• Title/Summary/Keyword: Definition of Systems Thinking

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Development of Framework and Rubric for Measuring Students' Level of Systems Thinking (학생들의 시스템 사고 수준 측정을 위한 Framework와 Rubric의 개발)

  • Lee, Hyonyong;Jeon, Jaedon;Lee, Hyundong
    • Journal of The Korean Association For Science Education
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    • v.38 no.3
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    • pp.355-367
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    • 2018
  • The purposes of this study are 1) to identify systems thinking level and definition, 2) to develop a framework for the assessment of systems thinking level, and 3) to develop a rubric for scoring open-ended written responded test. In order to achieve these purposes, a total of 60 articles were analyzed by using the literature analysis framework. The systems thinking level and definition are identified through the results of systems thinking literature analysis. Based on the systems thinking level and definitions, the research derived a framework that includes the core ideas and evaluation content of each level. In addition, rubric for the scoring of open-ended response test items was revised and supplemented. It is concluded that a content validity test on the tools (systems thinking level and definition, framework for item development, rubric) has been developed in the study. The content validity was verified by 7-science education experts. According to the result of CVI, it was found to be more than .95 in all three tools. Based on the results of this study, the research will develop items that can measure students' level of systems thinking. The construct validity and criterion validity of the developed items should be verified systematically. The research could carry out a validation study for the systems thinking measurement related to the core competence emphasized in the 2015 revised curriculum.

Applied Practices on Codification Through Mapping Design Thinking Mechanism with Software Development Process (소프트웨어개발 프로세스와 디자인씽킹 메커니즘의 접목을 통한 코딩화 적용 사례)

  • Seo, Chae Yun;Kim, Jang Hwan;Kim, R.Young Chul
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.4
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    • pp.107-116
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    • 2021
  • In the 4th Industrial Revolution situation it is essential to need the high quality of software in diverse industrial areas. In particular current software centered schools attempt to educate the creative thinking based coding to non-major students and beginners of computer. But the problem is insufficient on the definition and idea of the creative thinking based software. In addition in a aspect of coding education for non-major and new students we recognize to have no relationship between creative thinking methods and coding. In other words we should give them how to practically code and design through learning the creative thinking. To solve this problem we propose the codification of design thinking mechanism without the knowledge of software engineering through mapping creative thinking with software development process. With this mechanism we may expect for students to have some coding ability with the creative design.

Innovation and the Learning Organisation

  • Yoon, Joseph
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.57-64
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    • 2006
  • Arguably, the term "Learning Organisation" (LO) was coined in the 1970's, in the organisational learning context, by Chris Argyris. Certainly it has been around for many years. But it achieved new heights of popularity after the publication of Peter Senge's book "The Fifth Discipline the Art and Practice of the Learning Organisation". Now every respectable Government Agency and major company feels obliged to call themselves a L0. A review of the academic literature and organisation documents show many different concepts being described. Indeed, it seems that some organisations claiming to be a L0 have no clear idea of what they mean by the concept. This paper seeks to go behind the confusion to see whether there is still value for serious practitioners to continue using this concept, or whether it is now such a hackneyed phrase that more precise concepts are desirable. The Literature relating to the L0 is vast and it is beyond the scope of a conference presentation to give a comprehensive literature review. Instead, the paper gives an overview of the broad groups using the term and summarises their similarities and differences. It then reviews the key concepts in Senge's work in the light of this cacophony. The paper concludes that the diversity of definitions render the term "Learning Organisation" virtually meaningless. unless it is accompanied by a specific definition. The paper also concludes that the central tenet of Senge's work, which played a major role in popularising the concept, has been largely overlooked by the many organisations claiming this proud title "A Learning Organisation." It is argued that Senge's contribution to the literature in this field, the centrality of systems thinking to effective organisation learning remains a little understood, but critical insight.

