• Title/Summary/Keyword: EPL

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Effects of Precursors and Exogenous Taxanes on Taxane Production by Cell Suspension Cultures (전구체 및 외부공급 Taxane이 세포배양에 의한 Taxane 생산에 미치는 영향)

  • 황용순;김진우
    • KSBB Journal
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    • v.11 no.3
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    • pp.323-328
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    • 1996
  • Effects of three kinds of precursors as well as exogenous taxanes on the production of taxol and its derivatives were investigated in Taxus cuspidata and Taxus brevifolia cell suspension cultures. When geraniol was added as a precursor of geranylgeranyl pyrophosphate to enhance diterpenoid metabolism, production of some taxanes including taxol was enhanced. The time of addition and amount of feeding were found to be important factors. Feeding of camphor and menthol resulted in negative effects on taxol production. Influences of exogenous taxanes on taxane production by cell cultures were found to be very complicated. When taxol, baccatin III, cephalomannine were exogenously added into the culture, production of baccatin III, 7-epi-10-deacetyltaxol, 10-deacetyltaxol was increased respectively.

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Development of training Materials for Algorithm using Scratch (스크래치를 활용한 알고리즘 교육 자료 개발 연구)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Won, Yoo-Hun;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.211-219
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    • 2010
  • In this paper we used Scratch, educational programming language, to teach algorithm to elementary school students. Scratch provides a graphical programming interface, so elementary school students can learn easily and immediately check the results of programming that can hold students' interest. Therefore, development of training material from Scratch using the algorithm can look forward to the Bloom's Mastery Learning. Also worksheets by level will give us excellence in education, growth of the ability to solve problems and creativity will be a great asset for student's future learning.

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Simultaneous reconstruction of the forearm extensor compartment tendon, soft tissue, and skin

  • Oh, Jeongseok;Ahn, Hee Chang;Lee, Kwang Hyun
    • Archives of Plastic Surgery
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    • v.45 no.5
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    • pp.479-483
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    • 2018
  • Malignant peripheral nerve sheath tumor (MPNST) is a very rare type of sarcoma, with an incidence of 0.001%. MPNST has a 5-year survival rate near 80%, so successful reconstruction techniques are important to ensure the patient's quality of life. Sarcoma of the forearm is known for its poor prognosis, which leads to wider excision, making reconstruction even more challenging due to the unique anatomical structure and delicate function of the forearm. A 44-year-old male presented with a large mass that had two aspects, measuring $9{\times}6cm$ and $7{\times}5cm$, on the dorsal aspect of the right forearm. The extensor compartment muscles (EDM, EDC, EIP, EPB, EPL, ECRB, ECRL, APL) and invaded radius were resected with the mass. Tendon transfer of the entire extensor compartment with skin defect coverage using a $24{\times}8cm$ anterolateral thigh (ALT) perforator free flap was performed. The patient was discharged after 18 days without wound complications, and has not complained of discomfort during supination, pronation, or wrist extension/flexion through 3 years of follow-up. To our knowledge, this is the first report of successful reconstruction of the entire forearm extensor compartment with ALT free flap coverage after resection of MPNST.

A Development of PBL based Linetracer Robot Programming Instructional Method at Elementary school (초등 교육에서의 PBL기반 라인트레이서 로봇프로그래밍 교육방법 개발)

  • Kwon, Dai-Young;Hur, Kyeong;Lee, Won-Gyu
    • The Journal of Korean Association of Computer Education
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    • v.13 no.3
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    • pp.13-23
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    • 2010
  • The revised 7th education course of information implies that students use variety of information devices to solve the common problems and it also includes the programming education for improving problem-solving abilities. Not only improving problem-solving abilities but also developing thinking skill is expected in programming education. However, traditional programming education is teacher-oriented and focused on language syntax. Accordingly, students have heavy cognitive load and it decrease students' interest of programming. Therefore, in this paper, a instructional method of programming using educational robot is proposed to improve interest of elementary students in concretive operation stage for effectiveness of programming education. Additionally, results of experiments show that proposed robot programming instructional method can be applied in elementary education.

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Investigation of Selective $CO_2$ Adsorption performance in Landfill Gas with pre-treated Zeolite 13X (매립지 가스 중 $CO_2$$CH_4$ 분리를 위한 흡착제 제조 공정 연구)

  • Yoon, Sang-Phil;Jung, Dong-Ha;Jeon, Young-Shin;Kim, Hyung-Taek
    • 한국신재생에너지학회:학술대회논문집
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    • 2011.11a
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    • pp.172.1-172.1
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    • 2011
  • 본 연구에서는 매립지에서 발생하는 주요한 가스인 $CO_2$(47~55%)와 $CH_4$(47~55%)가스를 분리하기 위하여 여러 $CO_2$ capture 방법 중 Zeolite를 사용한 흡착법을 이용하였다. 국내에서 시판되고 있는 powder형 Zeolite 13X에 Inorganic binder와 organic binder를 최적의 비율로 혼합한 후 증류수를 이용하여 Pellet type 흡착제를 제조하였다. 또한 최종적으로 $CO_2$의 흡착능을 높이기 위하여 양이온(1M의 KCl, NaCl, $CaCl_2$, $LiCl_2$)으로 이온교환을 하였다. 매립지 모사가스($CO_2$:40%, $CH_4$:60%)를 이용하여 실시간 분석기(Delta1600S)를 이용 두 가스의 분리와 $CO_2$ 흡착성능(mg-CO2/g-흡착제)을 확인하였다. 개발된 흡착제(AjouEpl 13X)는 ICP, XRD, XRF, BET 분석으로 제올라이트의 구조와 성분을 분석하였다.

