• Title/Summary/Keyword: survey guideline

Search Result 703, Processing Time 0.023 seconds

A Study on the Development of the Measuring Scale of Safety Consciousness (안전의식 측정 척도 개발 연구 : 서울시 일부 중학생을 중심으로)

  • 김혜원;이명선
    • Korean Journal of Health Education and Promotion
    • /
    • v.19 no.1
    • /
    • pp.87-107
    • /
    • 2002
  • Recently, the industrialized world is suffering from accidents referring from the lack of safety consciousness. According to Korean Safety Regulation Department(1996), students at junior high schools are mostly involved in safety accidents, and this is due to lack of safety consciousness. To prevent these accidents, we need to have safety consciousness and attitude. To make junior high school students who are mostly affected in these accidents act safely, they need to know their level of safety consciousness. The purpose of this study is to develop a guideline of measuring the scale of safety consciousness and analyze the relationship between safety education, accident experiences and safety consciousness. This study is based on a survey of 708 junior high students in Seoul, which was carried out from 12 November, 2001 to 21 November, 2001. 1. The main fields of safety consciousness are home safety, school safety, fire safety, emergency management based on documents. Home safety is again divided into facility safety and livelihood safety, school safety is divided into facility safety, livelihood safety and laboratory safety, traffic safety is divided into pedestrian safety, bicycling safety and public transportation safety, fire safety divided into prevention and escaping during fire breakouts, emergency management safety is divided into general principles and escaping during emergency situations. 2. The primary safety consciousness scale was made according to every field of safety consciousness. A preliminary examination based on the scale and a study of reliance and the factors was held. Based on these results, 27 questions which were concerned to be impairing reliability or lacking in factor were deleted on the secondary safety consciousness scale development The secondary safety consciousness scale which constituted of 73 questions was put into another preliminary study and after analyzing reliability and the factors, 12 questions of low reliabilities were deleted and with these results, the third scale were made consisting of 61 questions. 3. A study based on the third safety scale which is made of 61 questions, were held and with a analysis of the reliability and factors made, the relationship between safety education, accident experience and safety mind were examined. (1) The study of reliability and factors show that Cronbach's coefficient in home safety fields is .7598, in school safety .7924, in traffic safety .8306, in emergency treatment .7775, in fire safety .7247. The questions indicating low reliability were deleted. The factor analysis revealed that home safety is converged on facility safety and livelihood safety. But one question was deleted because it showed incongruence of validity. School safety was converged on facility safety, livelihood safety and laboratory safety. But 2 questions showed incongruence of validity and these were deleted. Traffic safety fields were converged on pedestrian safety, bicycle safety and public transportation safety. One question showing incongruence of validity was deleted. Emergency treatment fields converged on general principles and acting in emergency situations and three questions showing incongruence of validity were deleted. Fire safety was converged on prevention and acting in fire breakouts. Totally, eight questions were removed and the final scale were consisted of 53 questions (2) The 3/sup rd/ grade students scored higher average safety mind scales than 1st graders(p〈.05). And students who had high scores at school tend to have a higher scale than those who do not(p〈.001). (3) Average scale of students who had experience in safety education were higher(p〈.001). Students who had previously been involved in home safety accidents had a low score(p〈.001). This was same to students with experience in school safety accidents(p〈.001). Students with traffic safety accidents and fire safety accidents tend to have a lower scale too(p〈.05, p〈.001).

Analyses on Sound Effects for Soundscape Design of Healing Garden at Psychiatric Hospitals - Focused Psychological and Physiological Effects - (정신병원 치유정원의 음경관 디자인을 위한 소리효과 분석 - 심리적 및 생리적 효과를 중심으로 -)

  • Ahn, Deug-Soo
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.43 no.1
    • /
    • pp.82-95
    • /
    • 2015
  • This study is intended to obtain a guideline for creating a therapeutic garden soundscape in a psychiatric hospital by analyzing the psychological and physiological effects of auditory components on mental patients. The subjects were 27 inpatients at a psychiatric institute located in Jeollabuk-do. They were recommended by their doctors and had been diagnosed with mild cases of schizophrenia. The survey was carried out in October 2011. With regard to the study, the subjects listened to single sounds(the sound of flowing water, birdsong, wind chimes and music) and 4 sounds composed of some of these, and then Electroencephalography(EEG) and psychological effects were measured. The moving water sound was perceived as pleasing and revitalizing and the birdsong as sonorous and delightful. When designing a healing garden in a psychiatric hospital, the vitality of sound should be considered. In comparison to other single sounds, water sounds were highly preferred and had greater effects on psychological vitality. Music sounds had a significant effect on enhancing tranquility while water sounds affected on both psychological vitality and tranquillity. When comparing single sounds with combined sounds, single sounds such as running water for vitality and music for tranquility had a greater psychological effect than combined sounds. In terms of combined sound preferences, the combination of water and bird sounds had higher preference rates. Generally, combined sounds including water tended to have higher preference rates. The physiological effects of single sounds showed that music had a greater therapeutic effect than natural sounds such as water sounds and birdsong in promoting tranquility. As for combined sounds adopted to enhance physiological tranquility, it is most appropriate to combine music and birdsong or music and water sounds. However, a single music sound is more effective than combined sounds. Overall, analyses of both psychological and physiological reactions showed music and water sounds to be most calming while water sounds promoted the greatest vitality.

