System response times(SRTs) are getting important while increasing the function of system. In the past, most research studied SRTs on situation of computer usage. There are lacking the research on simple domain. This study focuses on behavioral and emotional effect on situation of cell phone usage(experience 1; independent variables: degree of SRTs, dependent variables: behavioral and emotional evaluation). And this study investigates the behavioral and emotional effect in same SRTs on different situation(experience 2; independent variables: degree of SRTs, usage mode, dependent variables: behavioral and emotional evaluation, stress, mental strain). The result indicated that long SRTs increased problem solving time and negative emotion. User evaluated the system differently according to usage mode after they performed the same task. In other word, if user had a strong goal, then they felt more negative emotion and mental effort than the user don't have a strong goal. In the goal mode group, it was important there are being of delay or not. This study demonstrated that SRTs and usage mode influence user's emotion and behavior performance in same task.
Background : Computer- and web-based simulation methods help students develop problem solving and decision making skills. In addition, they provide reality based learning to the student clinical experience with immediate medical feedback as well as repetitive training, on-site reviews and case closure. Materials and Methods : Seventy-five third-year medical students participated in a two-week simulation program. The students selected four modules from eight modules as follows: airway and breathing 1, cardiac arrest 1, cardiac arrhythmia 1, and chest pain 1, and then selected the first case within each of the modules. After 2 weeks, a pass score was obtained and the data analyzed. The average pass score of over 70% was considered a passing grade for each module. If the student did not pass each module, there was no score (i.e., pass score was zero). In addition, when at least one of the four modules was zero, the student was not included in this study. Results : Seventy-five students participated in the simulation program. Nineteen students were excluded based on their performance. The final number of students studied was 56 students (74.7%). The average scores for each module 1 to 4 were 86.7%, 85.3%, 84.0%, and 84.0%, and the average obtained pass score was 88.6 for the four modules in all 56 students. Conclusion : Medical simulation enabled students to experience realistic patient situations as part of medical learning. However, it has not been incorporated into traditional educational methodology. Here we describe the introduction and the development of various simulation modules and technologies for medical education.
Objectives : Chronic alcohol consumption has been known to result in various neurocognitive deficits. Many neuropsychological studies revealed that the major disturbances occurred in the executive function, learning and short-term memory, visuospatial performance function, perceptuo-motor skills, and abstraction and problem solving abilities. This study was done to identify which cognitive areas might be mainly affected. Methods : The cognitive disturbance was evaluated using the Korean Version of the Mini Mental State Examination(MMSEK) and the 7 Minute Screen(7MS) in male inpatients with alcohol dependence(N=3 : as well as in age and education level matched healthy male controls(N=30). Four individual tests of the 7MS were consisted of the Benton Temporal Orientation Test, the Enhanced Cued Recall, the Clock Drawing and the Category Fluency. Results : 1) The average scores of four individual test of the 7MS for the alcoholics were $2.77{\pm}4.38$ for the Benton Temporal Orientation Test, $13.90{\pm}2.02$ for the Memory Test(the Cued Recall $6.77{\pm}1.94$, the Uncued Recall $7.10{\pm}2.45$), $5.84{\pm}1.86$ for the Clock Drawing, and $12.58{\pm}3.29$ for the Category Fluency. Except the Benton Temporal Orientation Test, there were statistically significant differences between test scores of alcoholics and those of controls(p<0.01). 2) The alcoholics who had MMSE-K score <24 were 9.68%. The average(${\pm}S.D.$) score of the MMSE-K for the patient group($27.23{\pm}2.62$) was significantly(p<0.001) lower than that of the healthy controls($29.20{\pm}1.24$). There were no statistically significant differences between four individual test scores of the 7MS of alcoholics with the MMSE-K score <24(N=3) and those of alcoholics with the MMSE-K score ${\geq}24$(N=28). 3) Four individual test scores of the 7MS seemed to have statistically significant association with such variables as MMSE-K, duration of alcohol drinking, blood magnesium concentration, liver function and thyroid function. Conclusion : Mild deficits of cognitive areas such as orientation, memory, visuospatial abilities and verbal fluency could be found in alcohol dependence.
