Metaverse is a three-dimensional virtual technology renewal or innovation that can be used as a learning medium in the era of society 5.0 and can improve the quality of education in Indonesia. This research study discusses the metaverse that can be used as a learning medium in the era of society 5.0 to improve the quality of Indonesian education in the future. The research method used is a literature study by collecting library data from various scientific journal sources relevant to the use of the metaverse from 2020-2022. The results show that the metaverse has developed rapidly from 2020 to 2002, considering that the metaverse is an interconnected social network, an immersive network environment within a platform with many persistent users. The forms of metaverse that have been implemented such as augmented reality and virtual reality, which are present to answer the problems during the pandemic and also the needs of the era of society 5.0, in an effort to improve the quality of education in Indonesia by utilizing augmented reality and virtual reality in skills learning processes. very helpful at full term and in order to realize the quality of education in the era of society 5.0. The use of metaverse in Indonesia is generally widely used at the high school and university level in their learning. The use of metaverse with management that is in accordance with current needs, can be one of the factors supporting the success of applying metaverse to improve the quality of education in Indonesia in the next 10 to 15 years.
{"title":"Metaverse : Media Pembelajaran di Era Society 5.0 untuk Meningkatkan Kualitas Pendidikan Indonesia","authors":"Dwi Maulan Pangestu, Azizu Rahmi","doi":"10.24036/jpol.v1i2.17","DOIUrl":"https://doi.org/10.24036/jpol.v1i2.17","url":null,"abstract":"Metaverse is a three-dimensional virtual technology renewal or innovation that can be used as a learning medium in the era of society 5.0 and can improve the quality of education in Indonesia. This research study discusses the metaverse that can be used as a learning medium in the era of society 5.0 to improve the quality of Indonesian education in the future. The research method used is a literature study by collecting library data from various scientific journal sources relevant to the use of the metaverse from 2020-2022. The results show that the metaverse has developed rapidly from 2020 to 2002, considering that the metaverse is an interconnected social network, an immersive network environment within a platform with many persistent users. The forms of metaverse that have been implemented such as augmented reality and virtual reality, which are present to answer the problems during the pandemic and also the needs of the era of society 5.0, in an effort to improve the quality of education in Indonesia by utilizing augmented reality and virtual reality in skills learning processes. very helpful at full term and in order to realize the quality of education in the era of society 5.0. The use of metaverse in Indonesia is generally widely used at the high school and university level in their learning. The use of metaverse with management that is in accordance with current needs, can be one of the factors supporting the success of applying metaverse to improve the quality of education in Indonesia in the next 10 to 15 years.","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122176478","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}
This study aims to develop edmodo-based e-learning learning as a support for natural science learning in SMP Negeri 16 Padang. This type of research is research and development (Research and Development / R & D). The product development model used in this study is the flow from Thiagarajan namely 4 - D (Four-D Models) .. The results of the validity of the aspects of the media and material shows that edmodo-based e-learning is valid with light revisions, and from the point of view of students The edmodo-based learning produced is very practical to use. The results of testing the effectiveness of the product, Edmodo has been effective for use in science learning for VIII SMP with an average posttest higher than pretest. Thus it can be concluded that edmodo-based e-learning products are suitable for use in the learning process.
