Korean Journal of Agricultural and Forest Meteorology
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v.23
no.4
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pp.198-221
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2021
After large-scale reforestation in the 1960s and 1970s, forests in Korea have gradually been aging. Net ecosystem CO2 exchange of old-growth forests is theoretically near zero; however, it can be a CO2 sink or source depending on the intervention of disturbance or management. In this study, we report the CO2 budget dynamics of the Gwangneung deciduous old-growth forest (GDK) in Korea and examined the following two questions: (1) is the preserved GDK indeed CO2 neutral as theoretically known? and (2) can we explain the dynamics of CO2 budget by the common mechanisms reported in the literature? To answer, we analyzed the 15-year long CO2 flux data measured by eddy covariance technique along with other biometeorological data at the KoFlux GDK site from 2006 to 2020. The results showed that (1) GDK switched back-and-forth between sink and source of CO2 but averaged to be a week CO2 source (and turning to a moderate CO2 source for the recent five years) and (2) the interannual variability of solar radiation, growing season length, and leaf area index showed a positive correlation with that of gross primary production (GPP) (R2=0.32~0.45); whereas the interannual variability of both air and surface temperature was not significantly correlated with that of ecosystem respiration (RE). Furthermore, the machine learning-based model trained using the dataset of early monitoring period (first 10 years) failed to reproduce the observed interannual variations of GPP and RE for the recent five years. Biomass data analysis suggests that carbon emissions from coarse woody debris may have contributed partly to the conversion to a moderate CO2 source. To properly understand and interpret the long-term CO2 budget dynamics of GDK, new framework of analysis and modeling based on complex systems science is needed. Also, it is important to maintain the flux monitoring and data quality along with the monitoring of coarse woody debris and disturbances.
This study identifies the terms frequently used together with energy in online science news articles and topics of the news reports to find out how the term energy is used in everyday life and to draw implications for science curriculum and instruction about energy. A total of 2,171 online news articles in science category published by 11 major newspaper companies in Korea for one year from March 1, 2018 were selected by using energy as a search term. As a result of natural language processing, a total of 51,224 sentences consisting of 507,901 words were compiled for analysis. Using the R program, term frequency analysis, semantic network analysis, and structural topic modeling were performed. The results show that the terms with exceptionally high frequencies were technology, research, and development, which reflected the characteristics of news articles that report new findings. On the other hand, terms used more than once per two articles were industry-related terms (industry, product, system, production, market) and terms that were sufficiently expected as energy-related terms such as 'electricity' and 'environment.' Meanwhile, 'sun', 'heat', 'temperature', and 'power generation', which are frequently used in energy-related science classes, also appeared as terms belonging to the highest frequency. From a network analysis, two clusters were found including terms related to industry and technology and terms related to basic science and research. From the analysis of terms paired with energy, it was also found that terms related to the use of energy such as 'energy efficiency,' 'energy saving,' and 'energy consumption' were the most frequently used. Out of 16 topics found, four contexts of energy were drawn including 'high-tech industry,' 'industry,' 'basic science,' and 'environment and health.' The results suggest that the introduction of the concept of energy degradation as a starting point for energy classes can be effective. It also shows the need to introduce high-tech industries or the context of environment and health into energy learning.
