全國中小學科展

行為與社會科學

如何坐才能學得好

學校教室是一個學習環境,課桌椅是重要的物理元素。目前學校所採購的椅子皆以多數人來設計,因此無法量身訂作。然而學生每天在校有一半以上的時間都是坐在椅子時間進行學習,在實務環境考量下,只能就調整學生坐姿的面積與倚靠方式進行調整。為此,本研究將探究不同的坐姿(深度與高度)對於學習成效的影響。 本研究採用二因子使用者內實驗法設計(深度與高度)針對成年人進行短時間高專注的學習任務:短期記憶、數字計算與邏輯判斷以及使用眼動儀與腦波儀紀錄長時間閱讀分心程度。 實驗結果顯示:短時間高專注任務中,坐姿深度與坐姿依靠高度具有交互作用影響。整體來說,坐姿1/3深度與椅靠下背部高度都具有不錯的學習效果;其次,在長時間閱讀分析中,坐姿1/3深度或椅背無倚靠,其分心次數相對來得高。 根據研究結果建議學校或教育機構,短時間高專注學習任務,可以短暫要求學生坐姿深度較淺且無倚靠椅背,但長時間下來建議以坐姿2/3以上深度,高度為下背部以上較為合適。。其次,建議設計學校採購椅子時可以簡易改良移動式椅背或者請學生攜帶腰部靠枕調整座椅深度,對於教室課堂學習來說將有較佳的學習效果。

探討紅綠色盲族群對不同顏色赫曼方格的視錯覺現象

延續2020年視錯覺研究,我們想要探討視覺神經細胞接受不同亮度對立顏色刺激後是否會有不同活化程度,影響視錯覺?另外也想探討不同對立配色的赫曼方格中線條寬度的閾值是否有差異?我們設計網頁版程式,改變赫曼方格線條顏色的亮度和寬度,以正常受試者為對照組,色盲受試者為實驗組,探討視錐細胞的變異是否影響視錯覺的產生。我們以顏色拮抗理論定義對立配色的赫曼方格,以標準化情境進行實驗。在線條亮度的結果中,黑白配色的赫曼方格圖案中線條與方格對比度越大,視錯覺產生的效果越明顯。兩群受試者在綠紅、紅綠、藍黃這三組配色,線條亮度範圍呈現兩極化的趨勢,可能原因為色盲因錐狀細胞變異,需要較高亮度的對比顏色刺激才容易讓神經細胞有活化程度上的差異,造成視錯覺出現。在改變線條寬度的結果中,發現藍黃的赫曼方格閾值與明顯值最大,黑白次之,綠紅最小,可能與細胞感受野大小有關,且線條寬度超過感受野的閾值,視錯覺就無法產生。兩群受試者的線條寬度閾值差異,可能與色錐細胞變異有關。綜合以上結果,顯示視網膜色錐細胞與神經節細胞的作用,對視錯覺形成扮演一定角色。在消費行為問卷結果中,我們發現格子衣服若是顏色對比度大、線條較細的圖案設計,消費者的滿意程度較低,這原因可能與視錯覺產生影響衣服視覺效果。

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。

Application of Technical Analysis to the Stock Market

Money drives the world and in times of crisis, money is more important than ever. Most political, economic and, as we have seen recently, health crises are accompanied by pressure on the economy. With such pressure, ordinary citizens are worried about their money, which is at risk either from inflation or from an uncertain economic outlook. In such times, some people resort to appreciating their money by investing. It is wise investments that can protect savings from inflation, or at least mitigate the effects of inflation. Investing in the stock market is among the most popular ways of investing. During the global coronavirus crisis, the number of small investors more than doubled (Galik and Brody [2022]), and in 2021, Covid (new) investors accounted for 15 % of investors in the U.S. market (Schwab [2021]). It is this phenomenon that inspired the author to write this paper. Investing in the stock market is one of the riskiest forms of investment, which means that there is a high probability of losing the originally invested capital. Some companies that allow retail investors to invest state that more than 90 % of their users lose their capital when investing in the stock market. On the other hand, investing in the stock market has one of the greatest potentials for profit. In the case of a long-term investment in index funds, for example, an average annual appreciation of between 8 % and 12 % can be expected (the average appreciation of the S&P 500, the most famous US index). However, it is necessary to wait several years for stable results. To see appreciation in a long-term portfolio, it is recommended to wait at least 12 years. This is because if a recession or a simple market correction comes, said portfolio can lose up to 50 % of its value in a year. But as history shows, markets do rise over the long term, and that is what long-term investors bet on, waiting for their capital to appreciate over time. But the market does not grow all the time. The market often changes price trends, and in some rare cases a long-term trend can reverse for up to several tens of months. This phenomenon, volatility, is attempted to be exploited by so-called speculators. A speculator is an investor who sells and buys in short periods of time and thus speculates on price movements. The speculator therefore needs a way to determine the likely behaviour of the price in the foreseeable future in order to make their trades profitable. The two main ways of analysing price behaviour are fundamental and technical analysis. And since fundamental analysis incorporates a large amount of diverse information into its predictions, this paper concentrates on working with technical analysis.

Two Klatovy copies of Šimon Brixi's Domine ad Ad juvandum me festina and his time

The main goal of this paper was a creation of musical score for the composition from the 18th century Domine ad Ad juvandum in A minor and C major composed by Šimon Brixi. Another goal was finding as much information as possible related to this composition and summarize everything possible that was written previously. Separate parts were transcribed into one partiture. Nevertheless there were difficulties like mistakes in sheet music (corrected according to harmony of other voices), missing beats (replaced by identical parts of score), differences in period station. Hard times also bring on differences of period notation. The resulting musical scores can be directly used for music production, which is schemed for the next year. The second part was researching new or never-published information related to these compositions. Here I describe Š. Brixi´s life. I managed to read out the cause of Šimon Brixi death in a chronicle, which was not in the publication I found. Brixi died of tuberculosis like his son. Transcriptors, J.V.Flaška and J.J.Hoffman, are also mentioned. Lastly the information about sheet music itself and its historical context were described. Another discovery was an identification of watermark on sheet music paper. Assuming the sheet music is truly transcribed in 1742 the Kolinec paper mill watermark on the sheet music paper is the oldest evidence of its use. In this paper I summarized the historical context of the baroque era including social life, art and culture.I mentioned the most important events that were crucial for historical development in Bohemia and especially in the Klatovy region. This context can be useful for today’s musicians who want to understand the historical background and express the composition with full respect to the time of its creation.

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。

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.