SIMULATION & GAMING最新文献

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The Serious Game and Integrated Simulator for Cardiopulmonary Resuscitation Training in Nursing Students 护生心肺复苏训练的严肃游戏与综合模拟机
IF 2
SIMULATION & GAMING Pub Date : 2022-02-28 DOI: 10.1177/10468781211073162
Ayla Demirtaş, T. Basak, Gul Sahin, Murat Sonkaya
{"title":"The Serious Game and Integrated Simulator for Cardiopulmonary Resuscitation Training in Nursing Students","authors":"Ayla Demirtaş, T. Basak, Gul Sahin, Murat Sonkaya","doi":"10.1177/10468781211073162","DOIUrl":"https://doi.org/10.1177/10468781211073162","url":null,"abstract":"Background Nurses are often the first health professional who identify cardiopulmonary arrests in hospital settings; therefore, they require proficient cardiopulmonary resuscitation skills. Aim The purpose of this study was to evaluate game-based cardiopulmonary resuscitation training for first-year nursing students in terms of students’ knowledge levels, performance, satisfaction, and confidence. Methods This study was conducted following a quasi-experimental design. A total of 104 students were randomly assigned to two study groups. A Serious Game & Integrated Real-Time Audiovisual Feedback Simulator was utilized in the cardiopulmonary resuscitation training of the intervention group. For the control group, only a real-time audiovisual feedback simulator was used. Results There was an increase of approximately 30 points between the pre-test and post-test scores for knowledge in both groups. In regard to performance scores, there were no statistically significant differences between the groups in regard to overall scores, compression depth, and compression frequency were similar at post-test and re-test (p>0.05). The difference between groups was not statistically significant for satisfaction and self-confidence statistically (p>0.05). Conclusion The integration of a serious game into a real-time audiovisual feedback simulator does not provide significant advantages over the use of only a real-time audiovisual feedback simulator in terms of cardiopulmonary resuscitation knowledge and performance.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"97 - 110"},"PeriodicalIF":2.0,"publicationDate":"2022-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46445016","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}
引用次数: 3
Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Mixed-Methods Usability Test 虚拟现实在骨科物理治疗教育中的教学设计:一种混合方法的可用性测试
IF 2
SIMULATION & GAMING Pub Date : 2022-02-27 DOI: 10.1177/10468781211073646
Aaron J. Hartstein, Margaret Verkuyl, K. Zimney, Jean Yockey, Patti Berg-Poppe
{"title":"Virtual Reality Instructional Design in Orthopedic Physical Therapy Education: A Mixed-Methods Usability Test","authors":"Aaron J. Hartstein, Margaret Verkuyl, K. Zimney, Jean Yockey, Patti Berg-Poppe","doi":"10.1177/10468781211073646","DOIUrl":"https://doi.org/10.1177/10468781211073646","url":null,"abstract":"Background Physical therapy education benefits from innovative and authentic learning opportunities. However, factors that influence the acceptance of educational technology must be assessed prior to curricular adoption. The purpose of this study was to assess the perceived ease of use and perceived usefulness of a virtual reality (VR) learning experience developed to promote the clinical decision-making of student physical therapists. Methods A VR learning experience was developed, and an established two-stage usability test assessed player experience as well as the user’s perception of both ease of use and usefulness. Two experts evaluated the VR learning experience and provided feedback. Six student physical therapists and five faculty members completed the VR experience, responded to two questionnaires, and participated in a semi-structured interview to further assess ease of use and utility. Results High levels of perceived ease of use, perceived usefulness, and positive player experiences were reported by both faculty and student users. Faculty users perceived a significantly greater amount of educational and clinical utility from the VR simulation than did student users. Semi-structured interviews revealed themes related to ease of use, benefits, modeling of professional behaviors, and realism. Conclusion Quantitative data supported faculty and student users’ perceptions of ease of use, utility towards learning, practical application, and several constructs related to user experience. Qualitative data provided recommendations to modify design features of the VR experience. This study provides a template to design, produce, and assess the usability of an immersive VR learning experience that may be replicated by other health professions educators where current evidence is limited.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"111 - 134"},"PeriodicalIF":2.0,"publicationDate":"2022-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47299586","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}
引用次数: 5
Modern Technologies and Gamification in Historical Education 现代技术与历史教育的游戏化
IF 2
SIMULATION & GAMING Pub Date : 2022-02-25 DOI: 10.1177/10468781221075965
M. Moseikina, Saken Toktamysov, S. Danshina