This study began with the hypothesis of whether "solar radiation" and "terrestrial radiation" can be replaced by "visible radiation" and "infrared radiation", respectively. To this end, we investigated the perceptions of high school students who completed the Earth Science I course through a questionnaire to reveal how they perceived each concept. We also analyzed the descriptions and illustrations of textbooks that may have affected their perceptions. All of the students who participated in the questionnaire recognized solar radiation as radiation emitted only in the visible light region. About 35% of the students recognized convection, conduction, and latent heat as energy transfer by radiation in the Earth's heat budget. By analyzing six types of Earth Science I textbooks in the 2015 revised curriculum, we observed that two types introduced the terms "shortwave radiation" and "longwave radiation" but had no explanation for them, while the other two described solar radiation as "radiation mainly in the visible light region" or "radiation in short wavelengths". Regarding solar and terrestrial radiation in the last two types, there was no explanation for the wavelength regions, or ambiguous terms such as "short wavelength" and "long wavelength" were used. In addition, the two textbooks contained some errors in the illustration of the energy budget. Considering that textbooks described solar and terrestrial radiation without defining the exact terms for shortwave and longwave radiation, learners are likely to recognize solar and terrestrial radiation as visible and infrared radiation, respectively. This finding implies that vague statements or errors in textbooks can cause or reproduce students' misconceptions. The discussion in this study is expected to be used as a helpful reference material for teaching and learning processes regarding the Earth's radiation equilibrium and heat budget, and thereby contribute to proposing reasonable description plans for future textbook writing.
The purpose of this study is to explore whether pre-service teachers majoring in earth science improve their perception of computational thinking through STEAM classes focused on engineering-based wave power plants. The STEAM class involved designing the most efficient wave power plant model. The survey on computational thinking practices, developed from previous research, was administered to 15 Earth science pre-service teachers to gauge their understanding of computational thinking. Each group developed an efficient wave power plant model based on the scientific principal of turbine operation using waves. The activities included problem recognition (problem solving), coding (coding and programming), creating a wave power plant model using a 3D printer (design and create model), and evaluating the output to correct errors (debugging). The pre-service teachers showed a high level of recognition of computational thinking practices, particularly in "logical thinking," with the top five practices out of 14 averaging five points each. However, participants lacked a clear understanding of certain computational thinking practices such as abstraction, problem decomposition, and using bid data, with their comprehension of these decreasing after the STEAM lesson. Although there was a significant reduction in the misconception that computational thinking is "playing online games" (from 4.06 to 0.86), some participants still equated it with "thinking like a computer" and "using a computer to do calculations". The study found slight improvements in "problem solving" (3.73 to 4.33), "pattern recognition" (3.53 to 3.66), and "best tool selection" (4.26 to 4.66). To enhance computational thinking skills, a practice-oriented curriculum should be offered. Additional STEAM classes on diverse topics could lead to a significant improvement in computational thinking practices. Therefore, establishing an educational curriculum for multisituational learning is essential.
Proceedings of The Korean Society of Health Promotion Conference
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2004.10a
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pp.1-16
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2004
This paper considers the possibilities of health promotion from the following perspectives; (1) IUHPE, (2) socio-cultural similarities, (3) action research, and (4) learning from our past. 1. The IUHPE values decentralized activities through regions, and countries such as Japan, Korea, Hong Kong, Taiwan and China belong to NPWP region. Since IUHPE World Conference was held in Japan in 1995, Japan used to occupy more than 60% of NPWP membership. After 2001, membership is increasing rapidly in Chinese speaking sub-region. The transnational collaboration is still in its beginning phase. 2. Confucianism is one of key points. Confucian tradition should not be seen only as obstacles but as advantages to seek a form of health promotion more acceptable in East Asia. 3. Within the new public health framework, people are expected to create and live their health. However, especially in Japan, the tendency of 'lacking of face-to-face explicit interactions' is still common at health-promotion settings as well as academic settings. Therefore, the author tried participatory approaches such as asking WlFY (interactive questions designed for subjects to review their daily life and environment) and as introducing round table interactions. So far, majority of participants welcome new trials. 4. The following social phenomena are comparatively discussed after Japanese invasion and occupation of Korea ended in 1945; ·status of oriental medicine, ·separation of dispensary services, and ·health promotion specialist as a national license. In contrast to Japanese' tendency of maintaining the status quo and postponing of substantial social change, trend toward rapid and dynamic social changes are more commonly observed in Korea. Although all of above possibilities are still in their beginning stages, they are going to offer interesting directions waiting for further challenges and accompanying researches.
