全國中小學科展

行為與社會科學

以色彩區辨派典探討環狀誘導色彩錯覺中的同化與異化效果

色彩知覺是人類最重要的感官之一。由於形狀、亮度、空間頻率和色彩組成的不同,每個人對色彩的感知也有所差異。我們對此現象感到著迷,並決定進行一項研究,以識別和量化不同情況下的色彩誘導。 本研究選擇以環狀刺激作為主要圖像,以測量人類視覺色彩誘導。而本實驗主要利用紅色與綠色的誘導效果。實驗中,我們採用紅色及綠色基準做為目標環狀區域,並於其中添加可變性紅色目標,以測量受試者之視覺閾限。在色彩誘導的情況下,透過環狀刺激與測量所得之視覺閾限,我們可以識別並量化環狀刺激對色彩感知造成的影響。此外,我們也發現了環狀刺激中的單一環形如何影響人們對目標環狀區域的色彩感知。 我們利用實驗所得之結果,建立了一個預測並描述色彩錯覺與細胞反應相關性的模型,而此模型將會讓我們對人類視覺系統及神經間的側交互作用有更深一層的了解。

MENTAL STRESS IN TEENS

Observation: Over stress is a one of the major hindrance in realizing true potential. I observe source and effect stress in teens in my nearby society. Observations are as follows: • Parental pressure for excellence in study • commercial purpose • Inferiority complex • Scolding and intimidating children in public Objective: To study mental Stress in adolescence and to find a solution to the cause of mental Stress. • Mental stress should be reduced in adolescence. • In adolescence, parents should convince the children that it is right and wrong because of the pressure put on the children. Experiment: We conducted a survey to find mental stress in children, which was done by a quiz. We conducted this survey between parents. Samples of some quiz :- For Parents: - • Do you scold your child. • Do you think your child is under stress. For Children’s:- • How much do you study in one day. • How do your parents treat you. We go through the experiment: - We surveyed how a child reacts when he is under mental stress. • His brain becomes weaker than a healthy child. • He slowly feels weak around himself. • Parents should keep an eye on children in adolescence. We found many such reasons during the survey. Conclusions: After completing this project we have concluded that the biggest root cause of stress in adolescence is that the mother is unable to give time to the children and there is pressure on them to study, due to this, between parents and children Distance is increasing due to which stress is also increasing.

青少年於寡勝賽局真人實驗之特徵研究

本研究聚焦於高中生在寡勝賽局中的真人實驗之特徵表現。研究共計132位參與者,以同時使用即時線上施測之方式進行實驗,研究者於雲端蒐集資料做立即提供勝負結果及歷史回饋。 研究結果如下: 一、 在真人實驗中,記憶長度、遊戲經驗、數學能力、策略改變率,皆未對勝率、浪費率造成顯著影響。 二、 在真人市場中,無法出現週期性、浪費率隨場次降低之現象;在時間序列上有趨中特性。即真人並非單純依照歷史資訊的推斷而進行策略選擇,且無法藉由經驗學習。 三、 在真人實驗中,無法觀察到平均收益隨場次增加而提升或浪費率隨場次增加而降低的現象,說明經驗無法使真人群體學習或成長。 四、 電腦代理人在部分增加記憶長度後,平均收益與原先呈現顯著差異,真人市場則無法達成。即資訊量多寡對真人的策略判斷與勝率沒有影響,真人對歷史資訊的取用並非如電腦選取策略表具有唯一性。 五、 無論在電腦模擬或真人實驗中,浪費率與平均收益皆呈現高度負相關,此與其定義亦有關聯。且浪費率為0%時,平均收益會趨近於50%。斜率接近-0.5。 六、 策略改變率並非以任何函數圖形影響勝率,說明了相信歷史與否不是唯一影響結果的因素。在青少年群體的真人實驗中,未發現歷史資料對勝率有顯著之助益。

