Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.13
no.3
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pp.99-112
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2018
This research focuses on the university-business incubation from the prospective of triple helix and summarizes complementary researches and develop plans for university-business incubation. To pursue these objectives, we analyzed the studies of triple helix on domestic as well as overseas university-business incubators and their collaboration. The findings of this study showed that firstly In order to innovate the business incubator of the university, it is necessary to secure sufficient competence for the capability. For this purpose, Research and policy implications from various perspectives must be preceded.. Second, the collaborative relationship of business incubations should lead to organic and dynamic cooperative relations instead of static cooperative partnerships. Furthermore, based on the internal innovation that runs the business incubation program together with bottom-up rather than top-down approach, it is necessary to plan incubation and lead the transformation through creative ideas. Third, for the dynamic collaboration of business incubation, the management and practice of the organization should be given priority so that the boundary spanning appropriate to each situation, which turn increase the absorption capacity. As a future direction, studies are expected to explore the development of innovative university-business incubation about boundary spanning and knowledge transformation.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.1
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pp.45-57
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2020
Among the fintech businesses that are actively developing around the world, payment and settlement are the most prominent. Korea has a well-developed IT industry and a good existing card payment environment, however, its innovative movement is overwhelmingly slower than that of other countries in the fintech. In this study, we try to assess the regulations on fintech and their impacts on the startup ecosystem by comparing the cases of U.S., China, and Korea. We have found that both the United States and China have lowered barriers to entry for the newly launched fintech industry, allowing startups and IT companies to start fintech businesses at the existing financial sector. Particularly the implementation of predictable regulations in U.S., and the failure to apply the financial regulations in China, help start-up companies' growth in the fintech industry. This finding provides us with a lesson that current positive regulations in Korea should gradually change into negative regulations, and predictable regulations that strictly enforce post-management except major items rather than pre-approval. The policy implications are discussed with the perspective of start-ups in fintech industry.
Journal of Korean Home Economics Education Association
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v.28
no.4
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pp.97-109
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2016
The purpose of this study were to develop PBL(problem-based learning) program, and to examine the effects of PBL. This paper applied PBL to a "Culture of Clothing" class, comprised of 23 undergraduate students majoring in Home Economics. As part of the PBL curriculum, the class assigned students to design and create brochures about the culture of clothing by going on field trips to the National Folk Museum of Korea. The class met for five weeks, 3 hours per week. The effectiveness of PBL was measured based on the students' self-reflective journals, self-assessments, and satisfaction surveys. The study gathered three major feedbacks from the students after taking the PBL class. First, the students recognized the importance of cooperation and communication in problem-solving process. Second, the students appreciated that students themselves were implementing the self-directed learning. Third, the students were satisfied with the overall quality of the PBL class, based on their feedbacks and surveys. However, the students' self-assessments show their acknowledgement of the lack of creativity and critical-thinking skills. The study also observed relatively low-satisfaction ratings about the learning environment at the National Folk Museum of Korea.
This study examined the effects of STEAM program on preservice science teachers' communication competency and further explored their experiences of and reflection on STEAM program. The study design is one group pretest-posttest with mixed methodology using both quantitative and qualitative data. The STEAM program consists of three stages: introduction of STEAM, participation in STEAM activities, and reflection on the STEAM program. The preservice science teachers improved their communication competency after the STEAM program (p < .01). The preservice science teachers represented statistically higher scores on the three subscales of communication competency: Interpretation ability, self-presenting ability, and understanding others' viewpoints. In addition, the preservice science teachers reflected on their STEAM experiences. During the first stage of 'Presentation of the Problem Situation,' the preservice science teachers mentioned that they roused their curiosity due to everyday experience-related, social issues or present issues. In the stage of 'Creative Design,' the preservice science teachers mentioned that they selected the final idea through mutual consent of the members, the practical possibility of everyday life, the previous experience-based decisions, or persuasive power. Further, about 87.5% of preservice science teachers mentioned that they were fully engaged in the 'Emotional Learning' stages due to the application of integrated thinking, everyday related issues, and communication among group members. About 85% of the preservice science teachers mentioned that they could challenge new problems in future situations.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.12
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pp.872-877
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2018
STEAM is an acronym for Science, Technology, Engineering, Arts, and Mathematics. It is considered important to equip students with a creative thinking ability and the core competences required in future society, helping them devise new ideas emerging from branches of study. This study is about the convergence of instructional design in private finance for the life sciences, which aims to foster talent through problem-based learning (PBL). Skills like collaboration, creativity, critical thinking, and problem solving are part of any STEAM PBL, and are needed for students to be effective. STEAM projects give students a chance to problem-solve in unique ways, because they are forced to use a variety of methods to solve problems that pop up during these types of activities. The results of this study are as follows. First is the structured process of convergence lessons. Second is the convergence lesson process. Third is the development of problems in the introduction of private finance and the life sciences for a convergence lesson at Dornod University. Learning motivation shows the following results: understanding of learning content (66.6%), effectiveness (63.3%), self-directed learning (59.9%), motivation (63.2%), and confidence (63.3%). To make an effective model, studies applying this instructional design are to be implemented.