Journal of The Korean Association For Science Education
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v.42
no.1
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pp.127-147
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2022
Pre-service science teacher education is important to elaborate the quality of science teaching and learning in schools. Therefore, many pre-service science teacher education researches have been done in Korea. However, almost no research has comprehensively reviewed those literatures including secondary teacher education context. This study reviewed 410 pre-service science teacher education researches in Korea, from 1995 to 2021 published by 17 journals in KCI. The trends were analyzed with respect to the number of article according to period, keyword frequency, and qualitative features. The qualitative features were coded in multiple aspects of pre-service teachers' type, major, subject-matter in research context, research approach, data type, and the number of participants. The results indicate that the number of research articles has increased by about 40 for every 5-year period. JKASE has published most articles, and the diversity of journals has increased since 2010. Keyword frequency revealed that scientific concepts, science teaching efficacy, nature of science, and other teaching and learning contexts were emphasized. In qualitative features, the most frequent pre-service type was secondary in 'general' science context. For research topic, 'pre-service teacher education program' and 'perception and cognitive domain' were the most frequent. Most of the articles have 'analyzed' the phenomena or consequence of educational issue. Most research was conducted with 11 to 30 participants. These patterns of qualitative features have differed according to period, and types of pre-service teacher. Suggestions for the future pre-service science teacher education research topic were explored, such as policy-administrative research, integrated science teacher education, teacher agency, and environmental education.
Journal of the Korean Institute of Landscape Architecture
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v.37
no.2
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pp.1-13
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2009
The purpose of this study was to look into the feasibility of site suitability focused on the potential for environmentally- and water-friendly recreation area development in a wide area(Nakdong River 35km) and to study new methods for providing basic data in regard to the recreation planning over a wide area as well as in application to other sites. The results of this study are as follows. Through classification by mesh method, the site of this study was classified into 42 grids, and by means of the analysis of evaluation indicators, 20 indicators were established and sorted into 4 types of significant recreation activity. According to the results of the analysis for each recreation activity type, there were 8 essentials for water-friendly recreation activity types based on water use while water-friendly recreation types for static activity included 12 sub-essentials. As a result of the first evaluation(the minimum required evaluation) by each classified grid, 32 of the 42 total grids were implemented by the minimum requirements. These grids were usually distributed evenly through the whole site. In terms of the second evaluation(specific site evaluation) results, 6 grids were highly suitable for recreational nature experiences and landscape ecological learning, 4 grids for developing water-friendly recreation for exercise, 1 grid for building water-friendly recreation based on water use, and 4 grids for planning water-friendly recreation for static activity. The results of the grid evaluation of this study could be extended to contiguous grids or reduced. Actual planning for a water-friendly recreation area must change the grid shape or size through boundary adjustments.
Journal of the Korea Academia-Industrial cooperation Society
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v.18
no.1
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pp.262-268
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2017
The energy consumption of buildings is approximately 20.5% of the total energy consumption, and the interest in energy efficiency and low consumption of the building is increasing. Several studies have performed energy analysis and evaluation. Energy analysis and evaluation are effective when applied in the initial design phase. In the initial design phase, however, the energy performance is evaluated using general level information, such as glazing area and surface area. Therefore, the evaluation results of the detailed design stage, which is based on the drawings, including detailed information of the materials and facilities, will be different. Thus far, most studies have reported the analysis and evaluation at the detailed design stage, where detailed information about the materials installed in the building becomes clear. Therefore, it is possible to improve the accuracy of the energy environment analysis if the energy environment information generated during the life cycle of the building can be established and accurate information can be provided in the analysis at the initial design stage using a probability / statistical method. On the other hand, historical data on energy use has not been established in Korea. Therefore, this study performed energy environment analysis to construct the energy environment historical data. As a result of the research, information classification system, information model, and service model for acquiring and providing energy environment information that can be used for building lifecycle information of buildings are presented and used as the basic data. The results can be utilized in the historical data management system so that the reliability of analysis can be improved by supplementing the input information at the initial design stage. If the historical data is stacked, it can be used as learning data in methods, such as probability / statistics or artificial intelligence for energy environment analysis in the initial design stage.
When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.
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