本研究旨在发展以edmodo为基础的电子学习,以支持巴东16中学的自然科学学习。这种类型的研究是研究与开发(research and development / R & D),本研究中使用的产品开发模型是Thiagarajan的流程,即4 -D (Four-D Models)。媒体和材料方面的有效性结果表明,基于edmodo的电子学习是有效的,只需稍加修改,从学生的角度来看,基于edmodo的学习产生的是非常实用的。测试产品有效性的结果显示,Edmodo对VIII SMP的科学学习有效,平均后测高于前测。因此可以得出结论,基于edmodo的电子学习产品适合在学习过程中使用。
{"title":"Pengembangan E-learning berbasis Edmodo pada mata pelajaran Ilmu Pengetahuan Alam untuk siswa kelas VIII SMP","authors":"Hidayati Rahmatika","doi":"10.24036/jpol.v1i1.3","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.3","url":null,"abstract":"This study aims to develop edmodo-based e-learning learning as a support for natural science learning in SMP Negeri 16 Padang. This type of research is research and development (Research and Development / R & D). The product development model used in this study is the flow from Thiagarajan namely 4 - D (Four-D Models) .. The results of the validity of the aspects of the media and material shows that edmodo-based e-learning is valid with light revisions, and from the point of view of students The edmodo-based learning produced is very practical to use. The results of testing the effectiveness of the product, Edmodo has been effective for use in science learning for VIII SMP with an average posttest higher than pretest. Thus it can be concluded that edmodo-based e-learning products are suitable for use in the learning process.","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130035706","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}
The background of this research is because of processing in evaluation at Junior High School 16 Padang which still used the old method or conventional. This evaluation is still have problem to determine the students ability directly in other word, this method needed the long time for getting students’ score. It this because of teacher must search students’ score manually. Based on the problem above appears the purpouse of this research is to make Computer Based Testing (CBT) product in TI&K Teaching Learning process at eighth grade of Junior High School. This research used Research and Development (R & D) method. Which concist in 10 Steps. Although, these steps is more minimilize to be 5 (five) steps, such as; (a) planning, (b) developing the first product, (c) validation (material and product), (d) hypoteses for determining of practical CBT, and (e) the last result of product, is created a tool to evaluate in learning process. Based on the result of data analysis pointed that CBT product is can be categoriezed to use. To result of part all answers can be categorized to use. And to the practical CBT also can be categorized is good or can be used in learning. From the result of this research can be concluded that CBT product is can be used as a tool in evaluation on learning process.
{"title":"Pengembangan Computer Based Testing (CBT) pada Pembelajaran Teknologi Informasi dan Komunikasi untuk kelas VIII SMP","authors":"S. Akmal, Syafril Syafril, Nofri Hendri","doi":"10.24036/jpol.v1i1.5","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.5","url":null,"abstract":"The background of this research is because of processing in evaluation at Junior High School 16 Padang which still used the old method or conventional. This evaluation is still have problem to determine the students ability directly in other word, this method needed the long time for getting students’ score. It this because of teacher must search students’ score manually. Based on the problem above appears the purpouse of this research is to make Computer Based Testing (CBT) product in TI&K Teaching Learning process at eighth grade of Junior High School. This research used Research and Development (R & D) method. Which concist in 10 Steps. Although, these steps is more minimilize to be 5 (five) steps, such as; (a) planning, (b) developing the first product, (c) validation (material and product), (d) hypoteses for determining of practical CBT, and (e) the last result of product, is created a tool to evaluate in learning process. Based on the result of data analysis pointed that CBT product is can be categoriezed to use. To result of part all answers can be categorized to use. And to the practical CBT also can be categorized is good or can be used in learning. From the result of this research can be concluded that CBT product is can be used as a tool in evaluation on learning process.","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131777804","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}
Based on what happened in the field, it is known that the content developed in the video still has a weakness, namely the content developed is still conceptual. However, it is also expected that students can understand contextually. Contextual learning can make students more active because students try to learn concepts as well as apply and relate them to the real world. Making students more active in the learning process can occur if students are involved in the learning process. So, the purpose of designing this animated video is so that students feel firsthand the problems that occur in the field and students have a contextual understanding. In addition, so that this video media can be developed later. The research was conducted with a descriptive research design. The design of an animated video media is followed by media validation, then the media can be used in blended learning in e-learning development courses. The design activities carried out include 3, namely; design of video content in e-learning development courses; design of case study-based teaching material content; and designing animated videos with case study-based teaching material content. The design of case study-based animated video media by developing appropriate learning content can increase student involvement in the learning process and improve contextual understanding. From the results obtained, it can be concluded that the case study-based animation video media that has been designed is feasible to be used and developed in e-learning development courses
