• Title/Summary/Keyword: Creative Activities

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The Quality Circle, SMEs' Performance, and Mediating Role of Organizational Ambidexterity (품질관리관행과 중소기업 성과간의 관계에 대한 연구: 조직내 맥락적 양면성의 매개효과 검증을 중심으로)

  • Lee, Soonok;Rhee, Jaehoon;Zhao, Xiaifei
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.3
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    • pp.163-176
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    • 2017
  • The fourth industrial revolution and creative economy are in the center of today's economic environments. In this context, venture companies make great efforts in achieving innovative capability for sustainable growth. Especially, in order to create the innovative capability or innovation performance, they are very much interested in obtaining such characteristics of organizational ambidexterity as exploration and exploitation. Thus, this study aims to study the organizational contextual ambidexterity as a key factor to create SMEs' performance and to conduct an empirical research with the data collected from domestic SMEs in order to find the antecedent and consequence of this ambidexterity. In so doing, we selected as an antecedent of contextual ambidexterity quality management practice, which is an innovative method of enterprise innovation and enterprise level, innovation performance (radical and incremental Innovation performance) as a consequence and ran a series of regression analyses. As a result, quality management practices such as quality circle activities have had positive effect on organizational ambidexterity, that is, exploration and exploration, and contextual ambidexterity has affected positively on innovation performance. It is also found that the contextual ambidexterity plays a full mediating role in the relationship between quality management practices and innovation performance. The results of this study suggest that contextual ambidexterity is essential to achieving organizational innovation performance and quality management activities such as quality circle should be preceded in order to stimulate or stimulate contextual ambidexterity.

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Suggestions on the instructional activities relevant to the area of Probability and Statistics based on the result of TIMSS and PISA Items (국제성취도 평가에 기초한 중학교 확률과 통계 내용 관련 탐구 - PISA와 TIMSS 문항 분석을 중심으로 -)

  • Son, Bok-Eun;Ko, Ho-Kyoung
    • Journal of the Korean School Mathematics Society
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    • v.15 no.1
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    • pp.109-135
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    • 2012
  • In December of 2009, General Curriculum Revised in 2009 was announced and research on corresponding mathematics curriculum revision has been initiated from that period. Finally, in August 2011, Mathematics Curriculum Revised in 2009 was announced. In this new curriculum, Creativity is emphasized as the ability pursued in General Curriculum Revised in 2009. Accordingly, for the purpose of fostering students with creative and challenging minds, teaching and learning methods including the objectives and content should be more carefully implemented in math class. In case of the area of Probability and Statistics closely related to real life situations, it is suggested that school curriculum in mathematics would not deal with only mathematical problems on algorithm, but rather present teaching and learning materials related to the real life in order to recognize the usefulness of the content of Probability and Statistics and to learn how to think about it. In this paper, effective guidelines for teaching and learning the content of Probability and Statistics and its activities that follows the direction on Mathematics Curriculum Revised in 2009' are suggested based on the analysis of the PISA and TIMSS international assessments items. Thus, the guidelines suggested in this study would be used efficiently and appropriately for developing instructional materials or planning curriculum revision and setting its direction in the future.

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Development of Elementary School Science Instructional Program for Nurturing Creativity - 1. Survey of the Status in Creativity Education - (창의력 계발을 위한 자연과 교수.학습 자료 개발 -1. 창의력 교육의 실태조사-)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Wyong-Jun;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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    • pp.542-559
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    • 1999
  • The purpose of this study was to develop the teaching-learning materials for students' creativity in elementary school science class. For this, we asked some questions to both teachers and students: 25-item- questionnaires were given to 122 teachers in charge of 5th graders and 6th graders in elementary schools located in Seoul, Inchon and Kyonggi province, and 20-item-questionnaires to 825 students of 5th grade and 6th grade in the same schools. The results of this study are as follows: most of teachers admitted the need of creativity education, but they taught class mostly with textbook only. The lack of students' divergent thinking and creative scientific activities in science class made it difficult to develop students' creativity. Besides, teaching-learning materials for whole brain learning were not enough. In case that the students did not make experiment in class, they liked VCR tapes or TP materials Students thought that the most effective materials for class are VCR tapes and next were worksheets. Not a few students answer they do hard only interesting experiments. Most of students wanted worksheets including various interesting activities like games, quiz, experiments, drawing, etc.

