110023 research outputs found
Sort by
人文社會學院幼兒教育學系
[[abstract]]幼兒園美感教育、視覺藝術、藝術文化資源[[note]]谷奕潔、陳麗媜 (2022年04月)。以亞大現代美術館為藝術文化資源創新實踐幼兒園美感教育。2022幼兒教育學術研討會-尊重差異、融合多元—幼兒教育暨學前融合教育學術研討會,亞洲大學幼兒教育學系線上學術研討會。本人為通訊作者。發表於2021.04.15
資訊電機學院資訊工程學系
[[note]]計畫名稱:應用腦磁圖(MEG)分析工具field trip觀察不同週期呼吸實驗之時頻域差異 計畫編號:110-2813-C-468-028-E 執行起迄:2021/07/01~2022/02/2
醫學暨健康學院心理學系
[[abstract]]:COVID-19 風險知覺度(Perception of COVID-19 risk)、菜單名稱
(menu names) 、購買意願(Willingness-to-pay)、保護動機理論(Protection
motivation theory
神靈死亡和自然園藝—比較Emily Dickinson與Louise Gluck的詩中意象
[[abstract]]https://wsts.nstc.gov.tw/STSWeb/Award/AwardMultiQuery.aspx?year=110&code=QS05&organ=D,FD08,FD08A008&name=%E7%8E%8B%E7%93%8A%E6%85%A7[[note]]Emily Dickinson 和 Louise Gluck 同為美國的女性詩人,兩位詩人的詩中常常結合自然、 神靈和死亡的元素,而詩中三者元素常常間接地影響著彼此,因對神靈持有著懷疑態度而有 了對於死亡的重識和恐懼產生,然而卻在面對自然時有了全新的認知和體悟,而這些對於自 然、神靈和死亡的意象和體悟,及探討關於死亡的內容及主題,都和她們的當代社會背景和 生長環境有所關聯,兩位女性詩人將自身觀點和人生經歷投射於詩中,透過豐富的意象使詩 展現極深的渲染力,使讀者在品味詩時能有更多的想法產生,而非遭受先前既定觀點的綁架, 能藉此跳脫思考接受和吸收不同的思想和觀
建立人類假基因在癌基 因體之功能分析平台
[[abstract]]人類基因體內逾25,000個protein-coding genes,但同時具有超過16,000個假基因(pseudogene), 這些 pseudogene 的功能過去被忽視,只有少數幾個假基因被深入探討。最近幾年,由於 noncoding RNA (ncRNA)的研究熱潮,而部份 pseudogene 也可轉錄成 ncRNA,因此研究學者也開 始注意 pseudogene 功能的研究。次世代定序方法的成熟,已累積許多癌基因體的實驗數據, 有更多的假基因被發掘。目前的研究發現,pseudogene 具有多種功能,而且可能與 cancer 或 其他疾病的形成有關。由於目前的研究相當少,特別在臨床應用方面,因此本計畫除了全面 性探討 pseudogene 在各種癌症的疾病標幟及其可能的治療方法,也同時探討其臨床預後。我 們從公開的癌病資料庫 The Cancer Genome Atlas (TCGA)下載逾 35 種癌症的實驗記錄,擷取 人類假基因在各種癌症的基因表現、突變位點及甲基化圖譜。因癌症種類過多,且實驗數據 亦多樣化,故本計畫先以肝癌的實驗數據為主,進行更深入之探討。研究結果顯示,某些假基 因表現量俱有組織的專一性(tissue-specific);有些差異表現的假基因,也與其臨床預後有關 聯性;也有部分具突變的假基因其臨床預後比無突變者呈現較差之趨勢。或許這些結果未來 能成為癌症之標幟物(cancer marker)。經由我們的研究成果,可提供研究學者對人類假基在 癌基因體之作用機轉,有更深入的認識與應用
[[alternative]]Comparing the Effectiveness of Cognitive Behavioral and Emotion Regulation Self- Control Strategy Training on Improving Refusal Self-Efficacy of Online Gaming and Gaming Disorder Symptoms in College Students at Risk of Gaming Disorder
[[abstract]]背景與目的:文獻回顧網路遊戲成癮在全國盛行率為3.05%,較少研 究針對網路遊戲成癮風險群及早進行介入。而過去研究指出自我控制為網 路遊戲成癮的保護因子;增加自控策略曾對物質使用成癮行為的改善具有 成效,故本研究擬探討其應用在網路遊戲成癮風險群的早期介入成效。而 回顧自控策略文獻,可分為認知行為自控策略和情緒調控自控策略;尚少 研究探討其成效差異。是故,本研究擬發展兩週訓練課程,並比較認知行 為自控策略與情緒調控自控策略對於大學生遊戲成癮風險群,在提升遊戲 拒用自我效能與降低遊戲成癮程度之成效。方法:本研究招募大學新生具遊戲成癮風險群共 49 名,經本人和家長 同意參與研究。參與者經隨機分派到認知行為自控策略組(CBG)及情緒調控 自控策略組(ERG),接受兩週訓練,並進行前後測及一個月追蹤測。 以 GEE 統計分析,比較認知行為與情緒調控之自控策略、遊戲拒用自我效能、遊戲 成癮程度以及平日使用時間大於一小時內、假日使用大於二小時之人數比例 在不同時間點改變量之差異。結果:GEE 分析結果顯示,在成效上,相較於前測,於後測及追蹤測 上,兩組均能顯著降低網路遊戲成癮症狀、增加網路遊戲拒用自我效能。但 是,在後測上,平日使用時間大於一小時之人數比例,相較於 ERG,CBG 有 顯著地下降,在後測上,平日使用時間大於二小時之人數比例,相較於 ERG, CBG 有顯著地下降。至於在自控策略上,兩組皆顯著提升其策略,且 CBG 在認知行為策略整體分數提升上顯著優於 ERG;但 ERG 在情緒調控策略整 體分數上的提升,並未優於 CBG。而在轉移注意力的策略上,兩組均顯著提 升,但無組間差異。結論:本研究結果顯示所發展的兩週認知行為及情緒調控自控策略訓練 課程能顯著降低網路遊戲成癮症狀、增加網路遊戲拒用自我效能;但在 ERG 的成效之影響因素 ( 如:訓練時間、正念與轉移注意力之關係 ) 有待深入討 論。