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A Study on Wangtta and the effects of the Gurardian Angle Program among Adolescent Males. (수호천사 프로그램의 왕따 감소 효과에 관한 연구 -중학교 1학년 남학생 중심-)

  • 박경현;백경임
    • Journal of Korean Home Economics Education Association
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    • v.12 no.2
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    • pp.81-93
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    • 2000
  • This study is designed to identify the current condition of male students ostracized as the black ship (Wangtta in Korean) in middle schools and the effects of the Guardian Angle program on the decrease in Wangtta. 428 frist graders of two junior high schools were devided into two groups, a test group (n=195) and a control group (n=233). SPSS/PC+ program was used for analysis of the data, including frequency analysis, ANOVA and x(sup)2-test. The outcome of research can be summed up as the following 74.7% of the subjects thinks that there is Wangtta going on in there classes. Wangtta often comes to pass during the recesses (74.2%) and lunch times (51.6%). Those who are easily exposed to Wangtta are most likely to be both snobbish and pedantic. Those who lead Wangtta turn out to be good at fighting (56.4%) and dominant in the hegemony of the class depending on the way of ignoring or not playing with the victims(69.3%) In the case of bearing witness to Wangtta. 36.9% of the subjects try to overlook the case. Now let me take a look at the effect of the guardian angle program on the decrease in Wangtta. The program has a significant effect on the decrease (p<0.05) in the number and the phenomena of Wangtta perceived by students in both advance and post tests. The program makes a significant difference in the aspects of students’ behavior in relation to Wangtta in a desirable way (p<.01) Though the sociality index of the victims doesn’t show any significant difference statistically, it exerts a generally positive effect.

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The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Residents' Participation Workshop for the Design of Community Facility on Beakhwa Village (백화마을 커뮤니티시설의 주민참여 디자인 워크숍)

  • Cho, Jeong-Hyun;Choi, Jung-Shin;Lee, Jong-Huck
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2011.04a
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    • pp.81-86
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    • 2011
  • In order to establish the effective community village as planned, it is the most important factor in residents' participation at the stage of design process. Especially, community space, which is commonly used by all members, must be designed through consultation process of community members themselves to accommodate the needs of various daily activities. So, in this study, the participation process to design the common community facility is developed and the actual residents' participation workshop was conducted in Baek-Hwa village, which is being built on South Korea. Also, the space of community facilities was designed based on the direct opinions and needs of actual residents obtained by workshop process. The workshop was conducted two times: the first workshop was conducted for the design of common residents' facilities and the second was for trying to utilize the virtual designed space. During the workshop process, it is found that the positive participation of members of village is naturally occurred to design residents' space in the workshop process. As a result, most people want to make the space of gym, library, and dining room in spatial configuration. Among them, the hobby room was highly demanded. There is lots of demand for the joint activities and training program in common activity fields. Also, the prediction of the various occurrence so fun expected situations was requested in the game of creating rules and role-playing. In the conclusion, it was acknowledged the necessity of residents' participation design and the importance of communication between architects and residents for decision-making.

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The Production and Spatial Heterogeneity of Litterfall in the Mixed Broadleaved-Korean Pine Forest of Xiaoxing'an Mountains, China

  • Jin, Guangze;Zhao, Fengxia;Liu, Liang;Kim, Ji Hong
    • Journal of Korean Society of Forest Science
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    • v.97 no.2
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    • pp.165-170
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    • 2008
  • Litterfall has been recognized an important part of the forest ecosystem production, playing a major pathway in energy flow and nutrient cycling through the ecosystem. This study was carried out to examine the quantity and components, temporal variation, and spatial heterogeneity of the litterfall in the mixed broadleaved-Korean pine forest. The data were collected from the 9ha permanent experimental plot, of which on the center area, i.e. $150m{\times}150m$, the total number of 319 circular litterfall traps with the size of $0.5m^2$ were established to collect falling litterfall. The results showed that the annual amount of litterfall was totalized 3,033.7 kg/ha, occupying broad-leaves of 39.3%, conifer-leaves of 29.5%, others of 18.5%, branches of 10.4%, and seeds of 2.3%. The peak point of the litterfall production was made at the end of September, proportionating 32.2% of total amount. The analysis of semivariogram revealed the existence of high spatial heterogeneity, calculated the scale of spatial heterogeneity ranged from 11.6 m to 29.1 m. The result of proportion (C/[Co+C]) showed that spatial heterogeneity of autocorrelation in total spatial heterogeneity were from 97.0% to 100%. The relatively heavy branches and others had significant differences in litterfall production between the areas of canopy gap and closed canopy in the 95% probability level, but the other components did not show statistical differences.