Impact of Solar Energe Facility on the Landscape Experience of Traditional Temple - Focused on the Entrance Way of Tongdosa - (태양열시설이 전통사찰의 경관경험에 미치는 영향 - 통도사 진입경관을 중심으로 -)

  • Yi, Young-Kyoung;Kim, Jeong-Eun;Lee, Seo-Youl
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.28 no.3
    • /
    • pp.114-121
    • /
    • 2010
  • Traditional temples in Korea are the important cultural heritage because of artistic traditonal buildings and structures, paintings, sculptures, and big forest areas which are most ecological and beautiful in Korea. Since traditional temples still function as religious places for very long time, the sense of places intrinsic to the temples are very strong and vivid. The sense of place is very closely related to the conservation of the original landscape type. Recently however, there is a strong tendency to use solar energy in traditional temples because of the low energy efficiency of the old traditional architecture which may have negative impact on landscape which again in turn may lead to the destruction of the sense of place. The purpose of this study was to suggest some landscape design guidelines to protect the sense of place of traditional temple by investigating the impact of solar energy facility on the landscape experience of traditional temple. In order to do perform this purpose, Tongdosa was selected as a study site and four kinds of measurement tools(landscape image, temple identity, landscape satisfaction, degree of landscape improvement) were used as questionnaire items. 180 college students participated in the questionnaire survey. The analysis showed that the solar energy facility had very negative impact on landscape experience such as three landscape image factors(scenic beauty, openness, complexity), landscape satisfaction, temple identity, and landscape improvement. Based on the results, three landscape improvement plans were suggested. First, solar energy facility should be built in the forest in order not to be exposed to visitors, if possible. Second, the landscape management of traditional temple should emphasize on sustaining scenic beauty and temple identity along with the provision of openness. Lastly, detailed landscape guideline should be prepared to regulate the scale, ratio, and the form of the artificial buildings and structures to protect the sense of place of traditional temple.

Prevalence and Management of Dyslipidemia Among Korean Adults: KNHANES 2010-2012 (한국 성인의 이상지질혈증 유병률과 관리: 국민건강영양조사 2010-2012)

  • Jang, Sungok;Lee, Jongseok
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.11
    • /
    • pp.7978-7989
    • /
    • 2015
  • Dyslipidemia is a major risk factor for cardio-cerebrovascular disease. Although the prevalence among Korean adults is very high, its management is known to be poor. The aim of this study was to access the prevalence, awareness, treatment, and control rates of dyslipidemia according to treatment guideline rather than diagnostic criteria. The risk factors for cardio-cerebrovascular disease were evaluated to apply the appropriate risk-based threshold of the lipid treatment targets according to risk category. Analysis was done using nationally representative data (n = 16,263) collected from adults aged 20 years and older participating the Korea National Health and Nutrition Examination Survey (KNHANS) 2010-2012. The age-standardized prevalence rate of dyslipidemia according to treatment criteria was 34.1%. Of these prevalent cases, however, only 19.2% were aware; 9.5% treated; and 8.7% controlled. The age-standardized control rate among treated persons was 47.5%. Men had a significantly higher prevalence than women (39.7% vs. 28.8%), but a significantly lower rate of awareness, treatment, and control (16.0% vs. 22.3%, 7.7% vs. 11.3%, and 6.1% vs. 11.2%, respectively). As the higher risk category, the prevalence rate was higher but the control rate was lower. The prevalence of patients with diabetes was 82.5% when applying the treatment criteria (LDL-cholesterol level of ${\geq}100mg/dL$ and triglyceride level of ${\geq}200mg/dL$). However, only 11.9 % of these were controlled, whose LDL-cholesterol and triglycerides were lower than the treatment goals. Our findings suggest that effective strategies are required to decrease the gap between the prevalence of dyslipidemia and the following treatment. It would be worthwhile to strengthen the follow-up management of patients with dyslipidemia in the National Health Screening Program, especially in the high risk group of cardio-cerebrovascular disease.