[[abstract]]Purpose: According to a literature review, the prevalence of internet gaming disorder ( IGD ) nationwide is 3.05%, but there is limited research on early interventions for at-risk groups of IGD. Previous studies recognized self-control as a protective factor against IGD, and increased self-control strategies have been effective in reducing addictive behaviors related to substance use. Therefore, this study aimed to investigate the effectiveness of applying self-control strategies in early interventions for at-risk groups of IGD. Reviewing the literature on self-control strategies, they could be categorized into cognitive-behavioral self-control strategies and emotion-regulation self-control strategies, but there was limited research comparing their effectiveness. Hence, this study aimed to develop a two-week training program and compare the differential effects of cognitive-behavioral self-control strategies and emotion regulation self-control strategies on enhancing refusal self- efficacy of online gaming ( RSEOG ), reducing the severity of IGD and internet gaming usage time on weekday/weekend among college students at risk for IGD.Method: This study recruited 49 freshmen at risk of gaming disorder, with the consent of the participants and their parents. The participants were randomly assigned to either the cognitive-behavioral self-control strategy group (CBG) or the emotion- regulation self-control strategy group (ERG). They received two weeks of training and completed pre-test, post-test, and one-month follow-up assessments. We used Generalized Estimating Equations (GEE) to compare changes in cognitive-behavioral and emotion-regulation self-control strategies, RSEOG, degree of IGD, and the proportion of individuals with weekday gaming duration exceeding one hour and weekend gaming duration exceeding two hours.Results: The GEE analysis showed that both groups significantly reduced their degree of IGD and increased their RSEOG in the post-test and follow-up test. Additionally, in the post-test, the proportion of individuals with daily gaming duration exceeding one hour significantly decreased more in CBG than in ERG, and in the post-test, the proportion of individuals with weekend gaming duration exceeding two hours significantly decreased more in CBG than in ERG.iiRegarding self-control strategies, CBG showed a significant improvement in overall scores of cognitive-behavioral strategies compared to ERG, while ERG did not show a greater improvement in overall scores of emotion-regulation strategies than CBG. Both groups significantly improved in the strategy of attention shifting, and there was no significant difference between the two groups.Conclusion: The results of this study supported the development of a two-week cognitive-behavioral and emotion-regulation self-control strategy training program, which could significantly reduce the degree of IGD and increase RSEOG. However, factors affecting the effectiveness, such as the frequency of mindfulness training sessions and the relationship between mindfulness strategy and attention deployment strategy, needed further discussion