James Brunton, Liz Bennett, Louise Drumm, Michael Flavin, Sarah Honeychurch, Simon Thomson, Tünde Varga-Atkins
The first issue of Research in Learning Technology (RLT) was published in 1993. Over 30 years, the journal has comprised an informal research and development facility for new ideas and practices in technology enhanced learning. This paper takes nine published articles from RLT: the three most downloaded in the period January 2021 – March 2023 (but published at any time); the three most downloaded articles published from January 2021 to March 2023; and the three most cited articles published from January 2018 to March 2023. The aim is to identify different areas of current interest and influence, different areas of practice, and different scholarly approaches. The authors are the journal’s current editorial team. This paper identifies diversity of technology enhanced learning-related subject matter and different approaches, too, but with ongoing interest in efficacy and in the ‘how’ of technology enhanced learning: how technology can be applied to truly enhance learning, comprising an approachable community, generating influence.
{"title":"Research in Learning Technology: making friends and influencing people","authors":"James Brunton, Liz Bennett, Louise Drumm, Michael Flavin, Sarah Honeychurch, Simon Thomson, Tünde Varga-Atkins","doi":"10.25304/rlt.v31.3212","DOIUrl":"https://doi.org/10.25304/rlt.v31.3212","url":null,"abstract":"The first issue of Research in Learning Technology (RLT) was published in 1993. Over 30 years, the journal has comprised an informal research and development facility for new ideas and practices in technology enhanced learning. This paper takes nine published articles from RLT: the three most downloaded in the period January 2021 – March 2023 (but published at any time); the three most downloaded articles published from January 2021 to March 2023; and the three most cited articles published from January 2018 to March 2023. The aim is to identify different areas of current interest and influence, different areas of practice, and different scholarly approaches. The authors are the journal’s current editorial team. This paper identifies diversity of technology enhanced learning-related subject matter and different approaches, too, but with ongoing interest in efficacy and in the ‘how’ of technology enhanced learning: how technology can be applied to truly enhance learning, comprising an approachable community, generating influence.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"325 ","pages":""},"PeriodicalIF":2.2,"publicationDate":"2023-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139204149","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 investigates how video game play influences gamers’ formal education through perceptions of their ‘gamer’ and ‘learner’ identities. Based on identity foundation in symbolic interactionism, we take gamer and learner identities as meaning structures with both dynamic and stable dimensions. The basis of this gamer identity perspective is identity has a crucial role in investigating learning. Applying a life history approach, we interviewed 10 participants in one-to-one interviews, with three interviews for each participant. Applying the narrative portrait, we analysed participant data. We found that gamer identity construction from video game playing, as a vital meaning structure, has four main aspects, namely in-game identification, social community expansion, restorative effect and meaning recognition, providing gamers with expansive ways to build learner and personal identity as that can benefit their formal education.
{"title":"The construction of gamer identity in narratives about video game playing and formal education learning experiences","authors":"Jingyang Ai, Beth Cross, Carole Bignell","doi":"10.25304/rlt.v31.2852","DOIUrl":"https://doi.org/10.25304/rlt.v31.2852","url":null,"abstract":"This study investigates how video game play influences gamers’ formal education through perceptions of their ‘gamer’ and ‘learner’ identities. Based on identity foundation in symbolic interactionism, we take gamer and learner identities as meaning structures with both dynamic and stable dimensions. The basis of this gamer identity perspective is identity has a crucial role in investigating learning. Applying a life history approach, we interviewed 10 participants in one-to-one interviews, with three interviews for each participant. Applying the narrative portrait, we analysed participant data. We found that gamer identity construction from video game playing, as a vital meaning structure, has four main aspects, namely in-game identification, social community expansion, restorative effect and meaning recognition, providing gamers with expansive ways to build learner and personal identity as that can benefit their formal education.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"57 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135684043","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}
As a personal avatar, Metaverse can be very effective in science, technology, engineering and mathematics (STEM) classrooms such as science classes that are practical and experimental. In this article, the aim is to report a study related to the perception of teachers and their attitudes towards the use of metaverse tools in teaching elementary science classes in Iranian education system. The study uses qualitative content analysis as well as quantitative analysis represented by descriptive statistics. The former includes of semi-structured interviews with 28 samples from two groups of pre-service teachers (inexperienced) and in-service teachers (experienced), which participants were given the opportunity to express their perceptions of Metaverse tools through interviews. The latter comprises a survey was designed to get their attitudes towards the potential use of Metaverse technology. The results showed that the nature of inexperienced ‘digital native’ is in line with the metaverse world and this group had relatively high confidence in using Metaverse in their teaching. Generating these new ideas requires a degree of experience that pre-service teachers do not have. However, this gap can be bridged through a group of experienced teachers who can use their experience to help inexperienced teachers understand how such tools can be integrated into practice.
