The purpose of this study is to clarify what teachers interaction is who try to develop their infants, by examining the intention of beginning the interaction between teachers and their infants, while playing freely at a child care center. The author used a qualitative research method. The subjects of this study are nine infants and three teachers. The author videotaped all the session focusing on the interactions between teachers and their infants. The author observed all the sessions for three months. The author also interviewed the teachers. She also collected the manual of the target daycare centers, its study plans, its observation logs, and the observation logs of the infants' activities and analyzed them. The intention of infants' interaction with their teachers is to know how to play by using some toys. A second intention is to see the contents of the picture book related to the daily routine. A third intention is to satisfy emotional needs. The intention of teachers interaction with their infants while playing freely is to help explore things and try to play. Another intention is to make a transition from teacher-centered play to infant-centered one. A third intention is to pacify infants expressing thoughts by crying. A future research which will increase the quality of the interactions and will be helpful for the development of infants and will focus on infants will be needed.
One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.
Purpose: This study was performed to investigate the dietary behaviors and stress-related factors among male and female college students. Methods: A total of 405 college students (male-195, female-210) were recruited, of whom a questionnaire-based survey was conducted. The study investigated the general characteristics, health-related factors, dietary behaviors, and stress-related factors of the respondents. Results: The body mass index was significantly higher in males. The rates of underweight and overweight were significantly different between male and female respondents. The scores for workout frequency, health concerns and health condition were significantly higher in males, while the score for watching TV & playing computer games was significantly higher in females. The scores for meal regularity, frequency of breakfast consumption, and smoking were significantly higher in males. Eating problems showed a significant difference between males and females. The biggest source of stress was social factors, followed by college study and individual factors and the most experienced stress-induced symptom was anxiety, followed by headache and stomachache. The most popular way to overcome stress was taking a rest, followed by drinking & smoking and outdoor activity. The most preferred food under stressful conditions were alcohol or beverages, followed by hot & spicy food and sweet food, which showed a significant difference between males and females. Conclusion: These results indicate that stress affects dietary behaviors, drinking, smoking, and health status. Stress not only changes dietary behaviors, but is also related to health status. Therefore, it is necessary to develop appropriate programs for emotional stability and stress relief targeting college students which provide continuous nutrition education focused on desirable dietary behaviors and nutritional aspects.
This study was intended to suggest the design guidelines of digital home on the basis of digital-related human behavior. In order to achieve this, what and how often internet was used in the home, how living pattern and space usage was changing according to digitalization were examined and lastly, the design guidelines of digital home based on these findings were suggested. The subjects were 400 housewives who lived In 85m'-sized housing unit of the new apartment complex in Busan. They were average age of 38 and their eldest children were in the stage of elementary schooling or preschooling. Many of them had relatively high educational level and middle income level. The results of the study were as follows; 1) The respondents used internet more frequently for information searching, children's education, and Internet shopping. Therefore, it would be desirable to divide zoning of housing unit into space for routine activities, space for working, and for cultural activities. 2) Digitalization changed human living pattern like follows; it reduced time of shopping, information searching, banking, and going out. Also, it increased time of spending alone, watching movie, and playing game. Therefore, digital home should be designed to facilitate social Interaction between family members, cultural and recreational activities, and indoor or outdoor exercise within each housing unit or in apartment complex.
Today, Internet users start off using heavily SNS(Social Network Site) such like, Facebook, Twitter. The reason of the growth of using SNS would be closely related to the various services of gaming, playing, entertainment items, sharing information etc., provided by the SNS, technically, the most important one out of the services provided would be behaving of sharing knowledge among people who connected and networked in the site. In sum, we assume that the users may communicate well each other and pay attention to build closely a social network using that kind of activities. However, nevertheless the new trends of communications and sharing knowledge become popular, researchers have just began the research issues in explaining why Internet user rush into SNS and enjoy the time in there. Therefore, we investigate on the reasons of posting knowledge voluntarily in the SNS and how others response to the posted information and actually affected by the behavior. We appled personal relation and social identity theory for this study, which personal relation in SNS may affect on social identity and make them produce knowledge generation. We found that social identity and involvement in SNS is closely related and influence knowledge creation and generation. This empirical study resulted in the importance of social relations in SNS, which leads to a sharing knowledge.