This study was conducted to examine the influence and effect of muscle enforcement program on Activity of daily living(ADL) improvement and posture balance of the old, and to provide more effective muscle enforcement program and educational data. The muscle enforcement exercise program was performed on the old(institution, 16 men, 10 women) for 8 weeks from April 22, 2002 through June 17,2002. Programed Exercise 1 - Exercise 10 were practised 8 times per program for 3 days a week. The load of exercise was increased per two weeks. The methods of measurement were questionnaire, Indiana 47903(action-response analysis machine) and Sample exercise protocol for KAT 2000(balance training device). SAS/PC statistic analysis was used for data analysis. T-test was used for analysis of change before and after exercise in this study. The summary and conclusions are as follows. 1. On subjectively recognized health states, the healthy were $42.3\%$. On the satisfaction with health states, the satisfied were $50.0\%$. On the factors of effects on daily-life behavior performance, the group who had troubles was $50\%$ and the group who was so and so was $34.6\%$ compared with the old of the same age. On prospect about health states in the future, the group who would be better was $38.\%$. On effective methods for problem solving, exercise was $42.3\%.\;88.5\%$ of respondents answered the need of health care. The participation intention in health program was $92.3\%$. 2. On the change of psychological emotion and behavior aspects, the group who had repeated complaints or anxieties and reduced activities or interests was effective(P<0.01). 3. On the improvement effects of IADL difficulties, the group who had difficulties in doing daily-life indoors was improved effectively compared with before and after exercise(P<0.01). On medication management, the effects of improvement after exercise were high compared with before exercise(P<0.01), the effects of improvement was high on the whole. 4. On the effects of ADL function improvement, putting on upper clothing and lower clothing was improved effectively(P<0.05), toilet use and individual sanitation was improved effectively(P<0.05). 5. On the effects of action-response, the results of 8weeks regular exercise program were not different significantly compared with before and after exercise. The behavior quickness of the old by muscle enforcement program was not increased. This means that the old needs much time for exercise sense training because of the regression of cognition sense. 6. In the effect of posture balance, the whole grades were effective from 1272.69 before excercise to 476.92 after exercise(P<0.01). Especially right balance 657.65 was lowered to 208.57 after exercise most effectively(P<0.01). Rear balance 776.34 before exercise was lowered to 136.65 after exercise. The results of measurement were significant(P<0.05).
Traditionally, a dynamic network model is considered as a tool for solving real-time traffic problems. One of useful and practical ways of using such models is to use it to produce and disseminate forecast travel time information so that the travelers can switch their routes from congested to less-congested or uncongested, which can enhance the performance of the network. This approach seems to be promising when the traffic congestion is severe, especially when sudden incidents happen. A consideration that should be given in implementing this method is that travel time information may affect the future traffic condition itself, creating undesirable side effects such as the over-reaction problem. Furthermore incorrect forecast travel time can make the information unreliable. In this paper, a network-wide travel time prediction model under incidents is developed. The model assumes that all drivers have access to detailed traffic information through personalized in-vehicle devices such as car navigation systems. Drivers are assumed to make their own travel choice based on the travel time information provided. A route-based stochastic variational inequality is formulated, which is used as a basic model for the travel time prediction. A diversion function is introduced to account for the motorists' willingness to divert. An inverse function of the diversion curve is derived to develop a variational inequality formulation for the travel time prediction model. Computational results illustrate the characteristics of the proposed model.
For finding both ways of recycling the wood and plastic wastes and solving the problem of free formaldehyde gas emission through manufacturing wood particle-polypropylene fiber composite board without addition of formaldehyde-based thermosetting resin adhesive, control particleboards and nonwoven web composite boards from wood particle and polypropylene fiber formulation of 50 : 50, 60 : 40, and 70 : 30 were manufactured at density levels of 0.5, 0.6, 0.7, and 0.8 g/$cm^3$, and were tested both in the physical and mechanical properties according to ASTM D 1037-93. In the physical properties, control particleboard had significantly higher moisture content than composite board. In composite board, moisture content decreased with the increase of target density only in the board with higher content of polypropylene fiber and also appeared to increase with the increase of wood particle content at a given target density. Control particleboard showed significantly greater water absorption than composite board and its water absorption decreased with the increase of target density. In composite board, water absorption decreased with the increase of target density at a given formulation but increased with the increase of wood particle content at a given target density. After 2 and 24 hours immersion, control particleboard was significantly higher in thickness swelling than composite board and its thickness swelling increased with the increase of target density. In composite board, thickness swelling did not vary significantly with the target density at a given formulation but its thickness swelling increased as wood particle content increased at a given target density. Static bending MOR and MOE under dry and wet conditions increased with the increase of target density at a given formulation of wood particle and polypropylene fiber. Especially, the MOR and MOE under wet condition were considerably larger in composite board than in control particleboard. In general, composite board showed superior bending strength properties to control particleboard, And the composite board made from wood particle and polypropylene fiber formulation of 50 : 50 at target density of 0.8 g/$cm^3$ exhibited the greatest bending strength properties. Though problems in uniform mixing and strong binding of wood particle with polypropylene fiber are unavoidable due to their extremely different shape and polarity, wood particle-polypropylene fiber composite boards with higher performance, as a potential substitute for the commercial particleboards, could be made just by controlling processing variables.
