70 research outputs found
L2 Regulatory Focus in the Context of Korean Language Learning in Vietnam
Motivation plays a crucial role in second language (L2) learning processes. A substantial body of recent L2 motivation research has adopted the ideal and ought-to L2 selves as a theoretical framework to understand L2 motivation. However, the learning mechanisms underlying the L2 selves have not been fully explored. This dissertation addresses the influence of promotion and prevention foci as motivational tendencies of the ideal and ought-to L2 selves and as task-induced conditions on L2 oral task performance, targeting Vietnamese learners of L2 Korean.
Study 1 explored the linguistic signature of promotion and prevention foci, operationalized as 1) trait-based motivational tendencies measured by the promotion- and prevention-instrumentality scales (Taguchi, Magid, & Papi, 2009) and 2) decision-making tasks with approach and avoidance instructions to temporarily trigger promotion and prevention foci. The results showed that the prevention-oriented task led to more accurate and fluent speech, while no main or interaction effects were found from trait-based promotion- and prevention-instrumentality. The promotion- and prevention-instrumentality scales showed low internal consistency, possibly due to the different learning contexts from the original study (Taguchi et al., 2009).
Therefore, Study 2 aimed to test the applicability of the promotion- and prevention-instrumentality scales, targeting Vietnamese learners of L2 Korean. Furthermore, the promotion and prevention concept was applied to develop the promotion- and prevention-motivated behaviour scales. Since promotion- and prevention-motivated behaviour was a new construct, its construct validity was tested through principal component analysis (PCA) of the questionnaire items and chi-square analysis with two groups of learners with the promotion- and prevention-motivated behavioural tendencies and their ideal and ought-to L2 selves distributions. The L2 selves were measured by open-ended questions and qualitatively coded in order to examine context-specific L2 selves among the learner population.
Study 3 was a conceptual extension of Study 1, investigating the main and interaction effects of promotion and prevention foci as trait-based tendencies and task-induced temporary conditions on the quality of L2 speech performance. In addition, attentional focus on task performance was qualitatively explored by stimulated recall episodes. The measure for the promotion and prevention orientations was adopted from Study 2, and the oral task was collaborative reasoning interactional role-play
Korean L2 speakersā regulatory focus and oral task performance
AbstractThe L2 motivation self system posits that motivation emerges from the dynamic interactions among a learnerās ideal L2 self, ought-to L2 self, and situated learning experience. Only a few studies to date have investigated the individual and combined impact of trait-based and task-induced motivation (i.āe., situational motivation related to the immediate learning environment) on L2 performance. Therefore, the current study explored whether Korean L2 speakersā trait-based and task-induced regulatory focus impacted their oral task performance. Vietnamese university students (N=62) studying Korean as a foreign language completed a questionnaire to assess their L2 instrumentality as being oriented toward prevention or promotion. They were randomly assigned to promotion or prevention task-induced conditions, and then carried out an oral task. The results indicated that whereas the participantsā general motivational tendencies did not impact their task performance, the task-induced prevention condition facilitated faster speech rate (i.āe., fluency) and lower error rate (i.āe., accuracy) than the promotion condition. Implications for further studies are discussed.</jats:p
Performance Analysis of a Pointing, Acquisition, and Tracking System for the VISION Laser Crosslink Mission
As the volume of space-borne data increases, laser communication techniques are being considered to achieve a fast transmission rate and high link security or privacy. The very-high-speed intersatellite link system using an infrared optical terminal and nanosatellite (VISION) mission comprises two 6U formation-flying nanosatellites, and its main objective is to achieve a Gbps-level inter-satellite data-transfer capacity by applying laser communication technology in free space. A pointing, acquisition, and tracking (PAT) system is required to establish and maintain a stable laser crosslink. In the CubeSat platform, the PAT system relies on a satellite attitude determination and control system (ADCS) for body pointing, owing to its low size, weight, and power (SWaP) constraints. Precise orbit/attitude determination and control techniques primarily determine the availability of a coarse pointing system before entering a fast-steering mirror (FSM) feedback loop system with a laser communication terminal (LCT). This study focused on developing a software orbit-attitude integrated simulator to analyze the performance of the PAT system in the VISION mission scenario. An orbit-attitude integrated simulator was designed to test and validate the PAT sequence of the bus initialization stage (BIS) and coarse PAT stage (CPS) with short-wave infrared camera (CAM) feedback. By applying the characteristics of the CubeSat, absolute and relative navigation systems, star trackers, and control hardware, numerical assessments were conducted to evaluate the body pointing performance during the PAT sequence caused by internal or external disturbances in the VISION mission scenario. The simulation results give a total body pointing error of 46.94 arcsec (3Ļ), indicating that the attitude control system combined with the developed navigation model satisfies the total body pointing error budget within 90 arcsec (3Ļ) in the PAT system