{"title":"Modern Technologies and Gamification in Historical Education","authors":"M. Moseikina, Saken Toktamysov, S. Danshina","doi":"10.1177/10468781221075965","DOIUrl":"https://doi.org/10.1177/10468781221075965","url":null,"abstract":"Background The study aims to consider the prospect possibilities of gamification in historical education and its influence on the development of key professional competencies of workers necessary in current condition of humanitarian sphere development. Methods An experimental study theoretically substantiates the prospects for the gamification of education on the example of history education, in which 40 students from the Рeoples’ Friendship University of Russia and Sechenov First Moscow State Medical University took part. A pedagogical model of gamified history study has been developed and implemented into a 3-month online learning course “Technology for constructing historical interpretations.” The following technological tools were used to support the implementation of gamified learning: the Academy Learning Management System (LMS), the Facebook social network, social media information resources, augmented and virtual reality technologies. A survey was conducted on the Academy LMS platform, in which students were asked to assess the promising opportunities for the impact of gamified learning on the development of key professional competencies in terms of the degree of influence. Results The research results confirmed that the creation of a joint creative and expanded gaming experience leads to the acquisition of practical knowledge and allows learners to acquire skills that are highly relevant for professionals of the 21st century. The students confirmed that educational progress was achieved due to the effective organization of their learning activities, group changeover at the stages of developing historical interpretations, and gamification, which caused a feeling of excitement and qualitatively influenced the desire to achieve the best educational results. Gamified learning allowed educators to keep students' interest in the subject of study. Conclusions According to the results of a survey of students at the end of the course, it was concluded that gamification in history education has a positive effect on the evolutionary development of a personality adaptive to the socio-economic conditions of the 21st century. A model of the evolutionary vertical and horizontal development of the personality has been described.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"135 - 156"},"PeriodicalIF":2.0,"publicationDate":"2022-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42520469","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}
引用次数: 9
To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences 为了胜利还是为了社交?游戏动机在多人在线竞技游戏玩法偏好中的作用
IF 2
SIMULATION & GAMING Pub Date : 2022-02-24 DOI: 10.1177/10468781211070624
Justin W. Bonny, Lisa M. Castaneda
{"title":"To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences","authors":"Justin W. Bonny, Lisa M. Castaneda","doi":"10.1177/10468781211070624","DOIUrl":"https://doi.org/10.1177/10468781211070624","url":null,"abstract":"Background Individuals choose to engage in multiple types of online team-based video games. Gameplay options allow for player preferences to shape their gaming experience. Within the multiplayer online battle arena (MOBA) genre, players can decide whether to play matches with familiar or random teammates and whether their performance impacts their skill rating. Individual differences in video game engagement and genre preferences have been connected with player motivations and uses of video games and psychological traits that influence social interactions. The present study examined the extent to which the match preferences of MOBA players related to these factors. Methods Individuals attending an international MOBA tournament were recruited for the present research. Player MOBA match selection history was collected along with questionnaires measuring video game uses and gratifications, preference for solitude, tolerance of disagreement, and a test of theory of mind ability. Results Three main findings were observed. First, the highest-rated video game motivation was to socially interact with others. Second, players that displayed different preferences for types of MOBA matches varied in social interaction and competition video gameplay motivation scales. Third, although individual differences in fantasy video game motivation were correlated with theory of mind ability and preference for solitude, they did not vary by MOBA match preferences. Conclusion The results of the present study indicated that MOBA players were more strongly motivated by social aspects of video gameplay and variations in video game motivation to compete correlated with the extent to which they engaged in different types of MOBA play.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"157 - 174"},"PeriodicalIF":2.0,"publicationDate":"2022-02-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41452545","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}
引用次数: 3
Conceptualizing a Quantitative Measurement Suite to Evaluate Healthcare Teams 概念化用于评估医疗保健团队的定量测量套件
IF 2
SIMULATION & GAMING Pub Date : 2022-01-10 DOI: 10.1177/10468781211066348
J. Paige, Camille L. Rogers, Kathryn E. Kerdolff, D. Garbee, Laura S. Bonanno, Q. Yu
{"title":"Conceptualizing a Quantitative Measurement Suite to Evaluate Healthcare Teams","authors":"J. Paige, Camille L. Rogers, Kathryn E. Kerdolff, D. Garbee, Laura S. Bonanno, Q. Yu","doi":"10.1177/10468781211066348","DOIUrl":"https://doi.org/10.1177/10468781211066348","url":null,"abstract":"Background Current team assessment instruments in healthcare tend to involve rater-based evaluations that are susceptible to well-known biases. Recent advances in technology include portable devices to measure team-based activities. Consequently, the possibility exists to move away from rater-based assessments of team function by identifying quantitative measures to replace them. Aim This article aims to provide potential approaches to developing quantitative measurement suites involving large amounts of data to address the challenges of assessment presented by the complex nature of teamwork. Conclusion By addressing construct, measurement, and context components, we provide a practical approach to developing a suite to capture quantitative measurements that, through incorporation of social network analysis and aggregated other values, aligns with the Team Strategies & Tools to Enhance Performance and Patient SafetyTM (TeamSTEPPSTM) dimensions for fostering teamwork.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"75 - 92"},"PeriodicalIF":2.0,"publicationDate":"2022-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48529623","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}