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The Effect of the Interactivity and Knowledge Type Between KIBS Firms and Customers on Innovation in KIBS Firms (지식서비스 기업과 고객간의 상호작용성 및 지식유형이 기업의 서비스 혁신에 미치는 영향에 대한 연구)

  • Kim, Yong-Jin;Nam, Ki-Chan;Song, Jae-Ki;Lee, Nam-Hee;Yim, Myung-Seong
    • Information Systems Review
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    • v.12 no.2
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    • pp.145-166
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    • 2010
  • As the service industry is advancing, the meaning of service innovation has been evolved. Recently, service innovation embraces all creative activities about service offering or relevant to service offerings and emphasizes the importance of customers in innovation process as a key driver. The innovation in services is often the result from a collaborative process between KIBS firms and client firms. Many researchers have pointed out about how the KIBS firms drive the innovation through service. In spite of the importance of service innovation, previous studies did not address the questions about what kinds of factors affect service innovation in KIBS firms still remain, or what are the effects of different knowledge on the innovation process. Therefore, the purpose of this study is to investigate the effect of the interactivity that KIBS firms have with their customers on various types of innovations in KIBS firms. Interactivity has been touted to be the most important starting point for and the basis of service innovations. This study also examines the effect of knowledge types (tacit or explicit) on the relationship between interactivity and service innovation. To test the proposed hypotheses, we developed measurement items and distributed survey questionnaires to domestic companies. 230 survey questionnaires were distributed and 81 were returned among which 76 were usable. The results of this study show that interactivity may be a significant indicator of innovation within KIBS firms. It also represents that the effect of knowledge types on the relationship between interactivity and innovation. These results indicate that KIBS firms need to improve the various activities of interaction with customers for innovation. This study provides a blueprint to further investigation of the critical role of service in service science perspectives.

Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.

A Study about the Function of Culture Welfare Programs for Dissolving Social Exclusion about the Social Vulnerable Classes - A Qualitative Research Focused on the Culture Welfare Practitioners - (사회적 취약계층의 사회적 배제에 대한 문화복지 프로그램의 기능 - 문화복지실천가 대상 질적연구 -)

  • Choi, Jong-Hyug;Lee, Yun;Yu, Young-Ju;Ahn, Tae-Sook
    • Korean Journal of Social Welfare
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    • v.62 no.1
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    • pp.291-316
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    • 2010
  • This study aimed to look for the possibility of dissolving social exclusion about the social vulnerable classes through the culture welfare programs. For this purpose, we analyzed interview records focused on the culture welfare practitioners applying the Modified Grounded Theory Approach worked out by Kinosita. The results showed that the culture welfare programs functionated of dissolving social exclusion about the social weaks by enhancing latent faculties and the sense of self-respect of them through providing various opportunities of culture fruition. It was appeared that the culture welfare programs promoted creative competence and the sense of self-respect, and strengthened the sense of solidarity of the participants by using the approaching strategies of offering various opportunities of creational experience, atypical operating programs centered on the process, establishing of the participants' subjecthood, and communal activities. That is, it was proved that actually the social weaks experienced the change of life with feeling emotional satisfaction, promoting family and human relationship, establishing positive identity, empowerment, participating communal activities, and so on, through the culture welfare programs. From these results we can know that if we provide the programs mixing the culture welfare programs with social welfare services which traditionally reinforced social exclusion about the social vulnerable classes by stigma, the social exclusion about them can be dissolved.

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A Study on the Structuring of Professional System for Design Business (전문적 체계정립을 위한 디자인비즈니스 유형구조화 연구)

  • 김보영
    • Archives of design research
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    • v.17 no.3
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    • pp.17-26
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    • 2004
  • Those of the growth of e-business, the development of the cultural creative industry, the contents and knowledge industry have expanded and diversified the existing business models and created new ones. They are triggering new interpretations and discussions on business models. Such of changing business environment has paved the way for the expansion of design management within the design industry and opened new windows of opportunity for the traditionally small and non-specialized design business. Until now, the design business has not been distinguished from design industry or design service, and has not been viewed as an independent field. Rather, the design business has merely been part of a process. As such, the lack of dear definition and structured system had been a bottleneck for many design companies trying to achieve capital and social success and establish the foundation for growth and for companies striving to advance the design management in developing design business models or growth strategy in line with the changing environment. Against these sort of backdrops, this paper attempts to dearly define the design business. To this end, the paper tries to developed a design business model framework which classifies design business model into four types - customized, ready-made, provider and contract - according to the business activities between the producer and the end user, and business items into product, additional sonics, knowledge and promotion. The framework will expand the definition of design business and contribute to the expansion of design business activities and the development of diverse business models.

