全國中小學科展

行為與社會科學

探討一種新穎腺苷調控藥物對於思覺失調症及焦慮症的治療潛力-以藥物及壓力引發之疾病小鼠為模式 Investigating the therapeutic potential of a novel adenosine modulator(NAM) on the treatment of schizophrenia and anxiety disorders using mice as a model

思覺失調症與焦慮症皆是嚴重損害病人健康且造成社會極大負擔的精神疾病,急需研發有效治療藥物。本研究以藥物及壓力引發之小鼠異常行為為模式,探討新研發的新穎腺苷調控藥物(Novel Adenosine Modulator)對於這些疾病的治療潛力。實驗一以藥物 MK-801 引發成年雄性小鼠類思覺失調症症狀,給予新穎腺苷調控藥物可緩解曠野測驗中 MK-801 引發的過度活動量,且不會造成小鼠產生失樂症狀或體重改變。但對於 MK-801 引發的感覺動作門閾過濾反應缺損則無顯著療效。實驗二以不可預測長期輕微壓力(unpredictable chronic mild stress)引發成年雄性小鼠類焦慮症與類憂鬱之行為異常,新穎腺苷調控藥物可以改善小鼠的失樂症狀。這些結果顯示這個新藥具有潛力值得後續繼續研究。

深「植」你心--探討教室放置植物對學生的身心影響

植物具有綠化環境、淨化空氣的效果,並且能讓人保持愉悅、對身心健康有著正面的影響。我們好奇若藉由課室綠化布置,能否也對學生身心狀態有正面的影響,進而影響學習表現。本研究的目的在證明空氣淨化植物是否能夠吸收改善教室的環境品質與學生的學習效果。實驗分為三個階段,階段一使用各種空氣淨化植物分別吸收有機汙染物、空氣懸浮物、碳化物濃度,並進行比較。階段二分別測量生理層面:包含脈搏、血氧;而心理層面:包含樊氏壓力量表、焦慮量表和專注力量表,來分析植物與植物萃取物 例如精油 對學生生理與心理的影響。階段三利用隨堂測驗的 方式檢測植物對學生學習表現的影響。本研究結果發現植物能夠使環境中二氧化碳、苯與甲醛濃度降低,在課室中的學生們其生理、心理會受到間接的影響,對於上課的專注度及學習表現也有不同程度的改變。

From Human Intelligence to Artificial Intelligence Chatbots: Modern Day Writing

The purpose of the project was to find out whether humans can tell the difference between human-generated text and artificial intelligence (AI) chatbots-generated text and to identify how Al-generated text differs from human-generated text. The dependent variable was the results given by the participants (whether the paragraphs were Al-generated texts or human-generated text). The Independent variable was the participants in the experiment and the controlled variable was the type of paragraphs (both the Al-generated texts and human-generated texts) and time used to test each participant. The hypothesis for this experiment was that the participants were not going to be able to differentiate between AI-generated text and human-generated text. In this descriptive and mixed-method study, participants were presented with questionnaires. Each participant needed to state whether they thought each paragraph was human-generated or AI-generated. At the end of the questionnaire, the participants were asked to briefly explain what assisted them in differentiating between the two. They were given 60 seconds to decide. A stopwatch was used to time them. A sample of 456 participants took part in this project. They were not told how many AI-generated passages and human-generated passages there were in the selection. They only knew the total number of passages. Over 99% of the participants could not correctly differentiate between AI-generated text and human-generated text in all passages. Only four participants were able to get 100% of the questions correct. All four learners attend schools located in urban areas. After I did my analysis, I discovered that my hypothesis was incorrect. Four of the participants were able to get 100% of the questions correct this indicates that not all the participants were not able to tell the difference between Al-generated text and human-generated text. This rejects my hypothesis. However, the chances of humans differentiating between the two are very low. All four learners attend schools located in urban areas; this indicates that it is easier for learners attending urban area schools to recognise AI-generated texts than learners attending schools located in rural areas.

The Effects of Background Color on Color Preference 探討不同背景顏色對色彩偏好的影響

色彩偏好影響生活的許多決策,對於背景對色彩偏好的影響,現行兩個色覺理論(對比理論與生態價理論)有不同的解釋,本研究以高中生為對象,旨在探討背景對色彩偏好影響與支持理論,並提出運用方向。 之前色彩定量方式缺乏對敏感度與視錐細胞的考量,本研究發展以中性灰為基礎對不同色彩的定量方法,並以此進行色彩偏好測試。實驗結果發現:顏色偏好會受到背景影響(支持對比理論),背景對各色彩具不同影響力,偏黃偏綠顏色受背景影響較大;綠色與藍色背景提升偏黃與偏綠之顏色偏好而紅色背景則會下降(支持生態價理論),背景亮度不影響顏色偏好。期望研究結果有助於青少年環境與產品設計配色參考,並對未來背景影響顏色的神經機制研究提供基礎。

Vitas: Digital Therapy Based on a Combination of Binaural Beats and Autonomous Sensory Meridian Response (ASMR) to Reduce Stress in Gen Z Students

Vitas is a combination of binaural beats (BB) with background white noise (ASMR) as accompanying music without reducing the quality of brain stimulation and is able to stimulate the left and right brain while synchronizing brain waves so that it can be used as a media for coping with stress for Gen Z students. To find out the effect Vitas in reducing stress levels, research was conducted on high school students belonging to Gen Z. This research aims to measure the stress index of students belonging to Gen Z, then find the effect of the combination of binaural beats (BB) and ASMR on students'stress levels, and finding the best audio combination to reduce stress levels as a coping mechanism. This research uses a quantitative approach with a quasi-experimental design using a one group pre-test-post-test design scheme. The sample in this study consisted of 105 students who were divided into seven treatment groups to listen to a combination of BB and ASMR with different bandwidths. Stress levels were measured using the DASS 42 stress section questionnaire which has been tested for reliability and validity. The results of the student stress index were 16.26 in the mild stress category. There was a significant difference between the negative group, the alpha + ASMR group and the positive group with a T-Paired test result of less than 0.05. Based on the results of the Post Hoc LSD test, it was found that the combination of binaural beats alpha (12hz) + ASMR was the best combination for reducing stress in students.These findings were developed into a digital therapy application product called "Vitas" as an alternative media for coping with stress for Gen Z.

心理韌性的個別差異與心流、生理、認知方面之間關聯

由於心理韌性相關研究中,較缺乏以認知能力正常的普通人做為研究對象,因此本研究希望透過了解心理韌性與生理(血液)、認知(神經心理測驗)、心理(心流、憂鬱程度)在普通人之間的關聯,進而增加對韌性的瞭解。透過心理韌性量表BRS、CDRISC及RSA、心流量表FSS、貝克憂鬱量表BDI、神經心理測驗WMS、WAIS與血液檢驗報告,收集各項數據,並利用t檢定及Pearson correlation,找出具顯著關係者:心理韌性與心流成正相關、與飯前血糖濃度成正相關、與憂鬱程度呈負相關,以及與神經心理測驗呈負相關。然而韌性與血糖、認知間的顯著去除年齡因素後便會消失。

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.

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.

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.

NUDGE TO ZERO. Using on-device, nudge-based interventions to improve road safety equity: Building on and democratising in-vehicle technologies.

To develop a mobile application that complements the Waka Kotahi Road to Zero campaign.Itaimstoincentivisesafedrivingbyidentifyingbehavioursandsituations that increase the risk of crashes and providing audio interventions.