引用次数: 1
Battling With Books: The Gamification of an EFL Extensive Reading Class 与书抗争:英语泛读课的游戏化
IF 2
SIMULATION & GAMING Pub Date : 2021-12-23 DOI: 10.1177/10468781211061858
M. Freiermuth, Michiyo Ito
{"title":"Battling With Books: The Gamification of an EFL Extensive Reading Class","authors":"M. Freiermuth, Michiyo Ito","doi":"10.1177/10468781211061858","DOIUrl":"https://doi.org/10.1177/10468781211061858","url":null,"abstract":"Background Extensive reading (ER) classes have become a popular way to promote reading in EFL (English as a Foreign Language) classrooms because ER supports the idea of reading for pleasure. However, reading in the classroom can still become stale if students have little chance to reflect on what they have read or if they become burdened by the reading requirements. Aim In an attempt to create a more energetic ER classroom, we converted the classroom into a game-based environment with the aim of promoting L2 reading enjoyment and motivating students to read in a more focused manner. Method As for specifics, 55 female Japanese university students—divided into two groups based upon English proficiency—participated in a social book reading game called Bibliobattle whereby students discussed their favorite books in small groups. Three iterations of the game were incorporated into the ER classroom as a way to enliven reading activities. Results The game proved largely successful. From the data obtained in the debriefing questionnaires, students mentioned that they were motivated by the activities through reflection on their book’s content and through the sharing of specific details about what they had read with their peers. Although both groups of students indicated their motivation to play the game, this was especially true for the lower level readers—a group that had demonstrated more apathy towards ER in the past. Based upon our experiences while running the game, we recommend that Bibliobattles be implemented as specialized events in the ER classroom as a means to help stimulate a love for reading in a second language; however, it should also be noted that student preparation for such battles is time-consuming, so the number of battles per semester should be limited to a maximum of two per semester.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"22 - 55"},"PeriodicalIF":2.0,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42935192","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}
引用次数: 3
Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance 为什么应该区别对待学生:学习者特征、学习风格和模拟表现
IF 2
SIMULATION & GAMING Pub Date : 2021-12-23 DOI: 10.1177/10468781211065809
Bindu Kulkarni, Ranjan Banerjee, R. Raghunathan
{"title":"Why Students Should Be Taught Differently: Learner Characteristics, Learning Styles and Simulation Performance","authors":"Bindu Kulkarni, Ranjan Banerjee, R. Raghunathan","doi":"10.1177/10468781211065809","DOIUrl":"https://doi.org/10.1177/10468781211065809","url":null,"abstract":"Background Business simulation as an instructional tool helps in developing integrative thinking and decision making skills. It is being taught to audiences who differ considerably in age, work experience (learner characteristics) and learning styles. The use of simulations is likely to grow further with advancements in internet technology and the fact that simulations are very amenable to remote modes of instruction. Aim This study aims to assess how learner characteristics and learning styles impact business simulation performance. It further assesses the combined effect of learner characteristics and learning styles on performance in business simulations, we specifically consider the manner in which learning styles moderate the impact of learner characteristics (age) on simulation performance. Method The study was conducted with 605 students of full time MBA and executive MBA programs with age group varying from 21 years to 53 years. They were taught using the same business simulation by CAPSIM. The learning styles were measured using Felder-Solomon’s instrument ‘Index of learning style’. Regression analysis was conducted with predictor variables of learner characteristics and learning styles and outcome variable of simulation performance. The moderating effect of specific learning styles on learner characteristics was identified. Results The findings indicate that age is a significant predictor of simulation performance (younger, tech savvy students do better). Also, the use of reflective learning style enables better performance in business simulations. Older students are able to draw on experience and benefit more from reflective learning, for business simulations which involve integration across functions. Conclusion The study enhances our conceptual understanding of the factors enabling performance in business simulations and provides specific direction on how instructors must adapt facilitation approaches for different age groups of participants. Reflection is important for learning with business simulations; hence, the reflective learning style should be encouraged particularly among older students.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"56 - 74"},"PeriodicalIF":2.0,"publicationDate":"2021-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43083489","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}