Engineering design education has been established and implemented as three stages of basic design, element design, and capstone design with the introduction of engineering education accreditation system. In the basic design, the concept and procedure of design is introduced to the beginners of engineering, and the creativity and teamwork is practiced rather than mathematical detailed design for the purpose of being connected to and used effectively in the capstone design. In this study, the opinions of the students performing capstone design after taking basic design were surveyed through questionnaire. Overall, students recognize the importance of basic design education and experienced that it is useful. The results indicate that effective basic engineering design education is being carried out, and are considerably agree to those at the professors in the former survey.
This research is designed to review the systems thinking and STEAM theory while ascertaining the effects of the classroom application of the STEAM programs based on systems thinking appropriate for studying climate change. The systems thinking based STEAM program has been developed by researchers and experts, who had participated in expert meetings in a continued manner. The program was applied to science classes over the course of eight weeks. Therefore, the application effects of the systems thinking based STEAM program were analyzed in students' systems thinking, STEAM semantics survey, and students' academic achievement. The findings are as follows. First, the test group has shown a statistically meaningful difference in the systems thinking analysis compared to the control group in the four subcategories of 'Systems Analysis', 'Personal Mastery', 'Shared Vision' and 'Team Learning' except for 'Mental Model'. Second, in the pre- and post-knowledge tests, the independent sample t-test results in the areas of science, technology, engineering, art and mathematics show statistically meaningful differences compared to the control group. Third, in the academic performance test regarding climate change, the test group displayed higher achievement than the control group. In conclusion, the system-based STEAM program is considered appropriate to enhance amalgamative thinking skills based on systems thinking. In addition, the program is expected to improve creative thinking and problem-solving abilities by offering new ideas based on climate change science.
The purpose of this study is to analyze on the differences in perceptions of teachers and students for teaching and learning of the gifted in the elementary invention. The results are as follows. First, the result appears that although the majority of teachers & students are spontaneously joining in that learning course due to lots of interest, the response rate for how to come in that learning course has been higher in the case of a male teacher being obligatory and female students being recommend by their teacher or parents. Second, the teachers who take disjunction of teaching and learning think that they are dealing with the basic knowledge or necessity of the invention and the content of a class for how to create a clever idea. However, it has analysed that phenomenon of estrangement for teaching & learning occur because students meaningfully recognize that learning arise less than the recognition from teaching teacher statistically. Third, it has analysed that the intention of teaching from teachers such as, evaluation, debate, and presentation is not well reflected in student's learning. Finally, it has shown that the class satisfaction from students and teachers is generally higher. Hence, in order to minimize the phenomenon of estrangement, it needs to understand the interaction between teaching and learning. Moreover a variety of teaching methods should be studied to facilitate learning and systematically manage a invention of the gifted education efficiently.
Proceedings of the Technology Innovation Conference
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1997.07a
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pp.222-223
/
1997
By analyzing the successful innovation case of potato microtuber mass production technology, a representative case of technology-push type creative innovation in an imitation oriented research culture, this paper attempts to figure out conceptual model of creative innovation that is initiated by the public laboratories in catching-up country, Stages of creative innovation can be divided into the internal R&D stage and the external commercialization stage. Success of the internal R&D stage depended on autonomy to secure creative research idea and commitment of individual researchers. Psychological pressure evoked from sportlights of mass media and commitment of sponsor increased the intensity of research efforts of the researcher Recognition of research problem and its significance was intensified by site visits of agricultural fields, and the recognized higher impacts of expected research results and knowledge creation achieved were a fundamental source of self-motivation. In the stage of commercialization stage, various legal, socio-economic, and psychological barriers were confronted. In a catching-up country lacking of experiences of creative innovation, creative innovation process can be regarded as a barrier elimination and cultural revolution process. Among the barriers, psychological refusal of farmers to corn-sized potato seeds was critical, which finally enforced to further researches to enlarge the size of potato seeds. In addition, the researcher has concentrated his research efforts in one specialized research area by getting a series of similar research project funds rather than diversification. It was lucky for him to have a chance to carry out a series of similar researches in one research area during the last 10 years. In getting research funds from government and private companies continuously in one research area, both internal and external promoters played significant roles.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.14
no.2
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pp.105-118
/
2019
New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.
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