• Title/Summary/Keyword: Board Activity

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The Impact of Board Activity on The Audit Committee's Effectiveness Score: Empirical Evidence from Saudi Arabia

  • ALJAAIDI, Khaled Salmen;BAGAIS, Omer Ali;ADOW, Anass Hamad Elneel
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.1
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    • pp.179-185
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    • 2021
  • The aim of this study is to examine the impact of board of directors' activity on the audit committee's effectiveness score among manufactured listed companies on Saudi Stock Exchange (Tadawul) for the period 2015-2017. The final sample of this study consists of 195 firm-year observations that represent manufactured companies listed on Saudi Stock Exchange (Tadawul) for the years 2015-2017. The data of this study in terms of board of directors' meetings, audit committee size and meetings, firm leverage, firm performance, and firm age were hand-collected from the annual reports of the considered companies. The Pooled OLS regression's result indicate that audit committee's effectiveness score is influenced by the board of directors' activity. This result gives support to the agency theory prediction. This result is also consistent with the complementary function of corporate governance mechanisms in which board of directors' activity complements the function of audit committee's effectiveness score. The result of this study should be useful for manufacturing companies, Saudi Stock Exchange, auditors, and regulators which relates to the association between board of directors' activity and audit committee's effectiveness score. This study provides a new empirical evidence on the impact of board activity on the audit committee's effectiveness score in an interesting context which is Saudi Arabia.

Board Governance and Bank's Performance: Does Size Matter?

  • ALAM, Atia;ABBAS, Syeda Fizza;HAFEEZ, Ameena
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.817-825
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    • 2020
  • Over the last few decades, corporate frauds have highlighted the significance of corporate governance in deriving firm performance. By using different sample data, extensive research has examined how corporate governance structure influences firm's profitability, but limited research was undertaken on the banking sector of Pakistan. This research adds to the literature by testing how board structure derives bank's performance by using sample data of 19 banks for the period from 2010 to 2017. In addition, the study analyzes the controlling part of size on the link between board governance and bank performance. Findings reveal that banks having small board size, fewer non-executive directors and minimum activity level perform better. Analysis related to bank size illustrates that board size has value in increasing benefits in large size banks in contrast to small size one, while higher participation by board members enhances performance of small size banks more. The correlation results and findings showed that there existed no multicollinearity issue between independent variables. Board size showed positive correlation with the market variable, while board activity tended to correlated negatively with the market performance. Inverse correlation between board size and independent directors indicated that Pakistani banks with greater board size had fewer independent directors.

fMRI of Visual and Motor Stimuli : Difference of Total Activation Depends on Stimulation Paradigm (시각과 운동의 뇌기능영상 : 자극에 따른 총활성화의 차이)

  • 정순철;송인찬;장기현;유병기;문치웅;조장희
    • Investigative Magnetic Resonance Imaging
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    • v.3 no.1
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    • pp.41-46
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    • 1999
  • Purpose : To investigate the difference of total activation in visual area, motor area, and cerebellum according to the stimulation paradigm. Materials and Methods : Functional MR imaging was performed in 5 healthy volunteers with visual and motor activity using EPI technique. LED and Checker-Board stimulation were performed for visual activity. Thumb motion and Finger Tapping were performed for motor and cerebellum activity. Stimulus timing was 60sec. off, 120sec. on, 60sec. off. Data processing was carried out by using the cross-correlation method for each pixel. Each pixel was then selected and assumed activated if the correlation coefficient was equal or larger than a threshold value. Time course data was obtained by calculating the total activation which was defined as the number of activated pixel x averaged pixel intensity. Results : In the case of visual activity with LED stimulation, we found increased total activity of more than 100% compared with Checker-Board stimulation. In the case of motor area and cerebellum with Finger tapping stimulation, we found increased total activity of more than 10% and 150%, respectively compared with Thumb motion stimulation.

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A Study on Preferences about Play, Laughing Activity, Digital Game in Elementary School Students (초등학생들의 놀이, 웃음활동, 디지털 게임의 선호도 실태 고찰)

  • Bae, Jin-Soon
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.7-18
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    • 2016
  • This study was conducted to construct a program combining play and laughing activities with personality education. Self-recorded questionnaire was administered to investigate popularity of play(playing rules area, traditional play area, board game area), the laughing activity, digital games preference among 5th and 6th grade students. Most popular activities was board game area, followed by rule play area, traditional play area, and laughing activity in order. Group play among the rule play area, and Yutnory among traditional play, and digital games among board games were most preferred. This study suggest primitive classification and characterization of play and activities among senior elementary students. Further study for define classification of other eligible play and activities may be encouraged to establis high quality play and activity programs among elementary school students.