{"title":"The outlook of learning through metaverse technology from the perspective of teachers in the science education","authors":"Esmaeil Jafari","doi":"10.25304/rlt.v31.2933","DOIUrl":"https://doi.org/10.25304/rlt.v31.2933","url":null,"abstract":"As a personal avatar, Metaverse can be very effective in science, technology, engineering and mathematics (STEM) classrooms such as science classes that are practical and experimental. In this article, the aim is to report a study related to the perception of teachers and their attitudes towards the use of metaverse tools in teaching elementary science classes in Iranian education system. The study uses qualitative content analysis as well as quantitative analysis represented by descriptive statistics. The former includes of semi-structured interviews with 28 samples from two groups of pre-service teachers (inexperienced) and in-service teachers (experienced), which participants were given the opportunity to express their perceptions of Metaverse tools through interviews. The latter comprises a survey was designed to get their attitudes towards the potential use of Metaverse technology. The results showed that the nature of inexperienced ‘digital native’ is in line with the metaverse world and this group had relatively high confidence in using Metaverse in their teaching. Generating these new ideas requires a degree of experience that pre-service teachers do not have. However, this gap can be bridged through a group of experienced teachers who can use their experience to help inexperienced teachers understand how such tools can be integrated into practice.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136294224","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}
Social annotation is a teaching and learning technique in which students post comments on electronic course materials in a shared space. The purpose of this study is to examine students’ perceptions of social annotation in the context of motivation and social justice. In addition, the connections between social annotation and course grades were examined. Students in a face-to-face course engaged in social annotation on their course textbook and completed a questionnaire on their perceptions (N = 41). Based on the findings, students had higher overall motivation for social annotation compared with quizzes. In contrast, comparisons of motivation between social annotation and individual notetaking were mixed depending on the motivational construct. Students reported average higher-than-average opportunities for representational justice with social annotation (i.e. opportunities to share experiences and speak from their identities). Regarding grades, multiple social annotation constructs were positively associated with course grades. However, only active reading time appeared to be uniquely predictive of course grades. These findings suggest that social annotations promote active reading, which may encourage better understanding of the course content. Importantly, these findings indicate that students are motivated to engage in social annotation.