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The Diffusion Period and Productivity of Smartwork by Business Simulation (비즈니스 시뮬레이션으로 살펴본 스마트워크의 확산 기간과 생산성 연구)

  • Jung, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.1
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    • pp.57-73
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    • 2021
  • The purpose of this study is to analyze the diffusion period and productivity of smartwork in an organization. Firms are increasingly interested in smartwork for non contact work and working from home because of the corona 19. The smartwork is a new technology that changes face-to-face work in an organization. It helps the work of individuals and organizations regardless of time and place. The theoretical background describes the complexity, system thinking, diffusion theory, smart work, organizational resistance, and productivity. This study analyzes the diffusion period and productivity of smart work through business simulation techniques. A simulation study progresses four stages. There are problem definition, hypothesis establishment and causal loop diagram, model construction and verification, and policy evaluation. The simulation models contain an individual's resistance variables organizational investment and leadership variables related to the operation of smartwork. The organizational investment variables include organizational culture, legal system, implement systems and technology investment. The individual resistance variables include cognitive, attitude, structure and technological resistance. The leadership includes leadership interest variables and performance linkage variables. The simulation executed the changes of a people number adopting smart work and the organizational productivity monthly. As a result of the simulation, many organization members have accepted the smart work innovation after 20 months. The organizational productivity through smart work showed very high value after 16 months. In scenario analysis, the individuals' awareness and attitude resistance showed very important variables to productivity and a personal change of smart work adoption. Meanwhile, The organizational investment showed that the high driving-force increased not productivity and the low driving-force showed decreased low productivity. Also, leadership variables showed a powerful driver for changing smart work productivity. The implication of the study has suggested extending complexity, diffusion theory and organization resistance theory based on simulation methods.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

The Comparative Study of Oriental Medicine in Korea, Japan and China (한국(韓國)과 일본(日本) 및 중국(中國)의 동양의학(東洋醫學)에 대한 비교연구(比較硏究))

  • Cho, Ki-Ho
    • The Journal of Korean Medicine
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    • v.19 no.1
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    • pp.271-298
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    • 1998
  • During these days of new understanding, western medicine has developed remarkably and a revaluation of traditional medicine has been achieved. This appears to have resulted from the sound criticisms of what western medicine has achieved up to now; excessive subdivisions of clinical medicine, severe toxicity of chemical drugs, lack of understanding about patients complaints which cannot be understood objectively, and etc. It is thought that the role of traditional medicine will be more important in the future than it is now. Someone said that the research methods of traditional medicine depends on the way of experimental science too much. That there was no consideration of a system for traditional medicine and the critic also went so far as to assert that in some cases the characteristics of eastern ideas is to permit irrationalism itself. In view of this thinking, the term traditional medicine seems to have been used somewhat too vaguely. However, traditional medicine is a medical treatment which has existed since before the appearance of modern medicine and it was formed from a traditional culture with a long history. One form of traditional medicine, oriental medicine based upon ancient Chinese medicine, was received in such countries as Korea, Japan, Thailand, Vietnam, Tibet, and Mongolia. Oriental medicine then developed in accordance with its own environment, race, national characteristics, and history. Although there are some simultaneous differences between them, three nations in Eastern Asia; Korea, Japan, and China, have especially similar features in their clinical prescriptions and medical literature. These three nations are trying to understand each others unique traditional medicines through numerous exchanges. Even though many differences in their ways of studying have developed over history exist, recent academic discussions have been made to explore new ways into oriental medicine. Therefore a comparative study of oriental medicine has gradually been thought to be more important. In Korea the formation of a new future-oriented paradigm for oriental medicine is being demanded. The purpose of the new paradigm is to create a new recognition of traditional culture which creates an understanding of oriental medicine to replace the diminished understanding of oriental medicine that was brought about by the self-denial of traditional culture in modem history and cultural collisions between oriental and occidental points of view. Therefore, to make a new paradigm for oriental medicine which is suitable for these days, and fortifies the merit of oriental medicine while compensating its defects, the author has compared the characteristics of oriental medicines in Korea, Japan, and China. The conclusions of this research are as follows: 1. The fundamental differences of the traditional medicines of these three nations are caused by the differences in the systems of Naekyung and Sanghannon. 2. The pattern-identification of illnesses is generally divided into two categories; the pattern identification of Zang-Fu and the pattern identification of prescription. 3. There are many differences in the definition of terms, such as Yin and Yang, Deficiency and Excess, and etc. 4. Chinese traditional medicine has some new concepts about pattern identification and epidemic febrile disease. 5. Japanese traditional medicine has some characteristics about pattern identification of the whole bodys condition and signs of abdominal palpation. 6. In terms of the effects of herbal drugs, Chinese traditional medicine attaches great importance to the experiential efficacy of the herb, and Japanese traditional medicine is taking a serious view of the effects of experimental medical actions.

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