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Effects of the Multisensory Storytelling-Based Activity-Oriented Intervention on Social Interaction in Children with Cerebral Palsy (다감각스토리텔링 기반의 활동중심중재가 뇌성마비 아동의 사회적 상호작용에 미치는 영향)

  • Lee, Eun-Jung;Kwon, Hae-Yeon
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.139-148
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    • 2021
  • This study aimed to verify how a multisensory storytelling-based activity-based intervention affects social interaction in children with cerebral palsy. As a quasi-experimental investigation, this study used a single-blind, two-group pre-post test design. This study comprised 24 children aged 7 to 8 y who had been diagnosed with spastic cerebral palsy and were classified as having GMFCS stages I to III. Twelve children were randomly assigned to experimental and control groups, with neither the children nor their guardians knowing which group they were placed in. The group program comprised 16 sessions of 60 min each, twice a week for eight weeks. The experimental group engaged in an activity-centered intervention centered on multisensory storytelling, whereas the control group engaged in structured physical activity. The activities were assessed using the peer relations skills scale to determine the extent to which social interaction had changed prior to and during the child's intervention. The SPSS 25.0 for Windows (IBM Corp, USA) application was used to analyze the data, and the significance level (α) for statistical verification was set to 0.05. Furthermore, the Wilcoxon Signed-Rank and Mann-Whitney U tests were used to assess the differences in social interaction between the experimental and control groups. Significant differences were observed in the total of the peer relationship skill scale and cooperation and empathy areas of the subtest in the intragroup change of the peer relationship skill scale between the experimental and control groups. However, the experimental group demonstrated a significant difference in the initiative area, whereas the control group demonstrated no significant difference. A significant difference was observed in the amount of change between the two groups in the initiative area and total of the subtest of peer relationship skills but no significant difference in the collaboration and empathy areas. We gave a multisensory storytelling-based activity-based intervention based on multisensory storytelling to children with cerebral palsy and saw a significant improvement in peer relationship skills. It may be proposed as an effective intervention strategy for children with cerebral palsy who struggle with social contact.

Technical and Economical Assessment of Adsorption and Reverse Osmosis for Removal of Ammonia from Groundwater of Kathmandu, Nepal (네팔 카트만두 지하수에서 암모늄 제거를 위한 이온 교환 및 역삼투의 기술 및 경제 평가)

  • Kunwar, Pallavi;Ahn, Jaewuk;Baek, Youngbin;Yoon, Jeyong
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.174-182
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    • 2020
  • The permissible limit of ammonia concentration in drinking water recommended by the World Health Organization (WHO) is 1.5 mg/L. However, in the case of groundwater in Kathmandu, Nepal, the concentration of ammonia fluctuates dramatically from 0 to 120 mg/L at different locations and groundwater depths (Chapagain et al., 2010). Such a high concentration of ammonia causes aesthetic problems in drinking water, such as bad taste and odor; hence, prior treatment is required. In Kathmandu, half of the population utilizes groundwater, which is also employed for drinking water, but owing to a lack of knowledge of household water filters, residents of Kathmandu tend to depend greatly on commercially available jar water than on the installation of a proper household filtration method. Thus, in our study, we employed adsorption and reverse osmosis (RO) as two of the most viable decentralized/household treatment options to address the issue of high contamination of ammonia in drinking water. We evaluated their performances from technical and the economic perspectives using synthetically prepared groundwater at varying ammonia concentrations (50 mg/L and 15 mg/L). Consequently, it was found that adsorption via ion exchange (IE) resin was a comparatively better ammonia removal technology than RO, with 100% ammonia removal even after regeneration; the removal by RO was limited to up to 90%. Furthermore, our study suggests that IE is the most suitable ammonia removal technology for places with lower water consumption (< 50 L/day), whereas RO seemed to be a cost-effective technology for places with higher water consumption, where the daily water demand exceeds 50 L/day. Lastly, these assessments suggest that installing a suitable household treatment system would be more efficient and sustainable from both technical and economic points of view than purchasing commercially bottled water.

Application of Home Economics Teaching-Learning Plan in the Clothing For Teenager's Empowerment (청소년의 임파워먼트를 위한 의생활 영역 가정과수업의 적용)

  • Oh, Kyungseon;Lee, Soo-Hee
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.169-185
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    • 2021
  • The purpose of this study is to apply the clothing teaching-learning plan from a critical science perspective developed to improve teenager's empowerment, and to examine it's effects. A total of 12 plans of 5 modules(Module A to E) developed from critical science perspective were implemented for four weeks. Second-year students (N 42) of K Middle School located in Y-si, Gyeonggi-do participated in the study in the study, and the survey results were analyzed quantitatively using t-tests. For the quality analysis, The student interview data, action reports and etc. were collected, and qualitative analysis was conducted using empowerment model as the analysis framework. The findings of study are follows. First, two hours each for modules A to D, and four hours for module E were assigned, because module E included an action project. In the action projects by for groups, students were expected to take the lead in conducting the activities such as developing promotional posters, posting opinions online, promoting videos, informing how to make recyclables, and donating to the community. Second, as a result of analyzing the pre-implementation vs post-implementation empowerment scores, a significant difference was found in social-political empowerment (t=-2.06, p<0.05). According to the analysis of student interviews and students project's reports, students were found to become aware of empowerment through the instruction. On the intrapersonal level, positive self-awareness and self-efficacy, and on the interpersonal level, smooth communication and democratic decision-making were confirmed. This study is meaningful in that regular a home economics instruction class from a critical science perspective have made a quantitative and qualitative impact on teenagers' improvement empowerment, providing opportunities to find their roles in the soceity, cooperate with others, and behave responsibly as members of society.