{"title":"Social annotation: what are students’ perceptions and how does social annotation relate to grades?","authors":"Virginia Clinton-Lisell","doi":"10.25304/rlt.v31.3050","DOIUrl":"https://doi.org/10.25304/rlt.v31.3050","url":null,"abstract":"Social annotation is a teaching and learning technique in which students post comments on electronic course materials in a shared space. The purpose of this study is to examine students’ perceptions of social annotation in the context of motivation and social justice. In addition, the connections between social annotation and course grades were examined. Students in a face-to-face course engaged in social annotation on their course textbook and completed a questionnaire on their perceptions (N = 41). Based on the findings, students had higher overall motivation for social annotation compared with quizzes. In contrast, comparisons of motivation between social annotation and individual notetaking were mixed depending on the motivational construct. Students reported average higher-than-average opportunities for representational justice with social annotation (i.e. opportunities to share experiences and speak from their identities). Regarding grades, multiple social annotation constructs were positively associated with course grades. However, only active reading time appeared to be uniquely predictive of course grades. These findings suggest that social annotations promote active reading, which may encourage better understanding of the course content. Importantly, these findings indicate that students are motivated to engage in social annotation.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135146942","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 paper presents a theoretical framework of four digital learning spaces: Individual space, Working group, Community of interest, and Open connections. The theoretical framework aims to highlight the unique potentials of digital technologies to expand learning activities. More specifically, the framework contributes with descriptions of specific learning activities that highlight the learning potentials of different social forms as well as learning potentials of digital technologies. The paper highlights learning potentials of digital technologies within each learning space; digital technologies as cognitive partners, collaboration tools, sharing tools, and as network relations and network effects. The framework is developed on the shoulders of existing educational frameworks, and contributes to learning technology research by combining conceptions of social forms, learning theory, and digital technology studies. Further, the framework is directed towards educational practice as a tool to develop learning activities, and to design digital learning spaces. The framework intends to function as a guiding framework that can help teachers and developers to focus on different levels of learning spaces and specific learning activities. Finally, the paper argues that digital technologies have the potential to expand opportunities for learning: specifically, to expand individual agency (within the individual space), collaborative knowledge building (within the working group), transparency (within a community of interest), and interaction with the outside world (through open connections).
{"title":"A theoretical framework for digital learning spaces: learning in individual spaces, working groups, communities of interest, and open connections","authors":"Christian Dalsgaard, Thomas Ryberg","doi":"10.25304/rlt.v31.3084","DOIUrl":"https://doi.org/10.25304/rlt.v31.3084","url":null,"abstract":"The paper presents a theoretical framework of four digital learning spaces: Individual space, Working group, Community of interest, and Open connections. The theoretical framework aims to highlight the unique potentials of digital technologies to expand learning activities. More specifically, the framework contributes with descriptions of specific learning activities that highlight the learning potentials of different social forms as well as learning potentials of digital technologies. The paper highlights learning potentials of digital technologies within each learning space; digital technologies as cognitive partners, collaboration tools, sharing tools, and as network relations and network effects. The framework is developed on the shoulders of existing educational frameworks, and contributes to learning technology research by combining conceptions of social forms, learning theory, and digital technology studies. Further, the framework is directed towards educational practice as a tool to develop learning activities, and to design digital learning spaces. The framework intends to function as a guiding framework that can help teachers and developers to focus on different levels of learning spaces and specific learning activities. Finally, the paper argues that digital technologies have the potential to expand opportunities for learning: specifically, to expand individual agency (within the individual space), collaborative knowledge building (within the working group), transparency (within a community of interest), and interaction with the outside world (through open connections).","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135247581","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}
Julio Antonio Álvarez Martínez, Juan Fernando Gómez
Background: E-learning and ICT have developed an innovative way of teaching English. To make sure the learning of this foreign language is effective, educational establishments and universities adjusted their infrastructure and technological devices. Aim: This article aims to present the results from a comprehensive examination of the literature regarding the Effects of E-learning and ICT on English language learning in COVID-19. Methods: The investigators made use of the PRISMA MODEL to determine the 65 articles to be included in the sample selection. A systematic search was performed on databases to select articles on E-learning and ICT related to English language learning. The databases employed for this study were Scielo, Redalyc, Dialnet, cademic Publishing (ACPI), Springer, Scopus, ECLAC, and MINTIC. Results: These technologies experienced an increase in usage during the COVID-19 pandemic. Conclusion: Incorporating e-learning and ICT has made language learning more dynamic. In addition, it demanded training of teachers to manage the tools and resources that they offer.
