• Title/Summary/Keyword: 재미모형

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Micro-Study on Stock Splits and Measuring Information Content Using Intervention Method (주식분할 미시분석과 정보효과 측정)

  • Kim, Yang-Yul
    • The Korean Journal of Financial Management
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    • v.7 no.1
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    • pp.1-20
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    • 1990
  • In most of studies on market efficiency, the stability of risk measures and the normality of residuals unexplained by the pricing model are presumed. This paper re-examines stock splits, taking the possible violation of two assumptions into accounts. The results does not change the previous studies. But, the size of excess returns during the 2-week period before announcements decreases by 43%. The results also support that betas change around announcements and the serial autocorrelation of residuals is caused by events. Based on the results, the existing excess returns are most likely explained as a compensation to old shareholders for unwanted risk increases in their portfolio, or by uses of incorrect betas in testing models. In addition, the model suggested in the paper provides a measure for the speed of adjustment of the market to the new information arrival and the intensity of information contents.

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Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

A Perception on SW Education of Students with Scratch-Day (스크래치데이 참여학생들의 SW 교육에 대한 인식 연구)

  • Kim, Soohwan;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.461-470
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    • 2014
  • This study is to analyze students' perception about junior SW education by giving the questionnaire to the participants in Scratch-day. We taught the creative computing to 558 juniors on Scratch-day in 2013, 2014 and researched the questionnaire about their perceptions of creative computing education. We analyzed the current status of SW education from this process and extracted considerations about elementary SW education. We also proposed the possibility of its application to the elementary and middle school education. As a result of this study, it is observed that students think that creative computing education is fun and useful, and want to apply it to the public school education. Also, male students think more positive than female students about an intention to use, and students who have experienced with Scratch education consider it more useful and positive intention to use than those who have not. According to the structural model, it is found that the pleasure, easy of use, and usefulness of creative computing education have a positive influence on students' perception that it should be applied to public school education.

Factors That Influence Digital Contents Piracy (디지털 콘텐츠 저작권 침해의도에 관한 영향요인 연구)

  • Kim, Kyunghee;Kim, Tae Ung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.63-71
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    • 2013
  • This investigates the major factors that impact digital contents piracy in a college environment, mainly because the violation of the copyright is known to occur most often in college environments. Using a theoretical model based on Theory of Reasoned Action, this study examines the causal relationships among the variables of the digital contents piracy behavior. Major research variables include intention to commit piracy, attitude, social influence, fear of legal consequences, enjoyment, perceived easiness, knowledge level, and facilitating conditions. Survey responses from 335 undergraduate and graduate students indicate that the attitude and social influence affect the intention to commit piracy, and that social influence, enjoyment and perceived easiness influence the attitude. But, contrary to our expectation, knowledge level has been found to have no impact on the attitude. Perceived easiness, fear of legal consequences and facilitating conditions have all been shown to affect social influence. As a conclusion, the academic and practical implications of these findings are discussed.

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Development of Teaching Model for 'Problem-solving methods and procedures' section in the 2012's revised Informatics curriculum (2012년 신 개정 정보 교육과정의 '문제 해결 방법과 절차' 영역을 위한 수업 모형 개발)

  • Hyun, Tae-Ik;Choi, Jae-Hyuk;Lee, Jong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.189-201
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    • 2012
  • The purpose of this study is to develop an effective teaching model for the "Problem solving methods and procedures" section in the revised academic high school informatics curriculum, verify its effectiveness, make the subject more effective and appealing to teachers as well as students. The model includes a middle school level informatics curriculum for the students who have yet to learn the section. This development follows the ADDIE model, and the Python programming language is adopted for the model. Using the model, classes were conducted with two groups: high school computer club students and undergraduate students majoring in computer education. Of the undergraduate students 75% responded positively to the model. This model was applied in the actual high school classroom teaching for 23 class-hours in the spring semester 2012. The Pearson correlation coefficient that verifies the correspondence between the PSI score and the informatics midterm exam grade is .247, which reflects a weak positive correlation. The result of the study showed that the developed teaching model is an effective tool in educating students about the "problem solving methods and procedures". The model is to be a cornerstone of teaching/learning plans for informatics at academic high school as well as training materials for pre-service teachers.

A Study on the Spatial Structure Analysis of history museum using the Complex System (행위자기반 모형 분석이론에 따른 과학관 공간구성에 대한 연구)

  • Lee, Seung Yong;Park, Ji Hun
    • Smart Media Journal
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    • v.11 no.8
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    • pp.21-28
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    • 2022
  • Currently, as we enter the 21st century, the level and interest of society, culture, economy, and science are rapidly developing, but science education is still struggling. In order to increase the efficiency of science education, it is most important to focus on elementary education based on basic science. Therefore, this study aims to analyze the main causes of Korea's science museum's regression as a museum focusing on experience, interest, and fun such as simple science experience centers and science theme parks. To this end, the influencing factors were identified by applying the algorithm of the actor-based model based on the data on the exhibition space and the exhibition movement of the science museum completed and operated in Korea over the past 5 years, and the problem of the visitor movement in the exhibition space was analyzed through the space system. In this study, it was confirmed that the exhibition environment was the best when the linear plot movement system and the picalesque plot were applied simultaneously in the museum's exhibition narrative theory, and the arrangement of major exhibition spaces, width of exhibition spaces, and separation of spaces for exhibition purposes were derived.