Nowadays, many first-time Internet users start off heavily using SNSs (Social Network Sites), such as Cyworld, Facebook, and Twitter. The reason for the growth of SNS use is closely related to the various services of gaming, playing, using entertainment items, sharing knowledge etc., provided by the SNS; technically, the most important of the services provided would be the behavior of sharing knowledge among people connected and networked in the site. In sum, we assume that the users may communicate well with each other and pay attention to building a close social network using the abovementioned activities. However, researchers have just begun to focus on the issues explaining why Internet users rush into SNSs and enjoy their time there. Therefore, we investigated the reasons for posting and sharing knowledge voluntarily on the SNS and how others respond to the posted knowledge and are actually affected by the behavior. We applied social identity theory and social capital theory in this study to find which network externalities in SNSs may affect online identity-based attachment and cause them to produce a knowledge sharing generation. We found that people's online identity in SNSs is closely related to and influences knowledge sharing. This empirical study resulted in the importance of social relations in SNSs, which leads to sharing knowledge.
We have investigated the magnetic education in elementary science of Korea. Text books and other related materials are analysed. Students learn playing with magnets in third grade and learn making electromagnets in sixth grade. Arrangement of topics are in accord with the historical development of electromagnetism in physics although the order is not well suited to other field of science. Teacher's guide books need to be developed to consider various environments in school such as city and country, and rich and poor town. Several details in the science textbook are pointed out for better education. Overall course looks sound.
Polycystic kidney disease (PKD) is a common hereditary disorder which is characterized by fluid-filled cysts in the kidney. Mutation in either PKD1, encoding polycystin-1 (PC1), or PKD2, encoding polycystin-2 (PC2), are causative genes of PKD. Recent studies indicate that renal cilia, known as mechanosensors, detecting flow stimulation through renal tubules, have a critical function in maintaining homeostasis of renal epithelial cells. Because most proteins related to PKD are localized to renal cilia or have a function in ciliogenesis. PC1/PC2 heterodimer is localized to the cilia, playing a role in calcium channels. Also, disruptions of ciliary proteins, except for PC1 and PC2, could be involved in the induction of polycystic kidney disease. Based on these findings, various PKD mice models were produced to understand the roles of primary cilia defects in renal cyst formation. In this review, we will describe the general role of cilia in renal epithelial cells, and the relationship between ciliary defects and PKD. We also discuss mouse models of PKD related to ciliary defects based on recent studies.
Journal of Family Resource Management and Policy Review
/
v.7
no.2
/
pp.59-79
/
2003
The purposes of this study are to examine the participation of leisure activities for elementary school children and to analyze the children's and their mother's perception about their leisure activities. The data for the analysis are collected by the structured questionnaire and in-depth interview, The data for 106 children and their mothers living in Incheon city are analyzed using descriptive statistics and content analysis. The result of this study is summarized as follows: First, the most frequent leisure activities participated by children were hobby and culture activities such as attending institutes or receiving private tutoring. The most prefer leisure activities of children were computer related activities, watching TV and playing with friends According to the in-depth interview, these activities contributed to getting rid of stress and relaxing tension. Second, among the various activities, children tented to perceive computer related activities, roller-binding, paper folding, reading and watching TV as the leisure activities. There was no significant difference in the perception of leisure activities between mother and children except paper folding and reading. Third, the 55.7% of mother responded that the leisure activities that they were participated in childhood were more desirable compared with their children's ones.
China has been experiencing a series of changes after gradually opening up its society. Such changes have now seeped into almost every sector of the society, leading to overall change. While the political system has been maintained without much change, the structure of life for Chinese has undergone a shift, especially in the sectors related to industry or the economy. The Chinese have adopted capitalism in their own way, leading to fast growth in their industries. Those who were born in the 1980s amidst such change (so-called the post-80s generation) are now playing a major role in Chinese society. Understanding this generation can help understand some of the most important phenomena in today's China. Therefore the language used by this generation is in particular meaningful as language often reflects the society it is used in. This study focuses on the newly created words arising from the lifestyles of the post-80s generation to better understand how the China's move towards a more open society over the past three decades have brought about changes. The work culture and consumption styles of the post-80s generation are also showing some collective characteristics. As such, a review of newly created Chinese words related to this generation is expected to increase understanding of the overall Chinese society and Chinese culture of today.
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