{"title":"The impact of E-learning and ICT on English language learning: COVID-19 context","authors":"Julio Antonio Álvarez Martínez, Juan Fernando Gómez","doi":"10.25304/rlt.v31.2941","DOIUrl":"https://doi.org/10.25304/rlt.v31.2941","url":null,"abstract":"Background: E-learning and ICT have developed an innovative way of teaching English. To make sure the learning of this foreign language is effective, educational establishments and universities adjusted their infrastructure and technological devices. Aim: This article aims to present the results from a comprehensive examination of the literature regarding the Effects of E-learning and ICT on English language learning in COVID-19. Methods: The investigators made use of the PRISMA MODEL to determine the 65 articles to be included in the sample selection. A systematic search was performed on databases to select articles on E-learning and ICT related to English language learning. The databases employed for this study were Scielo, Redalyc, Dialnet, cademic Publishing (ACPI), Springer, Scopus, ECLAC, and MINTIC. Results: These technologies experienced an increase in usage during the COVID-19 pandemic. Conclusion: Incorporating e-learning and ICT has made language learning more dynamic. In addition, it demanded training of teachers to manage the tools and resources that they offer.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135153993","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}
Many examinations with thousands of participating students are organized worldwide every year. Usually, this large number of students sit the exams simultaneously and answer almost the same set of questions. This method of learning assessment requires tremendous effort and resources to prepare the venues, print question books and organize the whole process. Additional restrictions and obstacles may appear in conditions similar to those during the COVID-19 pandemic. One way to obviate the necessity of having all the students take an exam during the same period of time is to use a computer-assisted assessment with random item selection, so that every student receives an individual set of questions. The objective of this study is to investigate students’ perceptions of using random item selection from item banks in order to apply this method in large-scale assessments. An analysis of the responses of more than 1000 surveyed students revealed that most of them agree or completely agree with using the proposed method of assessment. The students from natural science departments showed more tolerance of this method of assessment compared with students from other groups. Based on the findings of this study, the authors concluded that higher-education institutions could benefit from implementing the abovementioned assessment method.
{"title":"Using information and communication technologies for the assessment of a large number of students","authors":"K. Baryktabasov, Chinara Jumabaeva, U. Brimkulov","doi":"10.25304/rlt.v31.2945","DOIUrl":"https://doi.org/10.25304/rlt.v31.2945","url":null,"abstract":"Many examinations with thousands of participating students are organized worldwide every year. Usually, this large number of students sit the exams simultaneously and answer almost the same set of questions. This method of learning assessment requires tremendous effort and resources to prepare the venues, print question books and organize the whole process. Additional restrictions and obstacles may appear in conditions similar to those during the COVID-19 pandemic. One way to obviate the necessity of having all the students take an exam during the same period of time is to use a computer-assisted assessment with random item selection, so that every student receives an individual set of questions. The objective of this study is to investigate students’ perceptions of using random item selection from item banks in order to apply this method in large-scale assessments. An analysis of the responses of more than 1000 surveyed students revealed that most of them agree or completely agree with using the proposed method of assessment. The students from natural science departments showed more tolerance of this method of assessment compared with students from other groups. Based on the findings of this study, the authors concluded that higher-education institutions could benefit from implementing the abovementioned assessment method.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"5 1","pages":""},"PeriodicalIF":2.2,"publicationDate":"2023-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78913612","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}
From immersive simulations to interactive tutorials, Virtual Reality (VR) is transforming the way we learn and practise new skills. Especially for social skills training, a growing number of simulations have been designed in which trainees learn to master difficult communicative situations. One of the factors to which the effectiveness of VR as a learning technology is attributed to is the users’ feeling of social presence during the simulated interaction. This paper presents the evaluation of (1) a role play training, (2) a learning app and (3) a VR training application in a workshop series. Social presence was perceived as equally convincing and engaging for the prototypical VR scene as for the traditional form of role play, although the course of the interaction in VR was highly determined compared to the interaction dynamics of a human role play. In our interpretation, this confirms social presence as a valuable resource for training social interaction, which spans across various learning settings and methods in increasingly blended or hybrid learning and working contexts.
