodle, whose main intention is to promote two of the key ingredients for this success: a high motivation and a high effort. In that sense, this experience provides students with immediate and multimodal feedback on the activities they are performing in order to achieve a better self-regulation of their effort.
{"title":"LARVA: Learning Analytics Recollection and Visualization Agents","authors":"Luis A. Castillo, Francisca Sánchez-Carrascosa","doi":"10.1109/SIIE56031.2022.9982310","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982310","url":null,"abstract":"Learning analytics may have many objectives, but among the most important ones is achieving student success. This paper presents an experience in a $24times 7$ remote laboratory, attached to a standard LMS such as Moodle, whose main intention is to promote two of the key ingredients for this success: a high motivation and a high effort. In that sense, this experience provides students with immediate and multimodal feedback on the activities they are performing in order to achieve a better self-regulation of their effort.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126313795","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982325
M. Caeiro-Rodríguez, Mario Manso-Vázquez, María Lorenzo-Rial, Mercedes Varela, Carlos Vaz-de-Carvalho, M. Tramonti, A. Dochshanov, Gita Senka, Hariklia Tsalapata, O. Heidmann, T. Jesmin, J. Terasmaa
NATURE (Serious Games for Natural Resource Management) is an Erasmus+ project focused on building awareness, knowledge and skills on responsible natural resource management through digital experimentation in Higher Education. It is aimed to design and implement an experiential, game-based methodological learning framework to enrich existing pedagogical practices on environmental education. The NATURE solution will allow students to engage with several scenario environments through critical and entrepreneurial thinking interventions towards natural resources management. The platform functionality will include: formatting the scenario environment for the management of natural resources, actions for introducing services that promote environmental sustainability based on specific scenario objectives, visual feedback for allowing students to understand their progress and the results of their actions in the game and Services for educators for overlooking student progress.
NATURE (Serious Games for Natural Resource Management)是一个Erasmus+项目,致力于通过高等教育中的数字实验,建立负责任的自然资源管理意识、知识和技能。旨在设计和实施一个体验式的、基于游戏的方法论学习框架,以丰富现有的环境教育教学实践。NATURE解决方案将允许学生通过批判性和企业家思维干预自然资源管理,参与多个场景环境。该平台的功能将包括:格式化用于自然资源管理的场景环境,基于特定场景目标引入促进环境可持续性的服务的行动,让学生了解他们在游戏中的进度和行动结果的视觉反馈,以及为教育工作者提供的服务,以监督学生的进度。
{"title":"Towards a Virtual Environment to Teach Natural Resouce Management based on a Virtual City Serious Game","authors":"M. Caeiro-Rodríguez, Mario Manso-Vázquez, María Lorenzo-Rial, Mercedes Varela, Carlos Vaz-de-Carvalho, M. Tramonti, A. Dochshanov, Gita Senka, Hariklia Tsalapata, O. Heidmann, T. Jesmin, J. Terasmaa","doi":"10.1109/SIIE56031.2022.9982325","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982325","url":null,"abstract":"NATURE (Serious Games for Natural Resource Management) is an Erasmus+ project focused on building awareness, knowledge and skills on responsible natural resource management through digital experimentation in Higher Education. It is aimed to design and implement an experiential, game-based methodological learning framework to enrich existing pedagogical practices on environmental education. The NATURE solution will allow students to engage with several scenario environments through critical and entrepreneurial thinking interventions towards natural resources management. The platform functionality will include: formatting the scenario environment for the management of natural resources, actions for introducing services that promote environmental sustainability based on specific scenario objectives, visual feedback for allowing students to understand their progress and the results of their actions in the game and Services for educators for overlooking student progress.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123863788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982323
Alexandre G. Ferreira, A. Gomes, A. J. Mendes
In the last decades the area of informatics had an exponential growth. This led to a high number of young students being attracted to higher education courses in the IT area. However, many students face difficulties when they have to learn programming. This often causes frustration and even dropout for many students. This paper presents a tool designed to help to mitigate some student’s difficulties. It is a Moodle plugin that allows students to build programs using flowcharts and see the animation of the execution of those programs. The main objective is to facilitate the comprehension and application of basic programming concepts in programs that may solve common introductory problems.
{"title":"SICAS2: Interactive Tool to Support Programming Learning","authors":"Alexandre G. Ferreira, A. Gomes, A. J. Mendes","doi":"10.1109/SIIE56031.2022.9982323","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982323","url":null,"abstract":"In the last decades the area of informatics had an exponential growth. This led to a high number of young students being attracted to higher education courses in the IT area. However, many students face difficulties when they have to learn programming. This often causes frustration and even dropout for many students. This paper presents a tool designed to help to mitigate some student’s difficulties. It is a Moodle plugin that allows students to build programs using flowcharts and see the animation of the execution of those programs. The main objective is to facilitate the comprehension and application of basic programming concepts in programs that may solve common introductory problems.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115146438","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982332
Dorcas Weber, C. A. G. De Oliveira
The teaching of visual arts during the COVID-19 pandemic is the subject of this writing, which seeks to point out situations and strategies used by teachers who worked in this area of knowledge in the school context, during the years 2020 and 2021. Interviews were held with four professors who worked in different institutions and teaching networks, so that it was possible to understand similarities and differences between them. The aforementioned period was marked in school education by the use of TDIC and remote classes. Several and distinct experiences were recorded by the professors, who, in general, had to dedicate themselves to so many different demands that the specific practices of the visual Arts ended up becoming less evident.