天菜組合

本研究旨在探討自創ETF投資組合之策略。藉由比對現今台股前六大原型ETF之持股明細分析,找出這六檔ETF的持股交集狀況,發現交集六者的有3支股票,而交集五者的則為18支。能夠在這六檔ETF中出現,該公司之股票勢必有一定的潛力,而交集數愈高者,表示該股票愈具公信力。因此,本研究分別將交集五、六者的股票,分別以定期定額每月兩萬元計算近3年來的投資報酬率,比較投資ETF與投資此21支個股的投報率。 本研究將市值作為權重分配依據,收錄在前六大ETF中,交集六者與交集五者的21支股票,並計算近3年來在每個月第一個交易日的收價,以定期定額每月兩萬元的方式投資,最終將所有累積的持股,以2020年9月18日的收盤價計算總市值,並加入所有持股的配息金額,計算自創ETF的投資報酬率,期望能打敗前六大ETF,建構理想的ETF天菜組合。

國、高中階段對於漢字辨識歷程之認知與發展

本實驗藉由操控目標字鄰群大小及是否最高頻兩項變因,研究國、高中生在是否具有「聲旁規則性」與「鄰群發音一致性」的情況下,兩群漢字的辨識歷程,由實驗可知: 一、 國、高中生對於具有「聲旁規則性」及「鄰群發音一致性」,與不具有「聲旁規則性」及「鄰群發音一致性」兩種情況下的漢字辨識歷程中,大鄰群目標字的辨識時間較小鄰群目標字長,即「大鄰群」因素在其漢字辨識歷程中產生了「抑制作用」。 二、 本實驗中,「非最高頻」鄰群目標字的辨識時間較「最高頻」鄰群目標字長。即「最高頻」因素在國、高中階段的漢字辨識歷程中未產生「抑制作用」。 三、 國、高中階段受試者雖皆呈現出「大鄰群」的「抑制作用」且未顯示「最高頻」因素的「抑制作用」,但兩者相較之下,可由Naming之實驗發現,高中生的漢字辨識歷程已更趨近於成人。

助長!抑制?讓眼動與腦科學數據說「真」話

隨著資訊科技日新月異,每位中學生幾乎都有智慧型手機等3C產品。下課時,教室「人手一機」景象已屢見不鮮。對此,學生是否適合在下課時間使用智慧型手機等3C產品?各方觀點尚未有定論。因此,本研究使用「眼動儀」與「腦波儀」等腦神經科學儀器,邀請48位15歲中學生參與本實驗,探究他們從事不同類型「下課活動或行為」歷程,其「專注度」與「放鬆度」差異情形。本研究的主要結果是:1.中學生無論從事哪一種「下課活動或行為」,對於他們後續進行「問題解決」時「專注度」的影響,並沒有顯著性的差異。此結果「反駁」當前多數師長主張「把玩3C產品影響學習」論述。2.中學生從事「回交友訊息」活動時,其「專注度」呈現「先上升後下降」的趨勢。因此,本研究建議中學生於下課時段,可以在前3分鐘先「閱讀或複習重點」,然後「閉目養神」,如此,可能在後續學習能獲得較佳的學習效果。但是,本研究仍建議中學生在下課時盡量避免從事「玩線上遊戲」活動,以避免後續學習「專注度」下降。

Introduction of Omed-Omedan Tradition Through Augmented Reality-Based Card Games To Increase The Love of Local Culture

