Decontamination of spent nuclear fuel from decommissioned nuclear reactors is crucial to reduce the volume of intermediate-level waste. Fuel cladding hulls are one of the important parts due to high radioactivity. Their decontamination could possibly enable reclassification as low-level waste. Fuel cladding hulls used in research reactors and being developed for conventional light water reactors are Al-Mg and Fe-Cr-Al alloys, respectively. Therefore, the recovery of these component metals after decontamination is necessary to reduce the volume of highly radioactive waste. Electrochemical approach is often chosen due to its simplicity and effectiveness. Non-aqueous solvents, such as molten salts (MSs) and ionic liquids (ILs), are preferred to aqueous solvents due to the absence of hydrogen evolution. However, MSs and ILs are limited by high temperature and high synthesis cost, along with toxicity issues. Deep eutectic solvents (DESs) are synthesized from a hydrogen bond acceptor (HBA) and donor (HBD) and exhibit outstanding metal salt solubility, wide electrochemical window, good biocompatibility, and economic production process. These characteristics make DES an attractive candidate solvent for economic, green, and efficient electrodeposition compared with aqueous solvents such acids or nonaqueous solvents such as MSs or ILs. In this research, the feasibility of electrodeposition of Al-Mg and Fe-Cr-Al alloys in ChCl:EG, the most common DES synthesized from choline chloride (ChCl) and ethylene glycol (EG), will be tested. A standard three-electrode electrochemical cell with an Au plated working electrode and Al wires for counter and reference electrodes is utilized. Two electrolyte solutions (Al-Mg and Fe-Cr-Al) are prepared by dissolving 100 mM of each anhydrous metal chloride salts (AlCl3, MgCl2, CrCl3, and FeCl2) in ChCl:EG. Cyclic voltammogram (CV) is measured at 5, 10, 15, and 20 mV·s−1 to observe the redox reactions occurring in the solutions. Electrodeposition of each alloy is performed via chronoamperometry at observed reduction potentials from CV measurements. The deposited surfaces and cross-sections are examined by scanning electron microscopy and energy dispersive spectroscopy (SEM-EDS) to analyze the surface morphology, cross-section composition, and thickness. Authors anticipate that the presence of different metals will greatly affect the possibility of electrodeposition. It is expected that although all metals are distributed throughout the surface, the morphology, in terms of particle size and shape, would differ depending on metals. Different metals will be deposited by layers of an approximate thickness of a few μm each. This research will illustrate a potential for recovery and electrodeposition of other precious radioactive metals from DES.
The purpose of this study is to investigate the constraints on implementing task-based language teaching (TBLT) and strategies that make TBLT feasible with novice second language (L2) learners in college. When the researcher (a bilingual teacher) struggled to implement tasks into traditional English courses with almost 210 novice undergraduates throughout three separate semesters, a number of constraints were identified for the task syllabus, and TBLT was modified and adapted to a localized college-level context. The study was conducted over three 16-week-semesters, and its process was recorded in field notes. The findings demonstrated that there were four major constraints on implementing TBLT: 1) irrelevant topics in the coursebooks, 2) novice learners’ writing dependence and limited use of the second language, 3) excessive use of the first language, and 4) an irrelevant examination system. As four strategies to adapt TBLT in a local college context, the following were practiced and suggested: 1) a needs analysis is necessary, 2) instead of task-supported language teaching, a new hybrid form of TBLT and presentation-practice-production might work, 3) teaching English in English is necessary but specifying strategies for selective use of first language (L1) is needed, and 4) relevant tests are necessary. It is hoped that these findings will enrich the actual process from adoption to adaptation of localized TBLT for novice L2 learners in Korean colleges.
The purpose of this study is to investigate the effects of no planning and online planning on complexity, accuracy, and fluency (CAF) in L2 spoken and written tasks. The study was designed into 2x2 with two independent variables: planning conditions (no planning and online planning) and task modality (speaking and writing). First, 80 Korean EFL undergraduates performed two tasks in a laboratory setting: a proficiencyassigning narrative spoken task and a randomly assigned main task. The main task had four different conditions: no planning in speaking, online planning in speaking, no planning in writing, and online planning in writing. The participants’ spoken and written performances were measured and analyzed for syntactic complexity, accuracy, and fluency. The findings demonstrated that the no planning (NP) group improved accuracy and fluency significantly more than the online planning (OP) group in the spoken task and that the NP group improved their fluency more than the OP group in the written task. Additionally, in both planning conditions, the written task increased accuracy more than the spoken task, whereas the spoken task increased fluency more than the written task. It is hoped that these findings will facilitate understanding of the supportive role of planning in task manipulation in terms of L2 learners’ limited attentional resources and its relationship with linguistic performance.