Development of Convergence Education (STEAM) Program for High School Credit System (고교학점제를 위한 융합교육(STEAM) 프로그램 개발)

  • Kwon, Hyuksoo;Kim, Eojin;Kim, Jaewoon;Min, JaeSik;Bae, SangIl;Son, MiHyun;Lee, Hyonyong;Choi, JinYoung;Han, MiYoung;Ham, HyungIn
    • Journal of Science Education
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    • v.46 no.1
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    • pp.93-108
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    • 2022
  • The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.

Effect of Development and Implementation of Home Economics Education's 'Meal and Cooking for Single-Person Households' Education Program in Preparation for the High School Credit System (고교학점제를 대비한 가정 교과 '1인 가구의 식사와 조리' 교육 프로그램 개발 및 실행 효과)

  • Choi, Buroni;Park, Mi Jeong
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.19-41
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    • 2022
  • This study aims to confirm the effect of the 'Meal and Cooking for Single-Person Households' education program on improving the dietary management competency of high school students. In order to achieve this research purpose, 'Meal and Cooking for Single-Person Households' education program was developed, implemented, and evaluated based on the ADDIE instructional design model. The results of this study are as follows. First, an analysis was conducted on literature and prior research related to the dietary life of single-person households and dietary education programs of the home economics subject. Based on this, the theoretical background for the 'Meal and Cooking for Single-Person Households' education program was established. Then, teaching-learning process plan and student workbooks for a total of 16 unit classes were developed. The expert validity of the program was verified by 6 experts who are current high school home economics teachers and have experience in conducting research related to dietary education programs. As a result, the average of all items was 4.89 (out of 5 points) and the CVI was 0.98, securing very excellent content validity. Second, the researcher directly implemented 'Meal and Cooking for Single-Person Households' education program for 100 students in Y high school located in Sejong city. Considering the school's situation, the 16th session of teaching-learning process plan was shortened to 6th sessions while all the core topics. A survey was conducted on students who participated in the program and the pre- and post- results were analyzed. As a result of the survey analysis, the 'Meal and Cooking for Single-Person Households' education program had a positive effect on improving the dietary management competency of high school students. This study is meaningful in that it has implications for the development of a new subject in home economics in preparation for the high school credit system and improving dietary management competency in accordance with social changes in the era of single-person households, and the 'Meal and Cooking for Single-Person Households' education program developed in this study can be used as a mini-subject in the 2022 revised curriculum.

Development and Testing of a RIVPACS-type Model to Assess the Ecosystem Health in Korean Streams: A Preliminary Study (저서성 대형무척추동물을 이용한 RIVPACS 유형의 하천생태계 건강성 평가법 국내 하천 적용성)

  • Da-Yeong Lee;Dae-Seong Lee;Joong-Hyuk Min;Young-Seuk Park
    • Korean Journal of Ecology and Environment
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    • v.56 no.1
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    • pp.45-56
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    • 2023
  • In stream ecosystem assessment, RIVPACS, which makes a simple but clear evaluation based on macroinvertebrate community, is widely used. In this study, a preliminary study was conducted to develop a RIVPACS-type model suitable for Korean streams nationwide. Reference streams were classified into two types(upstream and downstream), and a prediction model for macroinvertebrates was developed based on each family. A model for upstream was divided into 7 (train): 3 (test), and that for downstream was made using a leave-one-out method. Variables for the models were selected by non-metric multidimensional scaling, and seven variables were chosen, including elevation, slope, annual average temperature, stream width, forest ratio in land use, riffle ratio in hydrological characteristics, and boulder ratio in substrate composition. Stream order classified 3,224 sites as upstream and downstream, and community compositions of sites were predicted. The prediction was conducted for 30 macroinvertebrate families. Expected (E) and observed fauna (O) were compared using an ASPT biotic index, which is computed by dividing the BMWPK score into the number of families in a community. EQR values (i.e. O/E) for ASPT were used to assess stream condition. Lastly, we compared EQR to BMI, an index that is commonly used in the assessment. In the results, the average observed ASPT was 4.82 (±2.04 SD) and the expected one was 6.30 (±0.79 SD), and the expected ASPT was higher than the observed one. In the comparison between EQR and BMI index, EQR generally showed a higher value than the BMI index.