{"title":"Desain Video Animasi Berbasis Studi Kasus Untuk Mata Kuliah Pengembangan E-Learning","authors":"Silvi Rahmadini, Ulfia Rahmi","doi":"10.24036/jpol.v1i1.6","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.6","url":null,"abstract":"Based on what happened in the field, it is known that the content developed in the video still has a weakness, namely the content developed is still conceptual. However, it is also expected that students can understand contextually. Contextual learning can make students more active because students try to learn concepts as well as apply and relate them to the real world. Making students more active in the learning process can occur if students are involved in the learning process. So, the purpose of designing this animated video is so that students feel firsthand the problems that occur in the field and students have a contextual understanding. In addition, so that this video media can be developed later. The research was conducted with a descriptive research design. The design of an animated video media is followed by media validation, then the media can be used in blended learning in e-learning development courses. The design activities carried out include 3, namely; design of video content in e-learning development courses; design of case study-based teaching material content; and designing animated videos with case study-based teaching material content. The design of case study-based animated video media by developing appropriate learning content can increase student involvement in the learning process and improve contextual understanding. From the results obtained, it can be concluded that the case study-based animation video media that has been designed is feasible to be used and developed in e-learning development courses","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127876859","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}
This research is motivated by the problems faced by children with cerebral palsy in the lower limbs -in which children need special services in improving leg joint flexibility- as well as the lack of service innovation for children with cerebral palsy. Services in the form of motion development that can stimulate the leg joints, one of which is by providing treatment using an Automatic bike. This tool uses automatic pedaling and is equipped with an adjustable chair. By using this automatic therapy tool, you can see the effect on the flexibility of a child's feet. This study uses the SSR method to see the results of using the Automatic Bike tool. The results of this study can be seen in the graph of the use of tool in children and this tool can affect the child's lower limbs.
{"title":"Efektivitas Automatic Bike dalam Meningkatkan Kelenturan Sendi Kaki Pada Anak Cerbral Palsy","authors":"Fairuz Luthfiyah, Annisa, Ahlul Aulianur, Arisul Mahdi, Grahita Kusumastuti","doi":"10.24036/jpol.v1i1.1","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.1","url":null,"abstract":" This research is motivated by the problems faced by children with cerebral palsy in the lower limbs -in which children need special services in improving leg joint flexibility- as well as the lack of service innovation for children with cerebral palsy. Services in the form of motion development that can stimulate the leg joints, one of which is by providing treatment using an Automatic bike. This tool uses automatic pedaling and is equipped with an adjustable chair. By using this automatic therapy tool, you can see the effect on the flexibility of a child's feet. This study uses the SSR method to see the results of using the Automatic Bike tool. The results of this study can be seen in the graph of the use of tool in children and this tool can affect the child's lower limbs.","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131931157","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}
This study aims to determine the increase in learning motivation of class VIIIB students of SMP N 8 Kunto Darussalam on the subject matter of pressure by using a cognitive conflict approach model. The subjects studied were students of class VIIIB, totaling 20 people. The research instrument is a learning device and a data collection instrument in the form of motivational questionnaires before and after learning. In analyzing the data, descriptive analysis techniques and inferential analysis were used. From the results of the descriptive analysis, it was found that students' learning motivation for the interest category increased by 13.2%, the relevance category increased by 6.5%, the expectation category increased by 4.2%, and for the outcome category it increased by 3.8%. From the results of inferential analysis using the sigt test, the P value <0.05, i.e. 0.000114 <0.05, which means the research hypothesis is accepted, namely there is a significant difference in science learning motivation in class VIIIB SMP Negeri 8 Kunto Darussalam on the subject of pressure through the application of the cognitive conflict approach model at the level of confidence 95%.