This study introduces coding education using functional computer game and board game. We direct compare two different types of the educational game for coding education and their learning achievements. The purpose of this study is mainly to compare the effect of the difference of game type on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, we considered the effect of game platform type on learning and we suggested that when designing an educational game for coding, the proper combination of these platforms are important.
This paper introduces good game design elements to consider for educational game. A suggested theory is applied on case study of educational history game development which was conducted by collaboration of game and education research experts. In the beginning of study, we seek for good game elements from the nature of play. We define and reorganize indigenous characteristic of play into two categories, Ludus and Paidia. Ludus is more oriented toward complex rule base game, and Paidia goes toward play attributes. We design and develop educational game based on suggested core design elements. At last, we observe how suggested good game design elements influences our educational game, addressing how to apply our design theory to the educational game development process.
게임에 대한 사회적 인식의 변화와 소프트웨어 교육, 코딩교육에 대한 중요성이 높아지는 현 시점에서 교육용 게임을 이용한 코딩교육에 대한 연구가 활발히 진행되고 있다. 하지만 게임의 완성도, 게임성이 실제 학습자에게 미치는 영향과 학습 성취도에 대한 연구는 미비한 실정이다. 본 연구는 스토리강화, 캐릭터의 다양성, 향상된 그래픽 요소, 풍부한 보상 장치, 업적 시스템 추가 등의 게임성의 완성도 차이가 학습자의 교육태도, 학습몰입, 교육의 만족도, 선호도 등에 미치는 영향에 대해 분석하였다. 이는 교육용 게임의 질적 향상이 학습에 미치는 영향에 대해 고찰하고, 게임 설계 시 게임성과 완성도를 중요하게 고려해야 함을 제안한다는 데 의의가 있다.
본 연구는 현재 한국 대학에서 수학하는 아시아 국가 출신 유학생들의 대학 사회의 적응 을 호네트의 사회적 인정관계의 구조 속에서 살펴보고 있다. 개별 주체인 유학생이 대학사 회 주요 구성원인 타자와의 관계 속에서 이들이 경험하는 인정의 훼손, 즉 무시의 경험이 일어나는 계기가 무엇이며 훼손된 인정을 회복하고자 이들이 펼치는 인정투쟁 방식에 초점 을 맞추었다. 이들의 인정투쟁 방식의 고찰은 현재 우리나라 사회에 증가하는 유학생을 포 함한 이주민을 이해하는 시각의 확대를 제안하는 것으로 궁극적으로 이미 형성된 사회의 인정질서에 이들의 새로운 정체성 요구 즉 새로운 사회 구성원으로서 인정관계를 확대하여 사회통합에 기여 하는데 도움이 되는 이론적 근거를 제공 할 것이라고 생각하기 때문이다. 이 연구는 질적연구 방법으로 진행되었으며 연구 결과 아시아 국가 출신 유학생들은 언어 적 부족, 교우관계, 출신국가 배경에 의해 인정의 부재를 경험하고, 그 결과 분노하지만 무 시를 참고 이해하기, 소모임 만들어 분노 표출과 하소연하기, 한국 학생들에게 점차 동등한 관계형성 요구하기 형태의 인정투쟁 방식을 보여줌을 알 수 있었다.
본 연구는 초등학교 교과 커리큘럼의 일부로, 교육용 게임을 개발 시 필요한 “게임제작 방법 론”을 서울 사립 초등학교 역사수업에 도입 된 교육용 게임 개발 사례를 중심으로 소개하고자 한 다. 교육용 게임 개발 시 학습효과를 높이는데 도움을 주는 스마트 디바이스와 같은 매체들을 학 습 도구로 정의하고, 플레이어를 사용자로 간주하여, 기존의 게임 개발 프로세스와는 다르게 학생 과 교사를 최종 사용자와 의사 결정자라는 관점에서 UX 디자인 중심의 개발을 실행하였다. 게임 의 플랫폼은 UX디자인 중에서도 사용자를 위한 서비스 경험 디자인 중심의 개발 과정을 도입하 였다. 이를 통해 의사 결정권자인 선생님들이 게임이라는 학습 도구를 쉽고 효율적으로 사용하도 록 게임 플랫폼 설계 단계부터 사용자 중심으로 디자인하였다. 최종 결과물인 게임과 게임 플랫 폼을 통해 교사들이 의도한 학습 방향으로 학습 진행이 원활하게 이루어지도록 유도하여, 학습효 과 역시 최종 사용자인 아동들의 학습 동기와 성취도를 높여 주고자 하였다. 본 연구는 해당 사 례를 통해 국내 사립학교 학습 환경과 교과에 도입 가능한 수준의 교육용 게임 모델을 제시 하 고, 이를 위한 실질적인 교육용 게임 개발 방법론을 제안 하고자 한다.