Previous research has recently shown that non-cognitive factors such as attitudes toward statistics contribute positively to statistics learning, Hence, helping students develop positive attitudes toward statistics has become one of the essential goals of statistics teaching. A wide variety of instruments assessing attitudes toward statistics were developed and validated in foreign countries, but not many in Korea. The SATS-36(Survey of Attitudes Toward Statistics-36; Schau et al., 1995) has been regarded as one of the most valid measures of attitudes toward statistics. Therefore, this study was designed to validate a Korean version of Survey of Attitudes Toward Statistics(K-SATS). Instead of six factors of the original scale, a five-factor structure including interests, value, cognitive competence, difficulty, and effort was empirically supported by the Korean student sample. The results evidenced high reliability and construct validity of K-SATS. In addition, students' attitudes towards statistics differed across gender, level of statistics courses, degree programs, and major. These findings were discussed in terms of their implications for future research and statistics teaching.
Kim, Ji-Woon;Lee, Soon-Young;Joo, So-Hyun;Song, Mi-Ryoung;Shin, Chan-Young
Biomolecules & Therapeutics
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v.15
no.1
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pp.16-26
/
2007
Tissue plasminogen activator (tPA) is a serine protease catalyzing the proteolytic conversion of plasminogen into plasmin, which is involved in thrombolysis. During last two decades, the role of tPA in brain physiology and pathology has been extensively investigated. tPA is expressed in brain regions such as cortex, hippocampus, amygdala and cerebellum, and major neural cell types such as neuron, astrocyte, microglia and endothelial cells express tPA in basal status. After strong neural stimulation such as seizure, tPA behaves as an immediate early gene increasing the expression level within an hour. Neural activity and/or postsynaptic stimulation increased the release of tPA from axonal terminal and presumably from dendritic compartment. Neuronal tPA regulates plastic changes in neuronal function and structure mediating key neurologic processes such as visual cortex plasticity, seizure spreading, cerebellar motor learning, long term potentiation and addictive or withdrawal behavior after morphine discontinuance. In addition to these physiological roles, tPA mediates excitotoxicity leading to the neurodegeneration in several pathological conditions including ischemic stroke. Increasing amount of evidence also suggest the role of tPA in neurodegenerative diseases such as Alzheimer's disease and multiple sclerosis even though beneficial effects was also reported in case of Alzheimer's disease based on the observation of tPA-induced degradation of $A{\beta}$ aggregates. Target proteins of tPA action include extracellular matrix protein laminin, proteoglycans and NMDA receptor. In addition, several receptors (or binding partners) for tPA has been reported such as low-density lipoprotein receptor-related protein (LRP) and annexin II, even though intracellular signaling mechanism underlying tPA action is not clear yet. Interestingly, the action of tPA comprises both proteolytic and non-proteolytic mechanism. In case of microglial activation, tPA showed non-proteolytic cytokine-like function. The search for exact target proteins and receptor molecules for tPA along with the identification of the mechanism regulating tPA expression and release in the nervous system will enable us to better understand several key neurological processes like teaming and memory as well as to obtain therapeutic tools against neurodegenerative diseases.
As importance of English has been getting more important with globalization, English education for preschoolers has drawn more attention from parents who were born in 1970's and 1980's. Demands for English education are very intense mainly because parent generation has experienced importance of English through own career and they have only one or two children, resulting parents' willingness to invest more on children's education. In order to response high demands for English education, Korean public education system has introduced more intense English education curriculum for younger children and put more weights on English education even for preschoolers. Even though there are numbers of studies to support effectiveness of English education for pre-school age children, adaption of English education for them without through preparation may cause unwanted results on children's learning experience. Hence, it is imperative to develop guideline for English education targeting pre-school age children based on through studies. The purpose of this paper is to justify English education for preschoolers based on various theories for language acquisition, research effectiveness of edutainment animation for English education, and provide basic guideline to develop edutainment animation in the future. To achieve this goal, this study visits how each theory emphasizes importance of language education in preschool age children and analyzes well-known edutainment animation titles by comparing them per characteristics. Furthermore, specifically from participation-inducing animation for education, each component, such as characters, story structure, & story telling methods, has been discussed. Based on the findings from this paper, basic guidelines to develop edutainment animation are developed by suggesting teaching tools for English education for preschoolers.