Comparing the effectiveness of game literacy education and game coding education in improving problematic internet gaming
ObjectiveProblematic internet gaming by adolescents has been thought to be associated with low self-esteem, depression, anxiety, and attention problems. We hypothesized that both game literacy and coding education would effectively improve problematic internet use. However, game coding education would be more effective in enhancing self-esteem and social anxiety in adolescents than game literacy education.MethodsA total of 733 adolescent volunteers were included and randomly assigned to either the game coding education or game literacy education programs. Both programs consisted of eight sessions, each lasting 45 minutes, over four weeks. The coding education sessions included game planning and development lessons and allowed students to create the gameās characters, stages, and tutorials directly using Scratch, a free coding program. Game literacy education sessions included lessons on enjoying gaming with a healthy rationale and etiquette. Data on demographics, gaming patterns, and psychological status, including positive/negative perceptions of online games, depression, social anxiety, and self-esteem, were collected.ResultsBoth game coding and game literacy education significantly improved YIAS scores compared to baseline, and there was no significant difference in the YIAS scores between the two groups after the interventions. In the hierarchical logistic regression analysis of all participants, higher YIAS scores, stronger negative perceptions of gaming, and lower attention problem scores at baseline predicted lower levels of internet gaming addiction after interventions. In the hierarchical logistic regression analysis among individuals with game coding education, higher YIAS scores, stronger negative perceptions of gaming, lower attention problem scores, and higher self-esteem scores at baseline predicted lower levels of internet gaming addiction after intervention. In addition, game coding education greatly improved negative perceptions of games, self-esteem, and social anxiety compared to game literacy education.ConclusionBoth game literacy and game coding education effectively mitigate internet game addiction. However, game coding education effectively mitigated problematic internet gaming by improving negative perceptions of games, self-esteem, and social anxiety in adolescents. We found that the application of knowledge by students in creating their own games was more effective than simply developing a conceptual understanding of the games
Burnout and peritraumatic distress of healthcare workers in the COVID-19 pandemic
Background
To evaluate the current status of emotional exhaustion and peritraumatic distress of healthcare workers (HCWs) in the COVID-19 pandemic, and identify factors associated with their mental health status.
Methods
An online survey involving 1068 of consented HCWs that included nurses, physicians, and public health officers was conducted in May 2020. Descriptive statistics and multivariate regression analyses were performed on the collected data.
Results
Although no significant difference in peritraumatic distress was observed among the surveyed HCWs, the workersā experience of emotional exhaustion varied according to work characteristics. Respondents who were female, older, living with a spouse, and/or full-time workers reported higher levels of emotional exhaustion. Public health officers and other medical personnel who did not have direct contact with confirmed patients and full-time workers had a higher level of peritraumatic distress. Forced involvement in work related to COVID-19, worry about stigma, worry about becoming infected, and perceived sufficiency of organizational support negatively predict emotional exhaustion and peritraumatic distress.
Conclusions
Job-related and emotional stress of HCWs should not be neglected. Evidence-based interventions and supports are required to protect HCWs from mental illness and to promote mental health of those involved in the response to the COVID-19 pandemic.This work was supported by the Gyeonggi-do Public Health Policy Institute, funded by the Gyeonggi-do Province Government, South Korea. The funding body had roles in the design of the study, data collection and analysis
Genetic fine mapping and genomic annotation defines causal mechanisms at type 2 diabetes susceptibility loci.
We performed fine mapping of 39 established type 2 diabetes (T2D) loci in 27,206 cases and 57,574 controls of European ancestry. We identified 49 distinct association signals at these loci, including five mapping in or near KCNQ1. 'Credible sets' of the variants most likely to drive each distinct signal mapped predominantly to noncoding sequence, implying that association with T2D is mediated through gene regulation. Credible set variants were enriched for overlap with FOXA2 chromatin immunoprecipitation binding sites in human islet and liver cells, including at MTNR1B, where fine mapping implicated rs10830963 as driving T2D association. We confirmed that the T2D risk allele for this SNP increases FOXA2-bound enhancer activity in islet- and liver-derived cells. We observed allele-specific differences in NEUROD1 binding in islet-derived cells, consistent with evidence that the T2D risk allele increases islet MTNR1B expression. Our study demonstrates how integration of genetic and genomic information can define molecular mechanisms through which variants underlying association signals exert their effects on disease
- ā¦