Post Occupancy Evaluation of the Forest Experience Centers for Children (유아숲체험장의 이용후 평가)

  • Kang, Tae-Sun;Lee, Myung-Woo;Jeong, Moon-Sun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.2
    • /
    • pp.109-123
    • /
    • 2017
  • Due to the positive effect of forest space for child development, the creation and operation of forest activity space of various organizations is increasing in quantity; however, the research on practical space design and management program is insufficient. Therefore, the purpose of this study is to evaluate the space and management programs of the forest experience centers through the post-occupancy evaluation of teachers and preschoolers participating in forest activities. To do this, we analyzed the selected twelve sites through field survey, class observation, and interviews with forest education specialists, and then surveyed 115 forest education experts and childcare teachers for importance, performance, overall satisfaction, and space preference. In addition, we accessed overall satisfaction and space preference of twenty-nine preschoolers through interviews, photo-simulation, and questionnaires. As a result, the importance and performance of management program area was rated higher than the spatial characteristics area. In terms of group comparison, the group with active structured program rated two areas higher than the groups with free play. Preschoolers with structured programs preferred facility space, but preschoolers with free play preferred nature. Two preschooler groups rated forest activity as satisfactory. Based on the analysis results: 1) The composition of the forest activity space should ensure accessibility, safety, diversity of diversity, water space, connect to the forest road, and secure various terrains, trees, and natural materials; 2) The management program should ensure that forest activity programs have the proportional balance of structural programs and free play; also. management programs should plan for sufficient free playtime and a high share of play in the forest; and 3) Ensure the role and expertise of forestry specialists and run a program to increase the autonomy of preschoolers.

Simultaneous Determination of Aminoglycoside Antibiotics in Meat using Liquid Chromatography Tandem Mass Spectrometry (LC-MS/MS를 이용한 육류 중 아미노글리코사이드계 항생제 9종의 동시분석 및 적용성 검증)

  • Cho, Yoon-Jae;Choi, Sun-Ju;Kim, Myeong-Ae;Kim, MeeKyung;Yoon, Su-Jin;Chang, Moon-Ik;Lee, Sang-Mok;Kim, Hee-Jeong;Jeong, Jiyoon;Rhee, Gyu-Seek;Lee, Sang-Jae
    • Journal of Food Hygiene and Safety
    • /
    • v.29 no.2
    • /
    • pp.123-130
    • /
    • 2014
  • A simultaneous determination was developed for 9 aminoglycoside antibiotics (amikacin, apramycin, dihydrostreptomycin, gentamicin, hygromycin B, kanamycin, neomycin, spectinomycin, and streptomycin) in meat by liquid chromatography tandem mass spectrometry (LC-MS/MS). Each parameter was established by multiple reaction monitoring in positive ion mode. The developed method was validated for specificity, linearity, accuracy, and precision based on CODEX validation guideline. Linearity was over 0.98 with calibration curves of the mixed standards. Recovery of 9 aminoglycosides ranged on 60.5~114% for beef, 60.1~112% for pork and 63.8~131% for chicken. The limit of detection (LOD) and limit of quantification (LOQ) were 0.001~0.009 mg/kg and 0.006~0.03 mg/kg, respectively in livestock products including beef, pork and chicken. This study also performed survey of residual aminoglycoside antibiotics for 193 samples of beef, pork and chicken collected from 9 cities in Korea. Aminoglycosides were not found in any of the samples.

Effects of Vitamin E enhanced transgenic soybean cultivation on insect diversity (비타민 E 강화콩 재배가 곤충다양성에 미치는 영향)

  • Oh, Sung-Dug;Suh, SangJae;Park, Soo-Yun;Lee, Kijong;Sohn, Soo-In;Yun, Doh-Won;Chang, Ancheol
    • Korean Journal of Breeding Science
    • /
    • v.49 no.3
    • /
    • pp.129-140
    • /
    • 2017
  • This study was carried out to develop of environmental risk assessments and the biosafety guide for Vitamin E enhanced transgenic soybean at LMO (Living Modified Organism) isolation field. In LMO quarantine area of National Institute of Agricultural Sciences, insect species diversities and population densities on vitamin E enhanced transgenic soybean and non-GM soybeans (Willams 82 and Seoritae) were investigated. A total of 17,717 individuals of 77 species from 8 orders were collected in LMO isolation field. In three type soybeans field, total of 5,250 individuals in Vitamin E enhanced transgenic soybean, 5,510 individuals in Willams 82, and 6,957 individuals in Seoritae were collected, respectively. There was no difference between the population densities of insect pests, natural enemies and other insects on Vitamin E enhanced transgenic soybean and Willams 82, while natural enemies density on Seoritae was higher than on Vitamin E enhanced transgenic soybean, but insect pests density on Vitamin E enhanced transgenic soybean was higher. These results provided the insects diversity for risk assessment survey of Vitamin E enhanced transgenic soybean and suggested that the guideline could be useful to detect LMO crops.