引用次数: 3
A Qualitative Exploratory Study of the Effects of Simulation on Nursing Students’ Self-Efficacy Beliefs for Using English for Professional Purposes 模拟对护生专业英语自我效能信念影响的质性探索性研究
IF 2
SIMULATION & GAMING Pub Date : 2021-12-21 DOI: 10.1177/10468781211068881
Pelin Karaçay, Z. Zeybekoğlu, Jacob Chizzo, Amy K. Middlebrooks
{"title":"A Qualitative Exploratory Study of the Effects of Simulation on Nursing Students’ Self-Efficacy Beliefs for Using English for Professional Purposes","authors":"Pelin Karaçay, Z. Zeybekoğlu, Jacob Chizzo, Amy K. Middlebrooks","doi":"10.1177/10468781211068881","DOIUrl":"https://doi.org/10.1177/10468781211068881","url":null,"abstract":"Background The health sector has become more international than ever because of patients’ increased mobility and access to healthcare services. As a result, the ability to communicate in English has become critical for nursing students in countries where English is used as a foreign language. Aim This study aimed to highlight and understand the experiences of nursing students regarding the effect of simulation-based learning on their self-efficacy beliefs for using English for professional purposes. Methods The study was conducted with 28 third-year university nursing students enrolled in a required English course and participating in two nursing simulations conducted in English. Focus groups were conducted using semi-structured interview questions to elicit and understand the self-efficacy beliefs of nursing students for using English for professional purposes. The collected data were analyzed by using content analysis. Results The result of the study emerged under three themes: carrying out nursing duties by using professional discourse, building professional relationships with patients, and maintaining spontaneous conversations with patients. The overall results showed that while the students’ self-efficacy beliefs increased for performing standard nursing duties and establishing rapport with patients, no increase was observed in their self-efficacy beliefs for holding a prolonged conversation with the patient. Conclusion This study’s findings have implications for nursing programs in which English proficiency is considered an important program outcome for nurses who may be expected to work in both their own language and English.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"6 - 21"},"PeriodicalIF":2.0,"publicationDate":"2021-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42693642","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}
引用次数: 0
Games We Must Play: Cooperative, Not Competitive 我们必须玩的游戏:合作而非竞争
IF 2
SIMULATION & GAMING Pub Date : 2021-12-09 DOI: 10.1177/10468781211065310
M. Schijven, T. Kikkawa
{"title":"Games We Must Play: Cooperative, Not Competitive","authors":"M. Schijven, T. Kikkawa","doi":"10.1177/10468781211065310","DOIUrl":"https://doi.org/10.1177/10468781211065310","url":null,"abstract":"","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"53 1","pages":"3 - 5"},"PeriodicalIF":2.0,"publicationDate":"2021-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46213233","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}
引用次数: 1
The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game. 真人模拟游戏中的学习过程:个性、动机、沉浸感和心流对模拟游戏学习结果的影响
IF 2
SIMULATION & GAMING Pub Date : 2021-11-17 DOI: 10.1177/10468781211049822
Anna K. Preuß
{"title":"The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game.","authors":"Anna K. Preuß","doi":"10.1177/10468781211049822","DOIUrl":"https://doi.org/10.1177/10468781211049822","url":null,"abstract":"Background Against the backdrop of the cognitive-motivational process model proposed by Vollmeyer and Rheinberg (1998), this study investigates how the personality trait need for cognition in combination with a specific situation (short and long version of a live-action simulation game), current motivation, and immersion and flow (mediators) predict the learning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM (Starker & Imhof, 2014). Methods N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report questionnaires. Results A hierarchical regression analysis was used to determine the impact of the predictor variables (need for cognition, current motivation, immersion, and flow) on the self-evaluated learning outcome. For the 2-hour group, the predictor variables interest, challenge, and immersion (subscale: engagement) impacted self-reported learning outcome significantly positive. For the 2-day group, significant predictors were need for cognition, interest, and immersion (subscale: engrossment). In comparison of the two game versions, students playing the 2-day version reported significantly higher levels of engagement, engrossment, and learning outcome. Conclusion The cognitive-motivational process model of learning was partly supported: interest and immersion predict learning outcome in the live-action simulation game. The extended 2-day version of the game leads to higher levels of immersion and higher learning outcome, indicating that a longer timeframe secures the desired effects on learning outcome from simulation games. Further research needs to shed light on the interaction of personality traits and immersion.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":"52 1","pages":"775 - 795"},"PeriodicalIF":2.0,"publicationDate":"2021-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46317800","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}
引用次数: 1
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