{"title":"Social presence as a training resource: comparing VR and traditional training simulations","authors":"J. Uhl, Klaus Neundlinger, Georg Regal","doi":"10.25304/rlt.v31.2827","DOIUrl":"https://doi.org/10.25304/rlt.v31.2827","url":null,"abstract":"From immersive simulations to interactive tutorials, Virtual Reality (VR) is transforming the way we learn and practise new skills. Especially for social skills training, a growing number of simulations have been designed in which trainees learn to master difficult communicative situations. One of the factors to which the effectiveness of VR as a learning technology is attributed to is the users’ feeling of social presence during the simulated interaction. This paper presents the evaluation of (1) a role play training, (2) a learning app and (3) a VR training application in a workshop series. Social presence was perceived as equally convincing and engaging for the prototypical VR scene as for the traditional form of role play, although the course of the interaction in VR was highly determined compared to the interaction dynamics of a human role play. In our interpretation, this confirms social presence as a valuable resource for training social interaction, which spans across various learning settings and methods in increasingly blended or hybrid learning and working contexts.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"60 1","pages":""},"PeriodicalIF":2.2,"publicationDate":"2023-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74218426","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 instructional design and technology field is dynamic, requiring instructional designers to stay abreast through timely professional learning. Social media offers characteristics to collapse the time, geographical, and financial limitations of informal professional learning, but challenges exist. Continuous professional learning requires proactive actions, wherein self-regulated learning (SRL) plays an important role. However, not all professionals know the effective strategies to promote SRL skills. This study examines instructional designers’ ( N = 17) experiences of professional learning on social media through an SRL lens. Data collected through semi-structured inter-views were analyzed using thematic analysis. Findings include SRL strategies conducted by instructional designers and the challenges they faced. This study informs instructional-design professionals and educators of ways to encourage continuous professional learning using social media while fostering SRL simultaneously.
{"title":"Pursuing professional learning by using social media: how do instructional designers apply self-regulated learning?","authors":"P. Muljana, Tian Luo","doi":"10.25304/rlt.v31.2934","DOIUrl":"https://doi.org/10.25304/rlt.v31.2934","url":null,"abstract":"The instructional design and technology field is dynamic, requiring instructional designers to stay abreast through timely professional learning. Social media offers characteristics to collapse the time, geographical, and financial limitations of informal professional learning, but challenges exist. Continuous professional learning requires proactive actions, wherein self-regulated learning (SRL) plays an important role. However, not all professionals know the effective strategies to promote SRL skills. This study examines instructional designers’ ( N = 17) experiences of professional learning on social media through an SRL lens. Data collected through semi-structured inter-views were analyzed using thematic analysis. Findings include SRL strategies conducted by instructional designers and the challenges they faced. This study informs instructional-design professionals and educators of ways to encourage continuous professional learning using social media while fostering SRL simultaneously.","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"50 1","pages":""},"PeriodicalIF":2.2,"publicationDate":"2023-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84834636","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}
Adam Cziboly, Ádám Bethlenfalvy, S. Németh, Richárd Rajnai
In this study
在这项研究中
{"title":"Learning patterns and risks in distance learning during the COVID-19 lockdown – the pupils’ perspective in drama pedagogy-based focus groups","authors":"Adam Cziboly, Ádám Bethlenfalvy, S. Németh, Richárd Rajnai","doi":"10.25304/rlt.v31.2968","DOIUrl":"https://doi.org/10.25304/rlt.v31.2968","url":null,"abstract":"In this study","PeriodicalId":46691,"journal":{"name":"Research in Learning Technology","volume":"107 1","pages":""},"PeriodicalIF":2.2,"publicationDate":"2023-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79335836","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}