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A Survey on Dietary Habits in Gyeongnam and the Development of the Nutrition Education Curriculum with Teacher's Guide for Obese Elementary School Children (경남지역 일부 초등학교 비만아동의 식습관 분석 및 영양교육을 위한 교수학습과정안 개발)

  • Jo, Min-A;Lee, Kyung-Hea;Her, Eun-Sil;Kim, Jung-A
    • Journal of the Korean Dietetic Association
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    • v.15 no.2
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    • pp.97-112
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    • 2009
  • The purpose of this study was to develop a nutrition education curriculum with teacher's guide which includes discretionary activities for obese children. A survey was carried out to investigate the recognition of body image and food behaviors according to the obesity index (mild, moderate, severe) in school children (4~6th grade, 158 boys and 60 girls) who were selected based on a physical examination in May, 2006 in the Gyeongnam province. Next, a nutrition education curriculum with teacher's guide was developed on the basis of the findings from the survey and from preceding researches. The results are summarized as follow. The results of this study showed the existence of some nutritional problems such as overeating, prejudice, skipping meals, snacking patterns, etc, which indicate the need for nutritional management for obese children. Most overweight children (80.3%) showed the most interest in the nutrition education program, particularly with regards to dieting for weight control (64.7%). The developed nutrition education curriculum consisted of 8 main subjects and 13 subtitles. The curriculum was prepared for 13 lessons and included songs and singing, making-up lyrics, games about nutrition, discussions of the experience of eating (satiety, thirst, hunger), debates on dietary habits, writing and others to promote the interest for learning. We aimed to develop this program in an attempt to improve the dietary habits of obese school children. This is very important because once a dietary habit is formed in adults, it is difficult to change and the best adjustable stage is during childhood. Therefore, early nutrition education during elementary school can change and build-up the awareness of health in young elementary school children.

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Effect of specimen preparation method on the microtensile bond strength of veneering ceramic to zirconia (시편 제작 방법이 지르코니아 코어와 비니어링 세라믹의 미세 인장결합강도에 미치는 영향)

  • Kim, Ki-Yeon;Yeo, In-Sung;Kim, Sung-Hun;Han, Jung-Suk;Lee, Jai-Bong;Yang, Jae-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.49 no.2
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    • pp.114-119
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    • 2011
  • The aim of this study was to investigate effect of specimen preparation method on the microtensile bond strength of veneering ceramic to zirconia core. Materials and methods: Cylindrical Lava zirconia block (3M ESPE, Seefeld, Germany) was cut into discs using a diamond disc. After sintering, the core specimens were placed in an adjustable mold and veneered with Lava ceram (3M ESPE, Seefeld, Germany). The disc shaped specimen of group 1 was cut into microbars ($1{\times}1{\times}7\;mm^3$) using a low speed diamond disc under water cooling (n = 15). The specimen of group 2 was cut into microbars ($1.2{\times}1.2{\times}7\;mm^3$) in the same way. Whereafter the microbars were trimmed ($1{\times}1{\times}7\;mm^3$) using a thick diamond disc under water cooling (n = 15). The microtensile bond strength was tested in a microtensile tester (Instron 8848, $Instron^{(R)}$ Co., Norwood, USA). Fractured microtensile specimens were analyzed under a stereomicroscope (MZ6, Leica Microsystems GmbH, Wetzlar, Germany) at magnification ${\times}30$. Results: The microtensile bond strength of group 1 ($28.8{\pm}7.0\;MPa$) was significantly higher than group 2 ($11.0{\pm}33\;MPa$) (P=.00). Conclusion: It appears advisable to avoid the trimming action, especially high strength ceramic specimens.

Analysis of the possibility of a MMORPG based on Taewonji - focused on the showing of outlook and new stage (<태원지>의 MMORPG 콘텐츠화 가능성 탐구 - 세계관과 공간의 제시를 중심으로 -)

  • Kim, Inhoi
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.509-538
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    • 2017
  • After 20thcentury, digital game has placed very important aspect in modern culture and industries. Thus, digital game industries have utilized ancient stories for themes and ideas. This trial is not only spotted in industrial sectors but also in liberal arts. This paper has a purpose to look at factors that can convert components from classic novels into digital games. Especially, it will focus on how researchers of classical literature can affect in different industrial sectors. Current analysis shows that stories, fantasies, items of classic novel can essentially help to create new games. However, a game consists of just more than the previous stated components; it requires rules, outcome, conflicts and voluntary to make the games much more interesting. It is often misunderstood that plot and fantasies in games may be the most significant aspects but they are actually not. Classic novel can help to make the rule of the four standards in creating a fun game. Here are rules that Taewonji suggests. First, gamers need to save the bleak world from a turbulent age. Second, The will of the absolute has the ultimate power, so those who have achieved god's will can raise a new country. Thirdly, the sinocentrism and the outskirts of the country are not imperative but they are adjustable notions. The first and second aspects are commonly found in Samkukjiyeonui. Hence, the pattern is very familiar. The most significant rule is the third determinant since the idea purely came from Taewonji. The main character Im Seong from the story was the center of his home country, but he later becomes the outskirt or the barbarian of the new country. Therefore, the players should maintain the three rules when they are following the plot and using different items in the digital game world. The researchers of classic literature should find rules that are suitable for the game from the classic novels. This way, there is no need to discover a separate field for digital games out of classical literature.