A Study on the Directions of Sewol Ferry Tragedy Memorial Park Based on the Analysis on Social Discourse and Recognition Evaluation (도심형 메모리얼파크의 사회적 담론 및 인식분석을 통한 4·16 세월호 참사 추모공원 방향성 제안 연구)

  • Kim, Do-Hun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.48 no.6
    • /
    • pp.25-38
    • /
    • 2020
  • The objective of this study is to propose a direction for creating a memorial park for the 250 students victims of the Sewol ferry disaster. To this end, this study first attempted to understand the matters discussed at various levels to create a memorial park and find a way that the park can be built by gathering opinions from the bereaved families and the victims themselves, as well as local residents, and experts. Workshops, competitions, special lectures, and websites, etc, were analyzed. A social discourse analysis methodology was used for systematic analysis, and the analyzed discourse was categorized into 4 types for assessment, and the functions and roles were subdivided into 15 types. To assess the priorities and the adequacy of the discourse, an analytic hierarchy process (AHP) was used among 30 activists, public servants, and experts. Then, a survey was conducted to analyze the perception of the residents (467 participants including the bereaved families) about the memorial park. Based on the results of the analysis, two directions were set for the memorial park. First, is a memorial park to remember the victims in everyday life. It must be a park with various cultural contents instead of a conventional memorial park that is solemn and grave sharing anguish and sorrow. The memorial park for the Sewol ferry disaster must become a space where visitors can naturally encounter and remember the victims. Second, is a park that serves as a catalyst that brings change and innovation to the community. It must be able to bring change to the community with direct and indirect influence. It must serve as an impetus to bring change and innovation to the community in the mid-to-long-term. Having many visitors may also lead to an economic effect. These visitors may not just stay in the park, but even contribute to revitalizing the local businesses. The purpose of this study is to apply the research findings to guide the International Design Competition scheduled for 2020 and serve to establish guidelines for a continuous park management system.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
    • /
    • v.19 no.3
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Prevalence of Metabolic Syndrome and Assessment of Food·Nutrient Intakes among Adult Visitors of a Public Health Center in Korea (일부 보건소 내원자의 대사증후군 발현과 식품 및 영양소 섭취 실태)

  • Jeong, Won-Hoon;Jin, Bok-Hee;Hwang, Eun-Hee
    • Journal of the Korean Society of Food Science and Nutrition
    • /
    • v.41 no.2
    • /
    • pp.205-212
    • /
    • 2012
  • This study was performed to investigate the prevalence of metabolic syndrome (MS) and assess nutrient intake levels for the purpose of improving MS risk factors. The participants in this study were 512 adults consisting of 271 men and 241 women aged 30 and over, who visited a public health center for a medical check up. The diagnosis of MS subjects was adapted from the NCEP-ATPIII guidelines and the WHO Asia-Pacific Area criteria for obesity. The MS group was defined as subjects displaying three or more risk factors, and the non MS group was defined as those displaying two or less risk factors. A dietary survey was conducted using the 24-hour recall method. The number of subjects displaying MS syndrome factors was 158 (30.9%), broken down into, 89 men and 69 women. Regarding risk factors in the MS group, the prevalence of waist circumference was 40.5%, hypertension 34.2%, hyperglycemia 31.0%, low HDL-cholesterol 24.7%, and hypertriglycemia 19.6%. BMI, sistolic blood pressure, blood glocose, blood triglyceride, and blood HCL-cholesterol of the MS group were significantly higher compared to the non MS group. Male subjects in the MS group reported high intakes of cereals, sugar, fruits, meat and poultry, oil and fats, and beverages and total food intake was significantly higher compared to the non MS group. Women in the MS group reported high intakes of meat and poultry, milk and dairy products, beverages, and seasonings, and total food intake was higher compared to the non MS group. Dietary diversity score (DDS) was 3.82~4.04, which was not significant among the groups. In men, dietary variety score (DVS) was 16.3 in the MS group and 19.4 in the non MS group, whereas in women, the DVS was 15.2 in the non MS group and 17.0 in the MS group. In GMVDF pattern, 11111 pattern was 30.7%, followed by 01111 for men and 11101 for women. Calorie, fat, and cholesterol intakes in men as well as, calorie, fat, and folate intakes in women in the MS group were higher compared to the non MS group. Intakes of protein, P, Fe, Na, vitamin $B_1$, vitamin $B_2$, niacin, vitamin E, and Zn were higher than the KDRIs. On the other hand, intakes of Ca, K, fiber, vitamin $B_2$, and vitamin C were below the KDRIs. Intakes of lipids, animal food, Na, and cholesterol in the MS group were higher compared to the non MS group, whereas intake of dietary fiber was lower. Our results indicate that continuous, systematic nutritional education program must implemented to reduce the risk factors associated with MS.