Effects of Impact of Climate Change on Livestock Productivity - For bullocks, dairy, pigs, laying hens, and broilers - (기후변화가 축산 생산성에 미치는 영향 -거세우, 낙농, 양돈, 산란계, 육계를 대상으로-)

  • Lee, H.K.;Park, H.M.;Shin, Y.K.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.20 no.1
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    • pp.107-123
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    • 2018
  • The global impact of climate change on agriculture is now increasing. The purpose of this study was to investigate the effect of climate change on livestock productivity. The variables that have the greatest influence on climate change factors were examined through previous studies and expert surveys. We also used the actual productivity data of livestock farmers to investigate the relationship with climate change. In order to evaluate the climate for changes in livestock productivity, national representative data (such as bullocks, dairy, pigs, laying hens, and broilers) were surveyed in Korea. Also, to select and classify evaluation indexes, we selected climate change factor variables as prior studies and studied the weighting factor of climate variable factors. In this study, the researchers of industry, academia, and farmers in the livestock sector conducted questionnaires on the indicators of vulnerability to climate change using experts, and then weighed the selected indicators using the hierarchical analysis process (AHP). In order to verify the validity of the evaluation index, was examined using domestic climate data (temperature, precipitation, humidity, etc.). Correlation and regression analysis were performed. The empirical relationship between climate change and livestock productivity was examined through this study. As a result, we used data with high reliability of statistical analysis and found that there are significant variables.

Development of RPG-based Cognitive Behavioral Group Therapy for Reducing Delinquency in Adolescents (청소년의 비행 문제 감소를 위한 롤플레잉게임형식 인지행동 집단치료 프로그램의 개발)

  • Bae, Seonghoon;You, Sungeun
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.471-499
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    • 2019
  • The purpose of this study was to develop a program that reduces adolescent delinquency and enhances adolescents' social problem-solving, emotional regulation, and self-control skills and to assess the effectiveness of the program. The program was administered in the form of a role-playing game ("RPG") to increase the participants' motivation to participate in and the effectiveness of the therapy. The subjects in this study were 36 adolescents who engaged in delinquent behavior and their 18 homeroom teachers in middle schools located in Seoul and Gyeonggi Province. The subjects were randomly assigned to the experimental group or the comparison group. The experimental group received the proposed RPG-based cognitive behavioral group therapy while comparison group received problem-solving group therapy. Teachers in the experimental group were educated about how to guide their students following each therapy session while teachers in the comparison group did not receive any education. The dependent variables in this study were incidences of delinquent behavior and social problem-solving, emotional regulation, and self-control skill level. Each variable was assessed before treatment, immediately after the end of the full treatment program, and two months after the end of the full treatment program. At the end of the full treatment program, the experimental group engaged statistically significantly in fewer delinquent behaviors and displayed statistically significantly higher levels of social problem-solving, emotional regulation, and self-control skills than the comparison group. These differences persisted until the assessment two months after the end of the full treatment program. Moreover, the experimental group reported higher levels of satisfaction with the treatment program than the comparison group. The findings of this study suggest that this RPG-based cognitive behavioral group therapy program is effective at reducing adolescent delinquency, improving adolescents' social and emotional management techniques and strategies for avoiding delinquency, and in motivating delinquent adolescents to engage more actively in treatment.

Research on Factors Affecting Smartphone App Market Selection: App Market Platform Provider's Perspective (스마트폰 앱 마켓 선택에 영향을 미치는 요인에 관한 연구: 앱 마켓 플랫폼 사업자 관점으로)

  • Lee, Ho;Kim, Jae Sung;Kim, Kyung Kyu;Lee, Youngin
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.1
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    • pp.11-23
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    • 2018
  • This paper empirically investigates the factors that influence the consumer choice of an app market based on the rational choice theory. The app market is the only channel where a consumer can buy smartphone apps, which give various functional convenience and are considered to be a major contributor to the proliferation of smartphones. Analyses of 281 questionnaires show that usability and structural guarantees as benefit factors significantly influence the app market choice. From the cost perspectives, both monetary and non-monetary conversion costs are found to significantly influence the app market choice. On the other hand, customer trust, information quality, and market image were found to have no significant effect on app market selection. In particular, Korean app market platform providers (KT, LG U +) seem to be superior in terms of structural guarantees, such as customer center operation and damage compensation regulations, compared to overseas app market platform operators (Google). However, in the case of the Google App Market, it is pre-installed on all Android phones, so it is not inconvenient to install additional apps to use other app market. This is disadvantageous to domestic app market platform operators, and it is necessary to establish a policy solution point. In terms of operator costs, both monetary and non-monetary conversion costs have a significant impact on app market choice. In particular, non-monetary conversion costs have a negative impact on Korean app market platform operators. It can be explained that the service expectation level of the domestic app market is low and it is recognized that the time cost factor such as membership is large for new users to use. It seems to be necessary to improve the domestic app market business. Meanwhile, extant research on smartphone apps focuses on the purchase of apps themselves, but not on the selection of the app market itself. In order to fill in this gap, this study focuses on the determinants of app market selection, including the characteristics of an app market and the switching costs.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.