Design and Application of Problem Based Learning to Improve Awareness of Information Accessibility for Gifted Students in Computer Science (정보영재 학생의 정보접근성 인식 향상을 위한 PBL 기반 수업 설계 및 적용)

  • Kim, Hansung
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.109-120
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    • 2016
  • The purpose of this paper is to develop and apply instructional model to improve awareness of information accessibility for gifted students in computer science. The model applied to class is designed based on Problem-Based Learning(PBL). The class was for 42 students(22 elementary school students, 20 middle school students), and the questions, cognition of the necessity for accessibility, behavior intent for accessibility were given before and after class. Additionally, interest, satisfaction and flow were given after the class. The results of this study are as follows. Firstly, it shows a difference on the changes of cognition on the necessity and behavior intent. As a gender difference, specifically, it shows a difference on the cognition of female students's necessity and behavior intent of male students. As a class level difference, specifically, it statistically shows a meaningful difference on cognitive of the necessity of elementary school students and behavior intent of middle school students. Secondly, after class, it shows a high level of interest, satisfaction. But it shows a general level of flow, so various strategies should be developed for covering the flow level.

Development and Instructional Effect of Digital Textbook for the Biological Evolution Unit in Middle School Science (중학교 '진화' 단원 디지털 교재 개발 및 적용)

  • Jeong, Yu-na;Cha, Heeyoung
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.89-99
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    • 2019
  • The purpose of this study is to investigate the effect of students' formation of evolutionary concept and learning on the development of digital teaching materials. The explanation of biological evolution, which explains the changes that living organisms undergo over a long period of time, can provide various contents for use in a book. The production and editing of images in digital textbooks would provide explanation of difficult concepts in a fun way. For this study, we designed instructional materials consisting of four class hours using iBooks Author, an electronic book authoring tool based on the 5E learning cycle model. In order to verify the effectiveness of the developed digital textbooks, we compared instructions by the general textbooks to those using digital textbooks. Both teaching through general textbook form and teaching using digital textbook materials had a significant effect on the formation of the concept of evolution, but interest in biological science and evolution increased significantly only in the group taught using digital textbooks. As a result of testing the instruction effect by the digital textbooks by classifying the students by type, the group that is familiar with smart devices was more active and interesting in class depending on digital literacy. The satisfaction of the developed digital textbooks also showed a positive score in the group with high digital literacy. The results of this study suggest that the development of digital textbooks in the unit of evolution can be an instructional material for easy and interesting approach to difficult concepts in the teaching of evolution.

The Development of a chapter of middle school mathematics textbook according to the learners' self-directed learning model (자기 주도적 학습 지원 모형에 따른 중학교 수학 교과서 시범 단원 개발)

  • Hwang, Hye Jeang;Cho, Wan Young;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.31 no.3
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    • pp.331-347
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    • 2017
  • The purpose of this study is to develop a sample chapter of mathematics textbook at the first middle school according to the model of supporting learners' self-directed learning. The self-directed learning is a learning strategy to develop learner's ability to solve unstructured problems by himself or herself. Basically, the textbook should included learning objectives distinctively. Second textbook should consist of some appropriate method for learners to learn content. Third, it suggests some plans to utilize learning strategies of this model effectively when authors or developers develop textbooks in future. Based on those condition, it is also requested that the sample chapter of the textbook be develop in order to study interestingly as well as to implement self-directed study, and content materials using mixed diverse subjects would be included in the chapter. Furthermore, the sample chapter which is suitable to the semester of managing self-directed learning middle school would be developed. For this purpose, in this study the 'Plane shapes' was selected dealt with in the first middle school. The sample chapter is developed at first by the researchers and then revised and completed through the checking from the professionalists two times.

A Case Study of PBL in a College General Art Class (융복합수업모형으로서의 PBL(Problem-Based Learning) : 대학교양미술 수업사례를 중심으로)

  • Kang, Inae;Lee, Hyun-Min
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.635-657
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    • 2015
  • The current society characterized by knowledge-based information technology and multiculturalism put more emphasis on problem-solving skills, creative thinking, and communication skills than any other periods did. In response to the demand of the current times, multidisciplinary, or convergence courses and majors are being created and conducted in college education, yet, with the lack of specific teaching and learning model for the convergence courses. In this context, this study aimed to examine PBL as an instructional model for the convergent approaches in classroom, since PBL has been regarded as a model for fostering the 21st century learning capabilities for student coupled with the learning principles of authentic tasks, learner-centeredness, collaborative learning. This study, after conducted a PBL course for the general art education during the summer semester of 2014, analyzed the result using data collected from students' reflective journals, in-depth interviews, and SNS posts among the students. The result presented students' enhanced self-respect, increased interest in their learning and communication skills, and their recognition of the value on diversity and empathetic attitudes toward each others. In conclusion, PBL showed its potential as an alternative instructional model for the multidisciplinary and convergent learning in college education.