This research is motivated by the differences in the people's perceptions, mainly youth about the omed-omedan tradition. The difference is that many people think that the omed-omedan tradition violates the norms of decency and is also called the pornography tradition. The purpose of this study is to, 1) describe the mechanism of applying omed-omedan tradition recognition attitudes through augmented reality-based card games, 2) analyz the impact resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games, and 3) analyze about the feasibility of application resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games. This research is a type of R&D research conducted at Bali Mandara State High School from July 1-September 6, 2021. The subjects of this study were the teenagers of Kaja Sesetan Indigenous Village and the object of this study was the omed-omedan tradition through augmented reality-based card games. The data collection method used is the literature studies, questionnaires, interviews, and validation questionnaires. Data is processed based on qualitative descriptive approach and quantitative descriptive approach. The results showed that the mechanism of implementing the omed-omedan tradition originated from the download of assistive devices, namely android studios and applications from AR, the impact of augmented reality-based card games was seen as very helpful in the introduction of the omed-omedan tradition and was seen as able to help increase the love of local culture, besides that the media used was also very popular by players because it was seen as interesting and very helpful. Based on the feasibility tests that have been calculated, this game is considered very feasible to implement and researchers hope that the innovations that have been created can effectively provide understanding to help out the local community about omed-omedan tradition.

建立大鼠模式之新行為派典以研究跨模式注意力的動態轉換歷程 Rapid switching of attention modality in a novel cross-modal selective attention paradigm in rodents

我們的感官不斷地提供超過大腦可以處理的信息,所以需要注意力來選擇性的處理重要的感官信息。雖然研究指出,人類有能力處理在同時呈現的不同感官刺激中集中注意力在一種感官,但對於這樣的跨模式注意力如何快速移轉在感官間仍不理解。要回答這些問題,首先要建立良好的行為派典,我們才能夠從中研究跨模式注意力的轉換歷程。在本研究,我們設計了一個新的派典,允許自由行為的老鼠在同時呈現的聽覺和視覺刺激間動態地轉移注意力,並透過老鼠的行為選擇反映出他們當下的注意力焦點。我們觀察到老鼠面對同樣的聽覺與視覺刺激時,能在不同的狀況下,將注意力焦點專注於其中一個感官刺激,並忽略另外一個; 且能在單一次刺激呈現之間快速的移轉注意力焦點。這些結果證實我們建立了一個新的跨模式注意力派典,我們能在未來的實驗中研究背後的神經迴路機轉。

探討青少女睡眠型態、鼻結膜炎與壓力對黑眼圈之相關性

青少女的身體意象是自我概念發展的重要指標,而黑眼圈是青少女常見的身體意象困擾之一。為了探討相關因素對黑眼圈大小的影響,本研究收集69位青少女的臉部資料,透過影像分析,測量黑眼圈的大小,並利用問卷記錄受試者拍攝期間之匹茲堡睡眠品質質量表、青少年鼻結膜炎問卷、壓力知覺量表以及睡眠日記等。研究結果顯示週末與週間睡眠型態、鼻結膜炎及壓力三項變因與黑眼圈嚴重度之關聯性達統計上的顯著意義。

Introduction of Omed-Omedan Tradition Through Augmented Reality-Based Card Games To Increase The Love of Local Culture

This research is motivated by the differences in the people's perceptions, mainly youth about the omed-omedan tradition. The difference is that many people think that the omed-omedan tradition violates the norms of decency and is also called the pornography tradition. The purpose of this study is to, 1) describe the mechanism of applying omed-omedan tradition recognition attitudes through augmented reality-based card games, 2) analyz the impact resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games, and 3) analyze about the feasibility of application resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games. This research is a type of R&D research conducted at Bali Mandara State High School from July 1-September 6, 2021. The subjects of this study were the teenagers of Kaja Sesetan Indigenous Village and the object of this study was the omed-omedan tradition through augmented reality-based card games. The data collection method used is the literature studies, questionnaires, interviews, and validation questionnaires. Data is processed based on qualitative descriptive approach and quantitative descriptive approach. The results showed that the mechanism of implementing the omed-omedan tradition originated from the download of assistive devices, namely android studios and applications from AR, the impact of augmented reality-based card games was seen as very helpful in the introduction of the omed-omedan tradition and was seen as able to help increase the love of local culture, besides that the media used was also very popular by players because it was seen as interesting and very helpful. Based on the feasibility tests that have been calculated, this game is considered very feasible to implement and researchers hope that the innovations that have been created can effectively provide understanding to help out the local community about omed-omedan tradition.