{"title":"Aplikasi Quizizz sebagai Media Pemahaman Matematis","authors":"Bunga Nur Fadillah, Deni Adi Putra, F. Setiawan","doi":"10.35878/guru.v3i2.787","DOIUrl":"https://doi.org/10.35878/guru.v3i2.787","url":null,"abstract":"This article aims to analyze the mathematical understanding of grade I elementary school students using the Quizizz application media in mathematics lessons. The study in this article is focused on the mathematical understanding of elementary school students in using the Quizizz application in mathematics lessons. This research method uses a qualitative descriptive method, the data source consists of the results of interviews with teachers using teacher interview sheets, student observations using student observation sheets, and documentation. Data analysis used in this research is data collection, data reduction, data presentation, and conclusions. The focus in this research is to analyze students' systematic understanding in using the quizizz application. Based on the data obtained during the research using the quizizz application for class 1 students at SD Muhammadiyah 24 Surabaya, it shows that students are able to fulfill the four indicators of mathematical understanding including students are able to mention the concept of the material being studied, students are able to apply concepts algorithmically, students are able to identify and make examples of concepts that have been studied, and students are able to associate mathematical concepts with external and internal mathematical concepts. In addition, in this study, researchers found an increase in interest in learning as evidenced by the enthusiasm of students when working on the questions given on Quizizz. Overall students can answer correctly so that they show good understanding, but there are several obstacles to students, namely there are students who cannot read so the teacher must provide assistance to these students. So it can be concluded that grade 1 students at SD Muhammadiyah 24 Surabaya are able to understand mathematical concepts so that students' mathematical understanding is achieved according to the indicators of mathematical understanding","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81154727","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}
{"title":"Eksplorasi Etnomatematika Bentuk Geometri Peninggalan Syekh Ahmad Muttamakkin","authors":"Intan Ayu Andriyani, Nurul Fitria, Eka Zuliana","doi":"10.35878/guru.v3i2.867","DOIUrl":"https://doi.org/10.35878/guru.v3i2.867","url":null,"abstract":"Syekh Ahmad Muttamakkin was one of the great scholars of the archipelago in the 18th century and became a role model for the community in Kajen, Pati. The history of Syekh Ahmad Muttamakkin must be preserved so that it does not disappear over time. In this way, researchers link the history of Syekh Ahmad Muttamakkin's legacy with the material of mathematical geometry. In this case the researcher associates local culture with mathematical activity. This research uses descriptive qualitative research with an ethnographic approach. The object of this study is ethnomathematics on the legacy of Syekh Ahmad Muttamakkin which includes mosque buildings, ornaments, and objects left by Syekh Ahmad Muttamakkin. The data in this study were obtained from observations, interviews, documentation, and literature from journals and internet articles. The purpose of this study is to find out the ethnomathematics studies contained in the legacy of Syekh Ahmad Muttamakkin and to dig up philosophical information about these objects. The result of this study is that the researcher found a link between the mathematical concept of recognizing geometric shapes and the legacy of Syekh Ahmad Muttamakkin. In an ethnomathematics exploratory study, in terms of the shape of mosque buildings, ornaments, and relics of Syekh Ahmad Muttamakkin, it shows that there is a connection with mathematical material, namely regarding geometry and shapes.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"141 sup1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80782438","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}
Muh Muhaimin, Aniatus Sholikhah, Hilmalia Rahma, Muchammad Yusuf Al Anan, Vadia Rahmi Inaya
{"title":"Penanganan Siswa Hiperaktif di Sekolah Dasar melalui Model Contextual Teaching Learning (CTL) Berbantuan Metode Self Instruction","authors":"Muh Muhaimin, Aniatus Sholikhah, Hilmalia Rahma, Muchammad Yusuf Al Anan, Vadia Rahmi Inaya","doi":"10.35878/guru.v3i2.811","DOIUrl":"https://doi.org/10.35878/guru.v3i2.811","url":null,"abstract":"Hyperactive students are a challenge for teachers in learning because they can interfere with the learning process. Teachers can choose the right learning model and learning method so that learning can run well. This study aims to determine the implementation of the Contextual Teaching Learning (CTL) model assisted by the Self Instruction method in dealing with hyperactive students. This type of research is qualitative research with a case study approach using descriptive qualitative methods. Data collection techniques in this study used observation, questionnaires and interviews. The research subjects were 1st grade students totaling 2 children out of 29 students. The results of this study indicate that the use of the CTL learning model assisted by the self-instruction method creates a more effective atmosphere in learning. It is proven that during learning, an interactive classroom atmosphere is created conducive to the teacher's efforts in explaining the material to all students. The use of instruction through positive affirmation sentences is able to encourage students to consider their own decisions regarding the behavior they do.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"15 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87648040","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}