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Programming Learning Supporting System based on Error Feedback for Novices (에러 피드백 기반의 초보자를 위한 프로그래밍 학습 지원 시스템)

  • Jang, HyeSun;Choi, SookKyoung;Jun, SooJin;Yeom, YongChul;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.1-10
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    • 2007
  • Programming is emphasized in information(computer science) education course domestically and in foreign countries, and novices are given ample opportunities to experience programming. Programming error is a critical factor which makes it difficult to learn programming for novices. However, if they are given appropriate feedback, it can have positive influence on programming learning. In this paper, we design programming learning supporting system for novice through error feedback and provide some implementations for EPL 'Dolittle'. This system has four features as highlighting, guiding messages, object tree, and step-execution.

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Design-Based Learning for Computational Thinking (Computational Thinking 향상을 위한 디자인기반 학습)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.319-326
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    • 2012
  • In this paper, we studied a design-based learning for Computational Thinking in Computational Literacy. The design-based learning for computational thinking in computational literacy education started from a MIT media laboratory in 2011. We revised the design-based learning and applied it to educational field. We considered educational strategies and derived the implications, after teaching fourth grade gifted students. Moreover we conducted and analyzed a questionnaire survey, observations and interviews. As the result, the design-based learning in computational literacy is effective for creative computational thinking that students create their ideas and make a meaningful artifacts from it. We expect that this study provides the basic data to apply a design-based learning for computational thinking to Computer education.

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Exploring the Possibility of Integrated Robot Programming Learning for Elementary School Student (초등학교 로봇프로그래밍 교육에서의 통합학습 가능성 탐색)

  • Seo, Young-Min;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.241-244
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    • 2011
  • 초등학교 학습자를 대상으로 컴퓨터 과학의 원리를 가르치기 위하여 EPL, 로봇프로그래밍, Unplugged Project 등 다양한 시도가 이루어지고 있다. 또한 로봇을 활용한 경진대회, 창의 대회 등 교육과정 외적인 부분에서도 활성화되고 있는 추세이다. 하지만 대부분의 로봇, 공학 경진대회는 특정 로봇의 기능 및 사용법, 흥미 위주의 획일적인 내용을 벗어나고 있지 못한 실정이며, 통합적 접근을 했던 기존의 프로그램들은 창의적 문제해결을 목적으로 여러 학문의 융합, 통합을 주장하고 있다. 본 연구에서의 통합은 초등 학습자의 학습으로의 보다 본질적인 접근이 필요하며, 교육과정 전반에 걸친 폭넓은 학습 활동 측면에서 프로그래밍(로봇)의 통합의 필요성을 주장하고 있다. 이제는 프로그래밍(로봇) 학습이 왜 통합 학습으로 교육과정 상에 녹아 들어가야 하는지에 관한 본질적인 논의가 이루어져야 할 시점으로 생각된다. 이 논문의 본문은 크게 두 부분으로 이루어져 있는데 첫째, 초등학교 로봇프로그래밍 교육을 통합적 관점으로 접근했던 기존의 프로그램의 사례를 살펴볼 것이며, 둘째, 초등학교 학습자에게 통합이 어떠한 의미인지를 고찰해 볼 것이다.

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Operation and Satisfaction of Physical Computing Classes Using MODI (MODI를 활용한 피지컬 컴퓨팅 수업 운영 및 만족도)

  • Seo, Eunsil
    • Journal of Engineering Education Research
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    • v.26 no.1
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    • pp.37-44
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    • 2023
  • Recently, the Internet of Things is attracting attention as an important key technology of the 4th Industrial Revolution, and SW education using physical computing is suggested as a good alternative to supplement the problems raised by beginners in programming education. Among the many teaching tools that can be used for physical computing education, MODI is a modular manufacturing tool that anyone can easily assemble like Lego. MODI is a teaching tool that can improve learners' achievement by linking a self-linked block-type code editor called MODI Studio to lay the foundation for programming in a relatively small amount of time and immediately check the results in person. In this paper, a physical computing education method using MODI was designed to be applied to basic programming courses for programming beginners and applied to after-school classes for middle school students. As a result, it was found that students' interest and satisfaction were much higher in physical computing classes using MODI than in text-based programming classes. It can be seen that physical computing education that allows beginners to see and feel the results in person is more effective than grammar-oriented text programming, and it can have a positive effect on improving basic programming skills by increasing students' participation.

The Effect of Scratch Programming Education on Learning-Flow and Programming Ability for Elementary Students (스크래치 프로그래밍 교육이 초등학생의 학습 몰입과 프로그래밍 능력에 미치는 효과)

  • Ahn, Kyeong-Mi;Sohn, Won-Sung;Choy, Yoon-Chul
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.1-10
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    • 2011
  • The programming education in K-12 field is processing with conceptual approaches to obtain basic grammar not including higher knowledge processing. This is main reason that can't able to obtain the educational effects. This study aims to research the innovated methodology of programming education which can have educational effect by participating of learners with positive interest, and recognize the effect of the Scratch programming education on elementary school student's learning-flow and programming ability. As a result Scratch programming education has effect on elementary school student's improving the level of learning-flow and the programming ability.

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