{"title":"The visual art education mediated by technologies: situations and teaching strategies in the midst of the COVID-19 pandemic","authors":"Dorcas Weber, C. A. G. De Oliveira","doi":"10.1109/SIIE56031.2022.9982332","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982332","url":null,"abstract":"The teaching of visual arts during the COVID-19 pandemic is the subject of this writing, which seeks to point out situations and strategies used by teachers who worked in this area of knowledge in the school context, during the years 2020 and 2021. Interviews were held with four professors who worked in different institutions and teaching networks, so that it was possible to understand similarities and differences between them. The aforementioned period was marked in school education by the use of TDIC and remote classes. Several and distinct experiences were recorded by the professors, who, in general, had to dedicate themselves to so many different demands that the specific practices of the visual Arts ended up becoming less evident.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"1998 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116919466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982346
Rui Costa, Alvaro Costa Neto, Cristiana Araújo, P. Henriques
Computational Thinking education and training are considered crucial activities to achieve success in later challenges like computer programming. To train the brain to think in logical terms it is necessary to use adequate resources. In this paper we address the difficult problem that is assessing efficacy of a given resource to the Computation Thinking development. To discuss that topic we will use the Melodic System which is a physical learning resource capable of constructing melodic sequences in a logical manner to be used by visually impaired people. Melodic was created aiming at training Computational Thinking through music and sounds and its impact in the learning process must be evaluated. This paper presents the tests and results applied to this intent, while also providing a general and summarized presentation of the Melodic System itself.
{"title":"A Framework to Assess Melodic Effectiveness in Training Computational Thinking to Visually Impaired People","authors":"Rui Costa, Alvaro Costa Neto, Cristiana Araújo, P. Henriques","doi":"10.1109/SIIE56031.2022.9982346","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982346","url":null,"abstract":"Computational Thinking education and training are considered crucial activities to achieve success in later challenges like computer programming. To train the brain to think in logical terms it is necessary to use adequate resources. In this paper we address the difficult problem that is assessing efficacy of a given resource to the Computation Thinking development. To discuss that topic we will use the Melodic System which is a physical learning resource capable of constructing melodic sequences in a logical manner to be used by visually impaired people. Melodic was created aiming at training Computational Thinking through music and sounds and its impact in the learning process must be evaluated. This paper presents the tests and results applied to this intent, while also providing a general and summarized presentation of the Melodic System itself.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131832301","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/siie56031.2022.9982334
{"title":"SIIE 2022 Copyright Page","authors":"","doi":"10.1109/siie56031.2022.9982334","DOIUrl":"https://doi.org/10.1109/siie56031.2022.9982334","url":null,"abstract":"","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123958981","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1109/SIIE56031.2022.9982311
Sunny Kelma Oliveira Miranda
Technology has transformed the world and is one of the fastest-growing sectors in the global economy. However, women are underrepresented in this sector. Attracting, retaining, and developing female talent in Information Technology is a business imperative. This thesis aims to analyze how to increase girls’ interest in choosing Computer Science as their higher education degree and profession. For this, it proposed research questions to understand what factors lead a student to choose Computer Science as a higher education course and to know the chances of a high school student to choose Computer Science from the analysis of their profile. The thesis’ methodology intends to apply surveys to trace the Computer Science student profiles (female and male) since their secondary school. Subsequently, it will develop a recommendation system that compares the profile of secondary education students with the Computer Science student profiles to form the pathway until the choice of the course. The thesis’ contributions include the identification of similarities and differences between the Computer Science student profiles in Portugal and Brazil; the development of a recommendation system that helps students pursue a pathway that leads them to the choice of a computing course, and allows teachers to choose the best practices for teaching programming.
{"title":"Mapping the Academic Profile of the Computer Science Student from School to University: Pathway Tracing and Gender Analysis","authors":"Sunny Kelma Oliveira Miranda","doi":"10.1109/SIIE56031.2022.9982311","DOIUrl":"https://doi.org/10.1109/SIIE56031.2022.9982311","url":null,"abstract":"Technology has transformed the world and is one of the fastest-growing sectors in the global economy. However, women are underrepresented in this sector. Attracting, retaining, and developing female talent in Information Technology is a business imperative. This thesis aims to analyze how to increase girls’ interest in choosing Computer Science as their higher education degree and profession. For this, it proposed research questions to understand what factors lead a student to choose Computer Science as a higher education course and to know the chances of a high school student to choose Computer Science from the analysis of their profile. The thesis’ methodology intends to apply surveys to trace the Computer Science student profiles (female and male) since their secondary school. Subsequently, it will develop a recommendation system that compares the profile of secondary education students with the Computer Science student profiles to form the pathway until the choice of the course. The thesis’ contributions include the identification of similarities and differences between the Computer Science student profiles in Portugal and Brazil; the development of a recommendation system that helps students pursue a pathway that leads them to the choice of a computing course, and allows teachers to choose the best practices for teaching programming.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128646390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}