{"title":"Pengembangan Buku Ajar Ilmu Pengetahuan Alam Berbasis Higher Order Thinking Skill untuk Siswa Sekolah Dasar","authors":"Maptuhah Maptuhah, Asep Saefurrohman, Wida Rachmiati","doi":"10.35878/guru.v3i2.745","DOIUrl":"https://doi.org/10.35878/guru.v3i2.745","url":null,"abstract":"The aim of this research to knowing the development procedures, feasibility and effectiveness of textbooks to improve the higher order thinking skills grade V SD/MI students. This research uses the Research and Development (R&D) research method and the research model used is the 4D model. Based on the results of the research, the development procedure is carried out referring to the 4D model which has 4 steps, namely Define, Design, Develop, and Disseminate. The results of the analysis of the validation sheets of material experts and media experts, the average score of the product is 87% (very good) and 79% (good) respectively, meaning that the product has been judged \"feasible (Valid)\". Based on the results of the teacher response questionnaire, the average score obtained is 80% (good) meaning that the product has been judged \"feasible (Valid)\". It can be concluded that textbooks are worth testing in schools. Based on the results of the textbook trial to 12 grade V students at SDN Rancalutung, students showed a positive response in participating in learning with textbooks, this can be seen from the results of the analysis of student response questionnaires, which was 100%. Then the percentage of student learning completion before using this textbook is 33% while after using this textbook it reaches a score above the school's KKM which is 92%. It can be concluded that the HOTS-based ecosystem material science textbook can effectively improve the higher order thinking skills of grade V SD/MI students.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"11 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72665543","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}
Maulida Fairuz Salsabila, Irma Nur Af'idah, dan M. Sofyan Alnashr
{"title":"Permainan Edukasi sebagai Media Pembelajaran Bahasa Inggris bagi Siswa Madrasah Ibtidaiyah","authors":"Maulida Fairuz Salsabila, Irma Nur Af'idah, dan M. Sofyan Alnashr","doi":"10.35878/guru.v3i2.828","DOIUrl":"https://doi.org/10.35878/guru.v3i2.828","url":null,"abstract":"English is one of the important subjects that students must learn so that teachers need to be creative in presenting the material and learning media. This study aims to develop educational games based on power point as a learning media for grade 1 students of MI Al-Hikmah Kajen on English alphabet material. The type of research used is R & D (Research and Development) model Borg and Gall. The population of this study were all grade 1 students of MI Al-Hikmah Kajen, totaling 46 students. The results of the research on the development of educational games based on power point are able to make all students enthusiastic in learning, and make students able to understand better the alphabet material delivered with learning media. The results of the feasibility test for the validation stage and the teacher questionnaire obtained an average score of 4 in the Good category. While the questionnaire distributed to students obtained an average score of 5 with a very good category. The results of this validation indicate that the learning media made are very feasible to use as teaching materials at MI Al-Hikmah Kajen.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"29 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79478524","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}
Ayu Harlinda, Dwi Cahaya Nurani, Mazda Leva Okta Safitri
{"title":"Media Edutainment sebagai Solusi Permasalahan Hasil Belajar Matematika Siswa Sekolah Dasar","authors":"Ayu Harlinda, Dwi Cahaya Nurani, Mazda Leva Okta Safitri","doi":"10.35878/guru.v3i2.739","DOIUrl":"https://doi.org/10.35878/guru.v3i2.739","url":null,"abstract":"This study aims to examine the effectiveness of using edutainment media in improving student learning outcomes in calculating the surface area of tube shapes at SD Negeri 02 Indralaya Utara. This research used experimental method with One Group Pretest Posttest Design. The sample in this study was class VI A which had a total of 31 students including 20 girls and 11 boys. The data collection technique used was a test. The results showed that there was a significant increase in learning outcomes after using edutainment media. From the calculation results, the average pretest score is 50 while the average posttest score is 80. Based on the hypothesis test, the score zcount = -8.0864 while ztabel = 1.9599 with a level of 0.05 (5%). This shows that zcount < ztabel which means H0 is rejected and H1 is accepted. So it can be concluded that edutainment media can improve student learning outcomes in calculating the surface area of tube shapes at SD Negeri 02 Indralaya Utara. Therefore, edutainment media can be a solution in overcoming the problems of students' math learning outcomes at the basic education level.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"98 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75629150","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}