The Development of Safety and Functional Snowboard Wear Design - Focus on the Safety Snowboard Pants for the Protection of Hip -

  • Kim, Mun Young
    • Fashion & Textile Research Journal
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    • v.15 no.3
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    • pp.364-370
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    • 2013
  • This research helps secure the safety of snow boarders in an activity that is currently recognized as a minor specific hobby. The research goal is to develop a new board wear product with intensified safety and activity through the development of a safe and convenient snowboard wear that is wearable in ordinary life. The participants consisted of 31 snowboard club members evaluated from January 12 to January 19 at Eden-valley Ski Resort and Phoenix-park Resort in Korea. The result are as follows. First, what domestic snowboard wear consumers consider design difference and brand recognition a significant priority in choosing snowboard wear versus the functionality or safety of clothes. Second, concerning the evaluation of the developed product, they recognize the necessity of safety gear; however, they demand the convenient use of a safety gear with a fixation that can be attached and detached. A unity-type board wear was developed that enables an attachment and detachment that reflects the evaluation results. In conclusion, this research showed various market possibility of board wear into sports casual wear to be able to make it a fashion product through different design and demand of mixing it with general wear rather than functionality or activity, though board wear is a professional sports wear.

The Development and Application of Storytelling based Software Education Board Game (스토리텔링기반 소프트웨어교육 보드게임의 개발 및 적용)

  • Park, Jung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1057-1065
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    • 2017
  • Coding education for elementary school student spreads around the world. Game activity that children like is one of coding education methods. Among these, a board game is a tool where 3~4 children can participate together. This study developed a storytelling-based board game to help elementary school students understand Software education. The board game is composed of board, three types of command cards and dice. This study simultaneously surveyed and interviewed 57 fifth- and sixth-grade students at elementary school after playing the board game 4 times so as to analyze the usefulness of the developed software board game. In the results of study, most of elementary school students would be interested and participated in active. Elementary school students actually got to know algorithm easily through board game activity, and learned basic programming concepts such as sequence, condition, loop, variable and operation.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

Difference of total activation depends on stimulation paradigm at motor and visual cortices and cerebellum (운동과 시각 피질, 소뇌에서 자극변화에 따른 총활성화의 차이)

  • Chung, S.C.;Song, I.C.;Chang, K.H.;Yu, B.K.;Mun, C.W.;Cho, Z.H.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.289-290
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    • 1998
  • Purpose To investigate the difference of total activation in visual area, motor area, and cerebellum according to the stimulation paradigm. Materials and Methods Functional MR imaging was performed in 5 healthy volunteers with visual and motor activity using EPI technique. LED and Checker-Board stimulation were performed for visual activity. Thumb motion and Finger tapping were performed for motor and cerebellum activity. Time course data was obtained by calculating the total activation which was defined as the number of activated pixels x averaged pixel intensity. Results In the case of visual activity with LED stimulation, we found increased total activity of more than 100% compared with Checker-Board stimulation. In the case of motor area and cerebellum with Finger tapping stimulation, we found increased total activity of more than 100% and 150%, respectively compared with Thumb motion stimulation.

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How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

Anxiolytic Effects of Quercetin: Involvement of GABAergic System (Quercetin의 항불안 효과: GABA 신경계를 중심으로)

  • Jung, Ji Wook;Lee, Seungheon
    • Journal of Life Science
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    • v.24 no.3
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    • pp.290-296
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    • 2014
  • The present experiment investigated putative anxiolytic-like effects of quercetin using an elevated plus-maze (EPM) and hole-board apparatus test in mice. Quercetin is a flavonoid widely distributed in nature. Quercetin (1.25, 2.5, 5, or 10 mg/kg) was orally administered to ICR mice 1 h before a behavioral evaluation in the EPM. Control mice were treated with an equal volume of vehicle, and positive control mice were treated with buspirone (2 mg/kg, i.p.). The mice administered quercetin (5 mg/kg) spent a significantly longer percentage of time in the open arms of the EPM and their percentage of entries into the open arms was significantly increased compared to the vehicle-treated controls (p<0.05). The anxiolytic-like activities of quercetin were antagonized by trans-4-aminocrotonic acid (a $GABA_{A-{\rho}}$ agonist, 20 mg/kg) but not by flumazenil (a $GABA_A$ antagonist, 10 mg/kg) or WAY-100635 (a $5-HT_{1A}$ antagonist, 0.3 mg/kg). Moreover, there were no changes in the locomotor activity or myorelaxant effects in any group compared with the vehicle-treated controls. In the hole-board apparatus test, the number of head-dips increased significantly in the single treatment with quercetin (5 mg/kg) group compared to the vehicle-treated controls (p<0.05). These findings suggest that quercetin can promote anxiolytic-like activity, mediated by the GABAergic nervous system, in mice.