• Title/Summary/Keyword: EPL

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Acute Rupture of Extensor Pollicis Longus Tendon after Distal Radius Fracture: A Case Report (요골 원위부 골절 후 발생한 급성 장무지 신전건 파열 -1예 보고-)

  • Hwang, Jung Chul;Chung, Duke Whan
    • The Journal of Korean Orthopaedic Ultrasound Society
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    • v.4 no.1
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    • pp.24-27
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    • 2011
  • Late rupture of the extensor pollicis longus (EPL) tendon is an occasional complication following a distal radius fracture. Early rupture of the EPL tendon as a complication of distal radius fracture is rare. We report one case of early rupture of the EPL tendon after distal radius fracture.

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EPL-based Information Ethics Education Program for Execution Power Strength (실천력 강화를 위한 EPL기반 정보윤리교육 프로그램)

  • Kang, Sinhye;Cho, Jungwon
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.25-28
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    • 2018
  • 정보통신 기술의 발달로 정보윤리교육은 더 강조되고 있지만 청소년의 사이버 폭력, 저작권 침해 등 역기능 노출 현황은 전혀 줄어들고 있지 않다. 그 원인 중 하나는 "안다"는 도덕적 인지와 "실천한다"의 도덕적 행동이 불일치한 것으로 볼 수 있으며, 도덕적 인지가 도덕적 행동으로 이어지지 않는 문제점을 해결해야 한다. 또한 2015개정교육과정의 등장으로 SW교육의 중요성이 대두되었지만 여전히 교육 시수는 부족하여 정보윤리교육은 상대적으로 소홀해질 가능성이 높다. 이에 본 논문에서는 선행 연구들을 분석하여 실천력을 강화시킬 수 있는 전략들을 살펴보고 정보윤리의식과 컴퓨팅사고력을 동시에 향상시킬 수 있도록 교육용프로그래밍언어와 정보윤리교육을 연계하여 정보윤리 실천력을 강화시킬 수 있는 EPL기반 정보윤리 교육프로그램을 개발하였다.

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Characteristics for making the mask of low-energy EPL (Low-energy EPL 마스크 구현을 위한 특성 연구)

  • 김태근;함동은;신수범;김우삼;김치호;정용재;안진호
    • Proceedings of the International Microelectronics And Packaging Society Conference
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    • 2003.11a
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    • pp.191-194
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    • 2003
  • Low energy EPL용 마스크 구현을 위한 특성을 연구하였다. Monte Carlo 법을 이용하여 시뮬레이터를 제작하였고, pattern side wall의 slope와 membrane의 Thickness, 전자빔의 가속전압에 따른 전자빔의 거동을 확인함을 통하여 Low energy EPL용 마스크 제작을 위한 spec.을 도출하였다. 또한 실제 제작을 위한 기초단계로 Si etching을 수행하였으며, mask 제작법에 대한 가능성을 확인할 수 있었다.

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Transflective Liquid Crystal Display with High Aperture Ratio using Electrophoresis Particles

  • Cheong, Seung-Hwan;Bae, Kwang-Soo;Yu, Chang-Jae;Kim, Jae-Hoon
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.166-168
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    • 2009
  • We proposed a transflective liquid crystal display (LCD) with high aperture ratio using an electrophoretic particle layer (EPL). The transflective LCD consisted of the stacked LC layer and EPL which was acted as a switchable mirror under in-plane electrode structure. Without separation of reflective part and transmissive part in one pixel, a modeselectable display device can be obtained.

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Biotransformation of Pueraria lobata Extract with Lactobacillus rhamnosus vitaP1 Enhances Anti-Melanogenic Activity

  • Kwon, Jeong Eun;Lee, Jin Woo;Park, Yuna;Sohn, Eun-Hwa;Choung, Eui Su;Jang, Seon-A;Kim, Inhye;Lee, Da Eun;Koo, Hyun Jung;Bak, Jong Phil;Lee, Sung Ryul;Kang, Se Chan
    • Journal of Microbiology and Biotechnology
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    • v.28 no.1
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    • pp.22-31
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    • 2018
  • Isoflavone itself is less available in the body without the aid of intestinal bacteria. In this study, we searched for isoflavone-transforming bacteria from human fecal specimens (n = 14) using differential selection media. Isoflavone-transforming activity as the production of dihydrogenistein and dihydrodaidzein was assessed by high-performance liquid chromatography and we found Lactobacillus rhamnosus, named L. rhamnosus vitaP1, through 16S rDNA sequence analysis. Extract from Pueraria lobata (EPL) and soy hypocotyl extract were fermented with L. rhamnosus vitaP1 for 24 and 48 h at $37^{\circ}C$. Fermented EPL (FEPL) showed enhanced anti-tyrosinase activity and antioxidant capacities, important suppressors of the pigmentation process, compared with that of EPL (p < 0.05). At up to $500{\mu}g/ml$ of FEPL, there were no significant cell cytotoxicity and proliferation on B16-F10 melanoma cells. FEPL ($100{\mu}g/ml$) could highly suppress the content of melanin and melanosome formation in B16-F10 cells. In summary, Lactobacillus rhamnosus vitaP1 was found to be able to biotransform isoflavones in EPL. FEPL showed augmented anti-melanogenic potential.

The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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A Development of Educational Material for EPL through Applying a Draft in Education -Focusing on LOGO and Scratch- (현장 검증을 통한 교육용 프로그래밍 언어 교재 개발 -LOGO와 Scratch를 중심으로-)

  • Kim, Jong-Jin;Hyun, Dong-Lim;Kim, Eun-Gil;Kim, Jong-Hoon;Won, Yoo-Hun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.458-468
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    • 2011
  • Students meet with many problems during programming education in computer education. In part of computer education, computer programming education have been researched. And the research have said that computer programming education have helped to increasing of students' creativity during find answer of problem through flexible thought. Especially, elementary school students, who learn to programming language for the first time, feel difficulty, when they learn computer programming. But the use of EPL reduce difficulties. So Students can focus on the thinking. Therefore, in this paper, a draft was produced and applied to observe the creative elements increasing of elementary school students. Than modify and supplement the draft through improvements to a draft obtained by applying. Also, made the educational material that can be used directly in the field.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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Applications of Educational Programming Languages in K-12 Inforamtion curriculm (개정된 정보교육과정에서 교육용프로그래밍언어의 교육적 적용방안)

  • Kim, SooHwan;Lee, WonGyu;Kim, HyeonCheol
    • The Journal of Korean Association of Computer Education
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    • v.12 no.2
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    • pp.23-31
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    • 2009
  • The new national K-12 Information subject curriculum which will be effective in year 2010 includes algorithm and programming sections. Programming languages in K-12 are more effective the Educational Programming Language (EPL) than general language, because it focuses on developing problem solving ability rather than training a programmer. Therefore, it is necessary to study for suitable EPL in Korean K-12 curriculum. In this study, we studied and analyzed various types of EPLs available and strategies to apply them to the new national curriculum. First of all, we chose 26 educational programming languages and analyzed their characteristics and functions. Also, we investigated associations between key factors of the new Information curriculum and each language and suggested a proper language for their students' level. Finally, we considered possible problems and suitability to Korean K-12 students. The result of this study help us to choose what is the proper EPL and to consider applicability and criteria of EPLs.

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Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.