• Title/Summary/Keyword: Peer Play

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A Study on the Impact of Venture Capital Investment Experience and Job Fit on Fund Formation and Investment Rate of Return (벤처캐피탈의 투자경험과 직무적합도가 펀드결성과 투자수익률에 미치는 영향력에 관한 연구)

  • Kim Dae-Hee;Ha Kyu-So
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.37-50
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    • 2023
  • Venture capital invests the necessary capital and supports management and technology in promising small and medium-sized venture companies in the early stages of start-up with promising technology and excellent manpower. It plays a role as a key player in the venture ecosystem that realizes profits by collecting the investment through various means after growth. Venture capital's job is to recruit various investors(LPs) to invest in small and medium-sized venture companies with growth potential through the formation of venture investment funds, and to collect investment as companies grow, distribute and reinvest. The main tasks of venture capitalists, which play the most important role in venture investment, are finding promising companies, corporate analysis and evaluation, investment screening, follow-up management, and investment recovery. Venture capital's success indicators are fund formation and return on investment, and venture capitalists are rewarded with annual salary, performance-based incentive, and promotion with work performance such as investment, exit, and fund formation. Compared to the recent rapidly growing venture investment market, investment manpower is insufficient, and venture capital is making great efforts to foster manpower and establish infrastructure and systems for long-term service, but research has been conducted mainly from a quantitative perspective. Accordingly, this study aims to empirically analyzed the impact of investment experience, delegation of authority, job fit, and peer relationships on fund formation and return on investment according to the characteristics of the venture capital industry. The results of these empirical studies suggested that future venture capital needs a job environment and manpower operation strategy so that venture capitalists with high job fit and investment experience can work for a long time.

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A Survey on the Attitude of Grade-schoolers Without Disabilities Toward Children With Disabilities (초등학교 고학년 학생의 장애아동에 대한 인식 조사)

  • Kim, Bo-Ram;Kim, Ho-Young;Son, You-Ra;Oh, Jin-Ju;Yoon, Seul-Ki;Lee, Hyo-Jeong;Chang, Moon-Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.9 no.1
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    • pp.1-9
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    • 2011
  • Objective : The purpose of this study was to investigate attitude of grade-schoolers toward children with disabilities. Methods : The subjects of this study were grade-schoolers who have not received an inclusive education in Gim-hae. The study was surveyed from October second to 17th in 2008. The survey was categorized into three parts; comradeship, activity, and study. Each part of the survey consists of 10 questions. Data were analyzed by SPSS (version 12.0). Results : The results were as follows; First, the attitude of girls toward disabled students was non-significant compared to boys. Second, the order of attitude degree in grade of students was 4, 6, and 5. The attitude toward children with disabilities showed statistically significant difference according to grade(F=3.546, p<0.05). Third, the attitude of students who have experience of contact with people with disabilities was non-significant compared to non-experienced students. Conclusion : In conclusion, therefore peer groups in lower class levels showed more positive attitude toward the children with disabilities. The result will be useful information for understanding disabled children and making positive attitude. Also it is expected that occupational therapists help disabled children to participate in school life successfully using these information.

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The Myth of Youthism (청소년주의와 세대 신화)

  • Won, Yong-Jin;Lee, Dong-Yeon;Nho, Myung-Woo
    • Korean journal of communication and information
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    • v.36
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    • pp.324-347
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    • 2006
  • `Youthism` is pushing the youth research field into a trap of binarism fallacy. It tends to divide the whole population into the young and the old, and further gives an acceleration toward moving the division into the discursive realm of generation gap. The discursive transference is not taking place without any reasonable grounds. The series of discourse is based on two significant phenomena: changes in media background and longer schooling than ever before. Media environment overriding youth culture binds the young in a group and makes them enjoy homogeneous cultural genres. And schooling also seems to play an important role for the youth to have same cultural menus regardless of region, social strata, cultural background. But we need to recognize that after getting into the adulthood, they are not existing in the form of alliance. The youth are not in a homogeneous group. Neither are their culture. The youth are consisted of a variety of groups along such variables as gender, class of their parents. They tend to make distinction not only from the older generation but from the other peer groups. Unless avoiding the trap of youthism, we are blamed for closing eyes to the youth's desire to be distinctive among themselves. Youthism seems to be an active myth even in our academic society.

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A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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The Analysis of Research Trend about Utilization of Electronic Media in Early Childhood Education -based on Smart Device- (유아전자매체 활용에 관한 연구동향 분석 -스마트기기를 중심으로-)

  • Hwang, Ji-Ae;Kim, Sung-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.470-477
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    • 2016
  • This study analyzed the research trends concerning the use of smart devices by young children, such as smart phones, tablet PCs, interactive whiteboards and teacher assistant robots, which has begun to be mentioned relatively recently, and attempted to analyze the characteristics of the research trends and provide guidelines for the direction of future research. A search of articles related to the use of electronic media by young children using an Online Search DB revealed a total of 192 research papers, which were analyzed according to the subject of research, teaching-learning method, area of development and area of activity. It was found that the teaching-learning method, teacher education and professionalism were highly prevalent in the subject of research; the education method integrating play activity with literature activity were highly prevalent in the teaching-learning method; language development and social development were highly prevalent in the area of development; and language activity and social activity were highly prevalent in the area of activity.

The Establishment of the scaffolding type and the execution on experimental instruction (비계설정 유형 선정 및 이에 근거한 수업 실행과 분석)

  • Byun, Won Il;Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.32 no.4
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    • pp.495-517
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    • 2018
  • This paper is based on the effects of Zone of Proximal Development and scaffolding theory of social constructivist, Russian psychologist Vygotsky. He insisted that a social interaction play a fundamental role in the development of cognition. This study is to examine the efficient of the scaffolding types in Math class. The ZPD is the distance between a student's ability to perform a task under adult guidances or with peer collaboration and the student's ability solving the problem independently. To conduct the research was grouped into an experimental first grader five students in H high school in Y county. After class, students were questioned through Semi-structured interviews. The results of this study are below. First, Students were satisfied with the class mixed micro-scaffolding types and Macro-scaffolding types and improved their math thinking ability and the ways of solving problems. Second, The results of the class showed that students' ability to perform a task was transferred to the higher level through the help of a teacher or peers. Students could have more time to listen to peers' opinions and to say their own thoughts freely than they were under the lecture method instruction. Third, Students were interested in math through the experimental class. That's because the appropriate help of the scaffolding type, a cooperate study, relative with real life, using an engineering tools. They made a change of perception.