A Study on Application of Port Hinterland by a Space Port City Interface Characteristics (항만도시 인터페이스 공간특성에 의한 항만배후단지 활용방안)

  • Hwang, Sun Ah;Kim, Jong Gu;Hong, Ji Su
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.36 no.1
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    • pp.169-180
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    • 2016
  • The spaces of port and urban in a Port City have different space characteristics substantially, but those are required to be developed interdependently. Degradation and loss of the sense of place in the existing spaces caused by decline of natural function have an adverse effect on the revival of local economy as well as make worse image of the entire city. In some developed countries, therefore, many researches on the port spaces lagging behind the times due to changes of the characteristics and function of port spaces have been conducted continuously for a long time. This study aims at seeking a device how the domestic hinterland could be utilized as efficient spaces having the characteristics of outskirts space and port city interface through the application of characteristics of the interface space of port city, capable of playing a role as buffer zone between the port space and the city space.

Risk Assessment of Escherichia coli Infection from Use of Interactive Waterscape Facilities (수경시설 물놀이에 따른 대장균 감염의 위해도 분석)

  • Zo, Young-Gun
    • Journal of Environmental Health Sciences
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    • v.38 no.1
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    • pp.73-81
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    • 2012
  • Objectives: With the goal of quantifying the risk of children contracting gastroenteritis while playing at interactive waterscape facilities and evaluating the adequacy of current water quality regulations, risk assessment was performed with Escherichia coli as pathogen. Methods: Abundances of E. coli in the waters of interactive water features in South Korea were acquired from survey reports. A gamma distribution describing the volume of water swallowed by children during swimming activities was adopted. Exposure rate and risk were calculated by Monte Carlo simulation and dose-response models for various pathogenic E. coli. Results: E. coli was detected in 25 out of 40 facilities, with range of ~1,600 CFU/100 ml. The abundance fitted an exponential distribution. Simulated exposures ranged ${\sim}1.9{\times}10^{10}$ CFU, varying greater along E. coli abundance than the volume of water. Risk of children being infected by enterohemorrhagic E. coli was high, with range of ~0.85. When E. coli abundance was <200 CFU/100 ml, which is the current government threshold, the risk decreased to <0.43. Although the guideline successfully reduced the risk of adults being infected by a less virulent E. coli strains (<0.03), the risk for children could not be quantified due to lack of dose-response models for those pathogens for children. Conclusions: Under the current guideline, children are at risk of being infected if water is contaminated with by enterohemorrhagic E. coli. For other E. coli strains, the risk appears to be considerably less. The result warrants need for developing dose-response models for children for each pathogenic E. coli strain.

Monte-Carlo Tree Search Applied to the Game of Tic-Tac-Toe (삼목 게임에 적용된 몬테카를로 트리탐색)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.47-54
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    • 2014
  • The game of Go is one of the oldest games and originated at least more than 2,500 years ago. In game programming the most successful approach is to use game tree searches using evaluation functions. However it is really difficult to construct feasible evaluation function in computer Go. Monte-Carlo Tree Search(MCTS) has created strong computer Go programs such as MoGo and CrazyStone which defeated human Go professionals played on the $9{\times}9$ board. MCTS is based on the winning rate estimated by Monte-Carlo simulation. Prior to implementing MCTS into computer Go, we tried to measure each winning rate of three positions, center, corner and side, in Tic-Tac-Toe playing as the best first move. The experimental result revealed that the center is the best, a corner the next and a side the last as the best first move.