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A Comparative Analysis on the Mathematical Problem Posing according to the Tasks with Different Degrees of Structure by the Gifted and Non-gifted Elementary Students (과제 구조화 정도에 따른 초등 영재학생과 일반학생의 수학 문제제기 비교분석)

  • Lee, Hyeyoung;Park, Mangoo
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.3
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    • pp.309-330
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    • 2018
  • The purpose of this study is to identify possibility of a mathematical problem posing ability by presenting problem posing tasks with different degrees of structure according to the study of Stoyanova and Ellerton(1996). Also, the results of this study suggest the direction of gifted elementary mathematics education to increase mathematical creativity. The research results showed that mathematical problem posing ability is likely to be a factor in identification of gifted students, and suggested directions for problem posing activities in education for mathematically gifted by investigating the characteristics of original problems. Although there are many criteria that distinguish between gifted and ordinary students, it is most desirable to utilize the measurement of fluency through the well-structured problem posing tasks in terms of efficiency, which is consistent with the findings of Jo Seokhee et al. (2007). It is possible to obtain fairly good reliability and validity in the measurement of fluency. On the other hand, the fact that the problem with depth of solving steps of 3 or more is likely to be a unique problem suggests that students should be encouraged to create multi-steps problems when teaching creative problem posing activities for the gifted. This implies that using multi-steps problems is an alternative method to identify gifted elementary students.

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From Hobby to Profession: A Phenomenological Study of the Emergence of Hobby-preneurs and its Impact on Arts and Cultural Ecology (취미에서 직업으로 - 하비프러너(hobby-preneur)의 출현과 문화예술 생태계 구조 변화에 관한 현상학적 연구 -)

  • Song, Nam Eun;Lyu, YuHee;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.55
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    • pp.5-38
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    • 2020
  • This study focuses on the emergence of "hobby-preneurs" and the ways in which they are transforming the virtuous cycle of arts and cultural ecology. The hobby-preneur pursues and expands his or her favorite hobby into a professional job and/or arts business. Hobby-preneurs are the new driving force in the arts and cultural industry. Their activities enhance the arts as a public good even as they build valuable social capital for arts organizations and have a profound impact on supply and demand in the arts and cultural marketplace. Thus we found that by injecting and potentiating certain values that professional artists cannot directly deliver to arts consumers, hobby-preneurs function as major intermediaries in the virtuous cycle of arts and cultural ecology. To understand more about these emergent actors we examine their personal, social, and economic values and how these values guide their arts-related activities and thereby impact the ecology of the arts and cultural sector. In this study we use a phenomenological approach to investigate five hobby-preneurs and the particular ways their acquisition of professionalism is transforming the arts education node of the virtuous cycle in the creative sector.

Use of Digital Educational Resources in the Training of Future Specialists in the EU Countries

  • Plakhotnik, Olga;Zlatnikov, Valentyn;Matviienko, Olena;Bezliudnyi, Oleksandr;Havrylenko, Anna;Yashchuk, Olena;Andrusyk, Pavlo
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.17-24
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    • 2022
  • The article proves that the main goal of informatization of higher education institutions in the EU countries is to improve the quality of education of future specialists by introducing digital educational resources into the education process. The main tasks of informatization of education are defined. Digital educational resources are interpreted as a set of data in digital form that is applicable for use in the learning process; it is an information source containing graphic, text, digital, speech, music, video, photo and other information aimed at implementing the goals and objectives of modern education; educational resources on the Internet, electronic textbooks, educational programs, electronic libraries, etc. The creation of digital educational resources is defined as one of the main directions of informatization of all forms and levels of Education. Types of digital educational resources by educational functions are considered. The factors that determine the effectiveness of using digital educational resources in the educational process are identified. The use of digital educational resources in the training of future specialists in the EU countries is considered in detail. European countries note that digital educational resources in professional use allow you to implement a fundamentally new approach to teaching and education, which is based on broad communication, free exchange of opinions, ideas, information of participants in a joint project, on a completely natural desire to learn new things, expand their horizons; is based on real research methods (scientific or creative laboratories), allowing you to learn the laws of nature, the basics of techniques, technology, social phenomena in their dynamics, in the process of solving vital problems, features of various types of creativity in the process of joint activities of a group of participants; promotes the acquisition by teachers of various related skills that can be very useful in their professional activities, including the skills of using computer equipment and various digital technologies.