{"title":"Efektivitas Bahan Ajar Berbasis Etnomatematika terhadap Hasil Belajar Matematika Siswa Madrasah Ibtidaiyah","authors":"Latifah Nuraini, Fernia Setyowati","doi":"10.35878/guru.v3i2.886","DOIUrl":"https://doi.org/10.35878/guru.v3i2.886","url":null,"abstract":"The purpose of this research is to develop ethnomathematics-based flat building teaching materials. The type of research used is Research and Development (R&D) which refers to the ADDIE model. The data collection techniques used are interviews, questionnaires, and comprehension achievement tests or Pre-test and Post-test. The results of this development research are in the form of ethnomathematics-based flat building teaching materials that meet the feasible criteria with the results of material expert validation obtained 87.5%, teaching material expert validation experts obtained 86.25% and learning experts obtained 92.5%. The results of the student response questionnaire to ethnomathematics-based teaching materials were 95.5%. The t-test results obtained a sig value of 0.00 <0.05, meaning that H0 is rejected and H1 is accepted, meaning that there is a significant difference between before and after using ethnomathematics-based teaching materials. Based on the average value of the Pre-test 38.5 and the average value of the Post-test 88, 1 shows a significant increase so it can be concluded that teaching materials have proven effective in improving math learning outcomes.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"41 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80820354","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}
{"title":"Project-based Learning: A Case Studying the Catholic Monarchs in Elementary Education","authors":"José Manuel Sáez López","doi":"10.24235/al.ibtida.snj.v10i1.12897","DOIUrl":"https://doi.org/10.24235/al.ibtida.snj.v10i1.12897","url":null,"abstract":"This study aimed to assess the use of Project-Based Learning (PBL) in classroom practice with 121 primary school students in five different schools in Spain, analyzing the advantages and effectiveness of practicing PBL in social sciences, in the topic of the history of the Catholic Monarchs. In this pedagogical design, students interact and create their history-related content. The first dimension, PBL in the Catholic Kings unit comprises a quasi-experimental approach through a student t-test, which showed significant improvement regarding curriculum concepts and academic results. The second dimension, Assessment of elements and implementation of PBL, details data from 46 teachers and professors who evaluate the implementation and characteristics of PBL in the proposal and practice. From the results, the methodological approach using PBL improves academic results and encourages students to have a bigger role in the learning process, with active participation where students seek information, interact with classmates in groups, try to solve problems and create final products for subsequent presentations. Keywords: active learning; K-12; team teaching; project-based learning. Abstrak Penelitian ini bertujuan untuk menilai penggunaan Pembelajaran Berbasis Proyek (PBL) dalam praktik kelas dengan 121 siswa sekolah dasar di lima sekolah berbeda di Spanyol, menganalisis keuntungan dan efektivitas praktik PBL dalam ilmu sosial, dalam topik sejarah Monarki Katolik. Dalam desain pedagogis ini, siswa berinteraksi dan membuat konten mereka sendiri yang berkaitan dengan sejarah. Dimensi pertama, PBL dalam Kerajaan Katolik terdiri dari pendekatan kuasi-eksperimental melalui uji-t siswa, yang menunjukkan peningkatan signifikan terkait konsep kurikulum dan hasil akademik. Dimensi kedua, Penilaian elemen dan implementasi PBL, merinci data dari 46 guru dan profesor yang mengevaluasi implementasi dan karakteristik PBL dalam proposal dan praktik. Dari hasil penelitian disimpulkan bahwa pendekatan metodologis menggunakan PBL meningkatkan hasil akademik dan mendorong siswa untuk memiliki peran yang lebih besar dalam proses pembelajaran, dengan partisipasi aktif di mana siswa mencari informasi, berinteraksi dengan teman sekelasnya dalam kelompok, mencoba memecahkan masalah dan membuat produk akhir untuk presentasi selanjutnya. Kata kunci: pembelajaran aktif, K 12, pengajaran kelompok, pembelajaran berbasis proyek.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135504152","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}
Devi Afriyuni Yonanda, Nana Supriatna, Kama Abdul Hakam, Wahyu Sopandi