本研究旨在利用认知冲突方法模型,确定昆托达鲁萨兰国中学n8班viii - b班学生在压力主题上的学习动机的增加。研究对象为八乙班学生,共20人。研究工具是一种学习装置和数据收集工具,采用学习前后动机问卷的形式。在分析数据时,使用了描述性分析技术和推理分析。从描述性分析的结果来看,学生对兴趣类别的学习动机增加了13.2%,对相关性类别的学习动机增加了6.5%,对期望类别的学习动机增加了4.2%,对结果类别的学习动机增加了3.8%。从视觉检验的推理分析结果来看,P值<0.05,即0.000114 <0.05,即接受研究假设,即在95%的置信水平上,通过应用认知冲突方法模型,Kunto Darussalam的VIIIB班SMP Negeri 8在压力主体上的科学学习动机存在显著差异。
{"title":"Motivasi Belajar IPA Siswa Melalui Penerapan Model Pendekatan Konflik Kognitif di Kelas VIIIB SMP Negeri 8 Kunto Darussalam","authors":"Yustini Yustini","doi":"10.24036/jpol.v1i1.7","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.7","url":null,"abstract":"This study aims to determine the increase in learning motivation of class VIIIB students of SMP N 8 Kunto Darussalam on the subject matter of pressure by using a cognitive conflict approach model. The subjects studied were students of class VIIIB, totaling 20 people. The research instrument is a learning device and a data collection instrument in the form of motivational questionnaires before and after learning. In analyzing the data, descriptive analysis techniques and inferential analysis were used. From the results of the descriptive analysis, it was found that students' learning motivation for the interest category increased by 13.2%, the relevance category increased by 6.5%, the expectation category increased by 4.2%, and for the outcome category it increased by 3.8%. From the results of inferential analysis using the sigt test, the P value <0.05, i.e. 0.000114 <0.05, which means the research hypothesis is accepted, namely there is a significant difference in science learning motivation in class VIIIB SMP Negeri 8 Kunto Darussalam on the subject of pressure through the application of the cognitive conflict approach model at the level of confidence 95%.","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122744925","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}
This study aims to produce a guided inquiry-based learning multimedia that is valid, practical, and effective so that it is suitable for use by teachers and students in the learning process.This research belongs to the research and development cluster using the 4D model, namely define, design, develop, and disseminate. The define stage consists of curriculum analysis, student analysis, media analysis and analysis of subject objectives. The Design phase is carried out by designing learning media. The development stage is carried out through validity testing by validators and practicality tests, effectiveness by class VII students at SMP N 2 Kota Pariaman and the last is dissemination or dissemination in the form of media that will be distributed to schools at SMP Negeri 2 Kota Pariaman. Based on the research that has been done at SMP N 2 Kota Pariaman, it has been successfully made learning multimedia. The results of the validity test of the material and media aspects show that the resulting media is very valid, namely, with a score of 148 with an average material validity value of 93.54% and a score of 131 with an average media validity of 87.91%. Meanwhile, students' responses to the products developed were very practical with an average of 94.67% and to measure the level of achievement of student learning outcomes before and after using the media showed tcount > ttable so that the effectiveness trial showed an increase in learning process skills. It can be concluded that the multimedia developed in this study is suitable for use in the learning process.
本研究旨在制作一种有效、实用、有效的引导式探究式学习多媒体,以供教师和学生在学习过程中使用。本研究属于研发集群,采用四维模型,即定义、设计、开发、传播。定义阶段包括课程分析、学生分析、媒介分析和学科目标分析。设计阶段是通过设计学习媒体来进行的。发展阶段是通过验证者和实用性测试进行有效性测试,由七年级学生进行有效性测试,最后是传播或以媒体形式传播,将分发给SMP Negeri 2 Kota Pariaman的学校。通过对Kota Pariaman SMP N 2的研究,成功地实现了多媒体学习。材料和媒体方面的效度检验结果表明,得到的媒体是非常有效的,即148分,平均材料效度值为93.54%;131分,平均媒体效度值为87.91%。同时,学生对开发的产品的反应非常实用,平均为94.67%,并且测量学生使用媒体前后的学习成果成就水平显示了tcount >表,从而使有效性试验显示学习过程技能的提高。可以得出结论,本研究开发的多媒体适合在学习过程中使用。
{"title":"Pengembangan Multimedia berbasis Inkuiri Terbimbing pada mata pelajaran Ilmu Pengetahuan Alam Kelas VII SMP Negeri 2 Kota Pariaman","authors":"Elia Mesra, Darmansyah Darmansyah, Nofri Hendri","doi":"10.24036/jpol.v1i1.2","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.2","url":null,"abstract":"This study aims to produce a guided inquiry-based learning multimedia that is valid, practical, and effective so that it is suitable for use by teachers and students in the learning process.This research belongs to the research and development cluster using the 4D model, namely define, design, develop, and disseminate. The define stage consists of curriculum analysis, student analysis, media analysis and analysis of subject