The aim of this study was to provide the way of activation plans of leisure activities for older people through the current status and problems in welfare center for the elderly in Korea. Various social phenomena and issues have been found to occur in rapidly social-structure changes and urban civilization. Especially, processing an aging society for no preparation is one of the broader question of our country. Developing the scientific and civilization lengthening our span of life is given more leisure time than past. Unfortunately, older people could not independently stand for in their leisure, if society does not support for them. It means that they might feel the enough time to monotone life, depression and a sense of alienation. The following ideas would be expressed to the way of activation plans of elderly leisure. First, the elderly leisure facilities for leisure and publicity activities should be supplemented or strengthened. Second simple entertainment-oriented programs in the physical and psychology learning to adapt for them should be obtained through leisure activities for older people. Third, more senior recreation specialists or therapists should be educated for leisure activities. Fourth, the concept of leisure in older people's idea should be changed through the education. Fifth, people who work in the welfare center for the elderly should develop the leisure programs or activities for older people. Last the new culture of leisure concept should be constructed in our society between the two and three generation for sharing and participating the leisure.
This study examined how students revised their writing after reciprocal peer review and how their revision activities were influenced by the review. Undergraduates in physics class wrote a laboratory reports, exchanged comments with peers, and revised their reports afterward based on the comments they received from their peers. The comparison between the original and the revised drafts showed that students were mainly concerned with micro-meaning revisions, focusing on making changes on individual words, clauses, and sentences. Revisions that dealt with macro-meaning of the texts were not as frequent. Giving and receiving comments influenced later revision activities. Receiving comments on micro-meaning of the texts led to a significant increase in both micro- and macro-meaning revisions. Receiving comments on macro-meaning of the texts, however, did not prompt relevant revision activities. Even when students engaged in macro revision, it was negatively related to writing performance gains in one subgroup, suggesting that even after peers point out macro-problems in their writing, students are not competent to solve the problems yet. The results of the study suggest that more efforts are needed to help them to understand and manipulate the macro-meaning structure of the texts.
The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.
The objective of a neural network design and model selection is to construct an optimal network with a good generalization performance. However, training data include noises, and the number of training data is not sufficient, which results in the difference between the true probability distribution and the empirical one. The difference makes the teaming parameters to over-fit only to training data and to deviate from the true distribution of data, which is called the overfitting phenomenon. The overfilled neural network shows good approximations for the training data, but gives bad predictions to untrained new data. As the complexity of the neural network increases, this overfitting phenomenon also becomes more severe. In this paper, by taking statistical viewpoint, we proposed an integrative process for neural network design and model selection method in order to improve generalization performance. At first, by using the natural gradient learning with adaptive regularization, we try to obtain optimal parameters that are not overfilled to training data with fast convergence. By adopting the natural pruning to the obtained optimal parameters, we generate several candidates of network model with different sizes. Finally, we select an optimal model among candidate models based on the Bayesian Information Criteria. Through the computer simulation on benchmark problems, we confirm the generalization and structure optimization performance of the proposed integrative process of teaming and model selection.
Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.
This study aims to understand how a global corporation's storytelling-based curriculum is developed for improving English proficiency. Little research has been done from the perspectives of global corporation, and a curriculum of storytelling on Stein and Glenn (1979)'s model was implemented inside English Language Education Program of Samsung Display. 10 participants employed at the global corporation were taught by two instructors during the first semester of 2017 language learning program. The curriculum consisted of three modules: event focused, structure focused, character focused. Storytelling elements of each module were explicitly planned and taught by two instructors. All classes were audio-recorded and observed by the other researchers. It was found that there is a need for improving storytelling proficiency in the global corporation, and that storytelling skills can be teachable, learnable, and assessable.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2018.05a
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pp.347-350
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2018
In order for an IoT system to automatically make the house temperature pleasant for the user, the system needs to predict the optimal start-up time of air-conditioner or heater to get to the temperature that the user has set. Predicting the optimal start-up time is important because it prevents extra fee from the unnecessary operation of the air-conditioner and heater. This paper introduces an ANN(Artificial Neural Network) and an IoT system that predicts the cooling and heating time in households using air-conditioner and heater. Many variables such as house structure, house size, and external weather condition affect the cooling and heating. Out of the many variables, measurable variables such as house temperature, house humidity, outdoor temperature, outdoor humidity, wind speed, wind direction, and wind chill was used to create training data for constructing the model. After constructing the ANN model, an IoT system that uses the model was developed. The IoT system comprises of a main system powered by Raspberry Pi 3 and a mobile application powered by Android. The mobile's GPS sensor and an developed feature used to predict user's return.
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