{"title":"The Effectiveness of Teaching Materials of Local-Wisdom Based Picture Storybooks on the Eco-Literacy of Elementary School Students","authors":"Devi Afriyuni Yonanda, Nana Supriatna, Kama Abdul Hakam, Wahyu Sopandi","doi":"10.24235/al.ibtida.snj.v10i1.12558","DOIUrl":"https://doi.org/10.24235/al.ibtida.snj.v10i1.12558","url":null,"abstract":"The underlying background of this research with the importance of eco-literacy for students' elementary school. Ecoliteracy refers to the awareness of protecting nature and consuming local food for a healthy life. This experimental research aims to described the effectiveness of local wisdom-based picture storybook teaching materials on the eco-literacy of elementary school students. The applied design was a pretest-posttest control group design with a random sampling technique. The researchers used theme 3, caring for livings, and subtheme three, about loving the environment for the fourth graders of 2 (two) elementary schools in Indramayu, West Java. The results were 1) no significant experience increase found in the control group and 2) a significant experience increase found in the experimental group. Both groups' obtained N-gain values had huge differences, indicating the effectiveness of the applied local-wisdom-based picture storybook to improve students’ eco-literacy. Keywords: teaching materials, local wisdom, eco - litera cy. Abstrak Penelitian ini dilatarbelakangi oleh pentingnya eco-literacy bagi siswa sekolah dasar. Ekoliterasi mengacu pada kesadaran menjaga alam dan mengkonsumsi pangan lokal untuk hidup sehat. Penelitian eksperimen ini bertujuan untuk mendeskripsikan keefektifan bahan ajar buku cerita bergambar berbasis kearifan lokal terhadap literasi lingkungan siswa sekolah dasar. Desain yang digunakan adalah pretest-posttest control group design dengan teknik random sampling. Peneliti menggunakan tema 3, merawat kehidupan, dan subtema tiga, tentang mencintai lingkungan untuk siswa kelas IV dari 2 (dua) sekolah dasar di Indramayu, Jawa Barat. Hasilnya adalah 1) tidak ada peningkatan pengalaman yang signifikan pada kelompok kontrol dan 2) peningkatan pengalaman yang signifikan pada kelompok eksperimen. Nilai N-gain yang diperoleh kedua kelompok memiliki perbedaan yang sangat besar, hal ini menunjukkan keefektifan penerapan buku cerita bergambar berbasis kearifan lokal untuk meningkatkan eco-literacy siswa. Kata kunci : bahan ajar , kearifan lokal , eko-literasi.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135504148","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}
Dwi Anita Alfiani, Fikri Miftahul Nugraha, Heru Mudiyanto, Dadan Setiawan
{"title":"The Effects of Online Games on the Students’ Motivation and Its Implications in Learning","authors":"Dwi Anita Alfiani, Fikri Miftahul Nugraha, Heru Mudiyanto, Dadan Setiawan","doi":"10.24235/al.ibtida.snj.v10i1.11735","DOIUrl":"https://doi.org/10.24235/al.ibtida.snj.v10i1.11735","url":null,"abstract":"This study is inspired by the explosive growth the information technology industry that has affected every aspect of life, including the field of education. In this highly modern era, online games have developed rapidly and become favored by students. This study sought to ascertain how internet games affected the learning motivation of sixth-grade students at Madrasah Ibtidaiyah in Cirebon City, West Java, Indonesia. Employing experimental research methods, this study was ex post facto in design. The participants of this study were 21 sixth-grade elementary school students at Madrasah Ibtidaiyah in Cirebon City, West Java, Indonesia. In this study, a non-random sampling method was applied for the sampling process. Interviews and questionnaires were used to gather the research's data. Using both descriptive and inferential statistics, the research data were examined. According to the study's findings, 67% of students engaged in online gaming with a medium level of intensity. Meanwhile, the student's level of motivation for learning was low, at 67%. These findings suggest that playing online games does not increase the students' enthusiasm for learning, and may even have the opposite effect by contributing to the low student motivation. Keywords: game online , learning motivation, madrasah ibtidaiyah . Abstrak Penelitian ini dilatarbelakangi oleh ledakan pertumbuhan industri teknologi informasi yang telah mempengaruhi setiap aspek kehidupan, termasuk bidang pendidikan. Di era yang sangat modern ini, game online telah berkembang pesat dan disukai oleh kalangan pelajar. Penelitian ini bertujuan untuk mengetahui bagaimana pengaruh internet games terhadap motivasi belajar siswa kelas VI di salah satu Madrasah Ibtidaiyah di Kota Cirebon, Jawa Barat, Indonesia. Dengan menggunakan metode penelitian eksperimen, penelitian ini berdesain ex post facto . Partisipan penelitian ini adalah 21 siswa kelas 6 (enam) di salah satu Madrasah Ibtidaiyah di Kota Cirebon, Jawa Barat, Indonesia. Dalam penelitian ini digunakan metode non random sampling untuk proses pengambilan sampel. Wawancara dan kuesioner digunakan untuk mengumpulkan data penelitian. Menggunakan kedua statistik deskriptif dan inferensial, data penelitian diperiksa. Menurut temuan penelitian, 67% siswa terlibat dalam game online dengan intensitas sedang. Sedangkan tingkat motivasi belajar siswa rendah yaitu 67%. Temuan ini menunjukkan bahwa bermain game online tidak meningkatkan semangat siswa untuk belajar, dan bahkan mungkin memiliki efek sebaliknya dengan memberikan kontribusi terhadap rendahnya motivasi belajar siswa. Kata kunci: game online, motivasi belajar, madrasah ibtidaiyah.","PeriodicalId":31448,"journal":{"name":"Al Ibtida Jurnal Pendidikan Guru MI","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135504151","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}