objectives. The Design phase is carried out by designing learning media. The development stage is carried out through validity testing by validators and practicality tests, effectiveness by class VII students at SMP N 2 Kota Pariaman and the last is dissemination or dissemination in the form of media that will be distributed to schools at SMP Negeri 2 Kota Pariaman. Based on the research that has been done at SMP N 2 Kota Pariaman, it has been successfully made learning multimedia. The results of the validity test of the material and media aspects show that the resulting media is very valid, namely, with a score of 148 with an average material validity value of 93.54% and a score of 131 with an average media validity of 87.91%. Meanwhile, students' responses to the products developed were very practical with an average of 94.67% and to measure the level of achievement of student learning outcomes before and after using the media showed tcount > ttable so that the effectiveness trial showed an increase in learning process skills. It can be concluded that the multimedia developed in this study is suitable for use in the learning process.","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133971262","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}
This study was aimed at finding out the difference on reading comprehension between male and female students at the eleventh grade of State Senior High School 1 Bangkinang Kota. The research design was proactive ex post facto research. The population and sample was the eleventh social science students. The number of sampling was selected by using stratified disproportional technique. Inferential analysis “Independent Sample T-Test” technique was used to measure the difference on reading comprehension between male and female students and descriptive analysis was used to know the dominant factors that influence reading comprehension for male and female students. Based on the research findings, it was found mean score of male students was 61.87 and were categorized into enough level, then female students was 70.13 and were categorized into good level. Moreover, the sig was 0.012 < a (0.05). Therefore, it could be concluded that Ho was rejected and Ha was accepted, it means there is a significant difference on reading comprehension between male and female students at the eleventh social science class of State Senior High School 1 Bangkinang Kota. Whereas, the factors for male students were social environment (22.8%), talent (21.2%), background knowledge (20.6%), vocabulary (19.6%), and motivation (15.8%). While the factors for female students were motivation (22.2%), social environment (20.9%), background knowledge (20.5%), talent (18.6%), and vocabulary (17.8%).
{"title":"A Comparison Study On Reading Comprehension Between Male And Female Students","authors":"H. Witri, M. Fauzan Ansyari","doi":"10.24036/jpol.v1i1.4","DOIUrl":"https://doi.org/10.24036/jpol.v1i1.4","url":null,"abstract":"This study was aimed at finding out the difference on reading comprehension between male and female students at the eleventh grade of State Senior High School 1 Bangkinang Kota. The research design was proactive ex post facto research. The population and sample was the eleventh social science students. The number of sampling was selected by using stratified disproportional technique. Inferential analysis “Independent Sample T-Test” technique was used to measure the difference on reading comprehension between male and female students and descriptive analysis was used to know the dominant factors that influence reading comprehension for male and female students. Based on the research findings, it was found mean score of male students was 61.87 and were categorized into enough level, then female students was 70.13 and were categorized into good level. Moreover, the sig was 0.012 < a (0.05). Therefore, it could be concluded that Ho was rejected and Ha was accepted, it means there is a significant difference on reading comprehension between male and female students at the eleventh social science class of State Senior High School 1 Bangkinang Kota. Whereas, the factors for male students were social environment (22.8%), talent (21.2%), background knowledge (20.6%), vocabulary (19.6%), and motivation (15.8%). While the factors for female students were motivation (22.2%), social environment (20.9%), background knowledge (20.5%), talent (18.6%), and vocabulary (17.8%).","PeriodicalId":402437,"journal":{"name":"Journal of Pedagogy and Online Learning","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132657422","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}