全國中小學科展

行為與社會科學

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。

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.

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。

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。

探討實際執行、動作心像、動作觀察與鏡像動作時之腦部活化情形

本研究以功能性近紅外光頻譜儀,探討雙側主要運動皮質(M1)、前運動皮質(PMC)及聯合動作皮質(SMA)等動作相關腦區,以實際執行(ME)、動作心像(MI)、動作觀察(MO)及鏡像動作(MVF)等模式執行上肢功能性前伸動作(Arm reaching)時,腦部之活化情形。研究結果發現「實際執行」、「動作心像」與「鏡像動作」執行時,動作相關腦區皆顯著活化,包含M1、SMA及PMC。且可觀察到執行「動作心像」、「鏡像動作」時之大腦活化模式與「實際執行」呈現相同趨勢。此結果可應用於臨床復健訓練中,對於上肢偏癱患者(如中風患者),建議使用「鏡像動作」模式訓練,而對於雙側皆有動作障礙之患者(如頸部脊髓損傷),可使用「動作心像」作為替代治療。

DIVE&CLEAN - Intervention Possible

The DIVE&CLEAN project is an educational and innovative initiative aimed at addressing a significant environmental challenge: marine pollution. With oceans covering over 70% of the Earth’s surface and providing a home to 50–80% of life on the planet, their health is critical. However, marine ecosystems are under threat due to plastic pollution, which impacts wildlife, coastal communities, and global biodiversity. This project centers around the idea of introducing underwater trash bins, especially in areas frequented by recreational divers. While most divers explore the seas without specific tools to collect trash, they could contribute significantly with the right infrastructure. The vision of DIVE&CLEAN is to inspire behavioral change, encourage collaboration, and promote actionable solutions to reduce ocean pollution. Using interactive robotics and storytelling, the project tells the story of divers rescuing animals entangled in plastic and collecting trash from the ocean floor using underwater bins. Through creative performances, it seeks to educate and motivate individuals, resorts, and authorities to adopt sustainable practices.

探討棕色脂肪組織對成年小鼠生理與行為的影響

除了與產熱代謝有關外,近年許多研究指出,棕色脂肪組織亦會分泌神經影響因子,並且可能會進入小鼠腦部進而影響其行為與表現。本實驗透過利用基因工程讓小鼠帶有UCP1-Cre與LSL-DTA序列,產出缺乏棕色脂肪組織的小鼠,了解不同飼料飼養條件下,棕色脂肪組織對於成鼠行為與生理的影響。結果發現,對於高脂飼料飼養3個月的公鼠,缺乏棕色脂肪組織可能使成年公鼠焦慮程度較高。高脂飼料飼養6個月的公鼠,缺乏棕色脂肪組織可能使成年公鼠運動能力較差,焦慮程度也較高。生理方面則發現,經歷3個月高脂飲食的成年公鼠,缺乏棕色脂肪組織會造成體重增加量較大,葡萄糖吸收能力較差,但在經歷共6個月高脂飲食後,缺乏棕色脂肪組織的公鼠,與野生種公鼠在體重增加與葡萄糖吸收能力方面,皆無顯著差異。關於棕色脂肪組織調節焦慮行為的機制,值得未來更多實驗繼續探討。

SVMR: Smart Versatile Medication Robot

In 2565 B.E., 泰國's elderly, comprising 18.3% of the population at 12,116,199, faced health challenges, with diabetes, cerebrovascular disease, arthritis, and lung cancer prevalent. Caregiving hurdles arose as many family members worked outside, impacting the care of elderly individuals with these conditions. To address this, the "SVMR Medication Reminder and Care Robot for the Elderly" was developed. Known as the Smart Versatile Medication Robot (SVMR) or "New Robot," it serves as a user-friendly solution for home-based elderly care. Recognizing the adverse effects of missed medication on health, the SVMR system, combining hardware (New Robot) and software (Application), aimed to alleviate caregiving burdens. The New Robot's hardware includes a customizable medication reminder system, a video call system, closed-circuit camera system, doctor's recommendation display system, and an SOS system for emergency assistance. The Application complements this with features like medication schedule setting, video call communication, activity tracking, daily schedule management, and live camera monitoring. During the SVMR prototype trial, one unit was tested, with developers' relatives trying the medication dispensing system. Positive results emerged, showcasing improved medication adherence among the elderly and affording caregivers more time for other responsibilities. Satisfaction levels, as assessed through interviews, were notably high. Elderly feedback suggested the need for additional compartments for different medications and enhanced notification methods, particularly when they were not in proximity to the medication cabinet. In essence, the SVMR system provides a comprehensive solution to the challenges faced by households with elderly members, ensuring better disease management, increased medication adherence, and support for caregivers, all within a concise and user-friendly framework.

猜拳與轉向中的運籌帷幄- 探討人類與鼠婦在連續決策行為 的偏好與決策經驗依賴等特性

本研究記錄人類進行「剪刀石頭布」遊戲時的決策行為,也設計T型迷宮建立鼠婦之負趨光行為作為動物模式,探討行為偏好與決策依賴性等特性。我們發現「出石頭」的機率較高,且時間間隔縮短後,「出剪刀」的機率增加而「出石頭」的機率減少,並會展現負相關的決策經驗依賴性,其中「慢出組」更為明顯,代表出拳間隔縮短而減少意識作用,負相關的決策經驗依賴性即會減弱。另一方面,鼠婦在負趨光性刺激剛消失後,仍呈現負趨光性的選擇方向,具有習慣性。鼠婦在選擇行走方向多次後,會呈現與前次選擇的正向相關性。在負趨光性的環境刺激後,上述的現象會先消失,而後再現。若負趨光性刺激方向轉換,則原先的趨光行為消失,應是因方向選擇的習慣性干擾了負趨光性的選擇。