Journal of Elementary Mathematics Education in Korea
/
v.15
no.1
/
pp.57-75
/
2011
This research aimed to explore the effects of collaborative writing activities in a mathematical context, specifically pertaining to areas such as numbers and operation, geometrical figure, and measurement in Mathematics: Level 5-b, on their mathematical achievement gain and disposition among Grade 5 students. To do this, out of a total of 62 students selected from two Grade 5 classes of J Elementary School in Dalseo-gu, Daegu City, who were found to be homogenic from the tests of math performance and dispositions, an experimental group(n=31) was designed and compared to a control group (n=31). Over a six week period from October to November in 2009, the experimental group was given collaborative writing lessons in math classes while the control group was given teacher-oriented regular lessons. The results were as follows. First, there was more or less considerable, though not significant, difference in overall mathematical achievement in the students experiencing collaborative writing activities when compared with the students in the control group. However, in terms of numbers and operation, a sub-category of mathematics, there was significant difference between the two groups. Second, the students experiencing collaborative writing activities were more positively affected in all sub-categories of mathematical disposition: confidence, flexibility, determination, curiosity, reflection, and value, than those in the control group. In summing up, the exposure of collaborative writing activities to mathematics learning was found to help students not only to have a concrete and proper grasp of the relevant problem solving process, which was observed from their mathematical achievement gain especially in the sphere of numbers and operation, but also to have their mathematical disposition set towards more positive direction, which was seen in all sub-categories of mathematical disposition measurement.
The purpose of this study is first to examine the tendency in what kind of activities and difficulties are carried out as family rituals. Second, the study was to investigate the effects of family rituals on family strengths. To accomplish study purpose, 216 married women/men were asked to fill out the survey questionnaires. For analysis of data, SPSS Win program was used to perform Frequency Analysis, MANOVA, Multiple Regression Analysis. (1)In the dinner rituals, it turned out that a main activity was 'serving homemade food' and a majority of subjects had a difficult time establishing a regular ritual due to 'their busy schedule at work'. In the weekend leisure rituals, a main activity was 'paying a visit to suburbs' and a main difficulty was 'lack of mutually available time for all family members'. In the birthday rituals, a main activity was 'preparing a birthday cake' and a main difficulty was 'because family members forget their birthday'. In the wedding anniversary rituals, women's main activity was 'eating out' and men's main activity was 'give a partner to a flower or gift', and a main difficulty was 'because family members forget their birthday' and 'because it was not a wanted celebration'. Finally, in the traditional rituals, women's main difficulty was 'partner doesn't understand my difficulties' and men's main difficulty was 'trouble human relationships with relatives'. (2)The family rituals were significantly different according to the age. (3)'Closeness of family members', 'task performance and problem solving skills' and 'sharing a value system of family members' were affected by the family rituals.
The purpose of this study was to survey and analyze the recognition and needs of elementary school teachers about STEAM education. Mail and E-mail surveys were conducted for 533 elementary school teachers for the purpose of the study. The following were found results of the study were as follow: First, although elementary school teachers understood positively the necessity of STEAM education, showed average levels of recognition on STEAM education. Second, the rate of the elementary school teachers who had experience in applying STEAM education was low. Third, elementary school teachers required to education closely related to real life, and interesting education according to the direction for STEAM education. Fourth, elementary school teachers asked for the integration centering activities related real life, followed by the integration focusing on thema related to real life, the integrating centering student's needs and interests, and the integration focusing on issues according to the appropriate integration methods for STEAM education. Fifth, elementary school teachers required creative design/problem solving ability, academic performance ability, and interpersonal relationship skills with regard to the ability to develop through STEAM education. Lastly, elementary school teachers demanded the development and distribution of STEAM education, teacher's recognition and attitudes towards STEAM education, teacher's training for STEAM education, the distribution of reference materials and etc in order to stimulate STEAM education.
In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.
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