Community Ecological Revaluation of Acer pseudosieboldianum and Carpinus cordata in the Natural Deciduous Forest

  • Kim, Ji Hong;Kang, Sung Kee;Lim, Seon Mi
    • Journal of Forest and Environmental Science
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    • v.32 no.1
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    • pp.74-81
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    • 2016
  • Classified into sub-tree of the growth-form, Acer pseudosieboldianum and Carpinus cordata hardly reach the uppermost canopy with limited height growth potentiality in the natural deciduous forest. However, the two species usually dominate lower stories of the forest, playing an important role in overall ecological characteristics in the forest. Based on the vegetation data of 106 $20m{\times}20m$ sample plots in Mt. Jumbong area, this study was carried out to evaluate ecological constitution by several quantitative analysis so as to understand the mechanism of the natural deciduous forest. The results indicated that individuals of A. pseudosieboldianum and C. cordata were absent or few in overstory, but emerged the most dominant species in midstory and understory, providing adequate proof of the ecological importance. The comparison of indices of succession between presented and predicted values in midstory did not make much difference, suggesting that the species composition would not change much and come close to steady state in midstory and understory. The pair combination of species association noted that A. pseudosieboldianum had significant positive association with C. cordata, Quercus mongolica, and Tilia amurensis had significant positive association with A. pseudosieboldianum, A. pictum subsp. mono and Fraxinus mandshurica but negative association with F. rhynchophylla. Being compared with other major canopy tree species in the study forest, the target species of A. pseudosieboldianum and C. cordata had strong regeneration strategies, partially characterized by large number of saplings and pole sized trees and high ratio of live crown, which indicated high shade tolerance to survive in the limited amount of light under the canopy. Even though A. pseudosieboldianum and C. cordata do not reach and occupy the canopy layer mainly due to the inherent growth form, they would have highest competitive potentiality to prosper and dominate in the midstory of the natural deciduous forest.

Effect of E-box and E2F Binding Site on Transcriptional Activity in MCM Promoter (MCM promoter에서 E-box와 E2F 결합부위가 전사활성에 미치는 영향)

  • 권현주
    • Journal of Life Science
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    • v.14 no.5
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    • pp.732-740
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    • 2004
  • MCM proteins are essential for eukaryotic DNA replication, playing roles in the initiation and elongation of DNA replication. MCM proteins expression is much higher in malignant tissues than normal tissues. Several reports have indicated the usefulness of MCM proteins as markers of cancer cells in histopathological diagnosis. However, the cause of enhanced expression of MCM proteins in cancer cells remain to be clarified. The purpose of this study is to examine the relative transcriptional activities of human mcm gene promoters in cancer and normal cells. The minimal promoter region required for transcription of a luciferase reporter gene was contained an E-box and one E2F site. In addition, luciferase activities from mcm7 and mcm2 promoter/luciferase gene reporter constructs were significantly increased in cancer cells at 8 times compared with normal cells. E-box and E2F binding site in the promoter of mcm genes are responsible for different mechanism of transcription regulation on the cellular environment.

Needs Assessment of Nutrition Education for Preschoolers and Their Parents using Focus Group Interview (포커스 그룹 인터뷰를 이용한 유치원 학부모 대상의 유아영양교육 요구도 조사)

  • Kim, Kyungmin
    • Journal of the East Asian Society of Dietary Life
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    • v.25 no.1
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    • pp.20-29
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    • 2015
  • This study investigated the demand of nutrition education programs among preschooler's parents. Focus group interview was conducted four times with 29 parents of preschool children. Most subjects appeared to have interest in nutrition education; 'very interested' (58.6%), 'somewhat interested' (20.7%). Sources of nutrition information were 'internet' (35.1%), 'books' (21.6%), 'newspaper or magazines' (13.5%), 'family or relatives' (13.5%), 'media' (8.1%), 'preschool' (5.4%) and 'hospital or public health center' (2.7%) in order. The most frequently mentioned health problems related to dietary behavior were atopy and obesity. Major concerns for children's dietary behavior was picky eating habits, and having questions for how to deal with this problem. Most subjects had trouble with obtaining an adequate amount of dietary supplements for their children. Nutrition education for parents about food labeling and information on processed foods was in demand. Preferred methods of nutrition education for children were playing games with stickers, gardening vegetables, and participating in cooking. Attitudes toward computer-assisted education materials, one of the methods of nutrition education, appeared to be ambivalent. Some preschool parents showed negative attitudes towards exposing their children to electronic devices at an early age, whereas others showed positive attitudes. Subjects were interested in meal-planning and ways to balance nutrients for their child. Parents preferred attending professional lectures to receive reading materials or searching websites as an adult nutrition education method. Results of this study have implications on providing basic information for developing nutrition education programs for preschoolers and their parents. Future research should focus on developing nutrition education programs for both preschools and the home.