• Title/Summary/Keyword: Knowledge Creation Design

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Investigation for an e-Learning Instructional Design Model for Business Performance (성과 창출 과정으로서의 e-러닝 교수설계 모형)

  • Jo, Il-Hyun
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.35-49
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    • 2008
  • The purpose of the study is to develop and validate an instructional design model from the perspective of the knowledge creation. To serve the purpose, the researcher conducted 1) literature review to find causal relationship model among knowledge creation factors and to propose a hypothetical instructional design model, 2) data analysis with 50 senior level e-Learning instructional designers, and 3) testing the fitness of the proposed model and relevant causal-relational hypotheses. Results indicate; 1) the proposed model fit to the empirical evidence, 2) 6 hypotheses among 11 were validated. A typical instructional designer's personal competency was evidenced as the most powerful independent variable that predicted knowledge acquisition, knowledge sharing, and the application of the instructional models. However, the expected effect of instructional design models toward other dependent variable was not be found. In addition, further suggestions for the future research are addressed.

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The Effect of Individual and Team Characteristics on Knowledge Creation : An Analysis by Hierarchical Linear Model (HLM) (개인과 집단의 특성이 지식창출에 미치는 영향)

  • Kang, So-Ra;Kim, Min-Sun
    • Journal of Information Technology Applications and Management
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    • v.17 no.4
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    • pp.19-38
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    • 2010
  • This paper investigates the effect of stress on knowledge creation. The goal stress of resource inadequacy and job stress had negative influences on knowledge creation. However, the cohesion and mastery climate of team had positive influence on knowledge creation. Therefore this paper verifies the moderate role of the cohesion and mastery climate of team on the relationship between stress and knowledge creation. The model developed was tested using data collected from knowledge based industry with 375 members in 69 teams in 12 different firms. A Hierarchical Linear Model (HLM) was used to test the hypotheses generated from the model. Results show that job stress had a negative influence on knowledge creation as we expected but the goal stress didn't. The mastery climate of team affected knowledge creation positively and moderated the relationship between the goal stress and knowledge creation. Furthermore, the team cohesion had a positive influence on knowledge creation. The study provided some implications that practitioners should consider the stress when they design jobs for team members and suggest them the way to manage their job stress when they work.

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Educational UCC Development and Knowledge Creation Strategy in Web 2.0 (Web2.0환경의 교육적 UCC 개발과 지식창출방안에 관한 연구)

  • JUNG, Ju-Young;Ahn, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.4
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    • pp.543-555
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    • 2009
  • The characteristic of Web 2.0 is openness, participation, share, cooperation and creation. The purpose of this article was to identify learner based knowledge creation strategy through UCC in Web 2.0, to develop UCC by university students and to make systematic UCC process. This article suggested knowledge creation strategy with UCC learning Community of Practice(CoP). UCC was developed by 25 students who registered e-learning in "P" university and conducted interview with students and experts to analyze the contents which related with research questions. Systematic process for developing educational UCC was consisted of sectors such as idea creation, design, development, implementation and evaluation. Main developing process steps were as follows: making subject$\rightarrow$seeking information$\rightarrow$selecting data$\rightarrow$designing contents$\rightarrow$making story board$\rightarrow$planning of filming$\rightarrow$filming$\rightarrow$digitalizing$\rightarrow$editing$\rightarrow$reviewing final product$\rightarrow$implementing$\rightarrow$evaluating. For learner based knowledge creation through UCC, educational institutions have to provide platform for learners' need, and learners create diverse ideas with UCC CoP. This article suggested knowledge creation strategy with sharing collective intelligence through process of UCC design, development, implement and evaluation.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.4
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    • pp.109-120
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    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Knowledge and Organization: Perspectives of Knowledge Market and Knowledge Community (지식과 조직: 지식시장과 지식공동체 관점)

  • Chung, Myung-Ho
    • Knowledge Management Research
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    • v.1 no.1
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    • pp.47-64
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    • 2000
  • As the Knowledge Economy grows bigger, studies and practices of knowledge management flourish in almost every organizations. Yet, the studies of fundamental relationships between knowledge and organization have not been sufficiently developed. It is partly because current knowledge management mainly focus on the technical aspects of the theme. This paper tries to find the possible organizing principles and theoretical foundations of knowledge-intensive organizations through the perspective of knowledge market and knowledge community. Based on the differentiation of "knowledge" and "knowing", the author draws several propositions about knowledge creation and knowledge use. Then, the author relates these propositions to the design and implementation of two theoretical models of organizations, i. e. knowledge market and knowledge community. Major claims are: 1) Knowledge use and knowledge creation process are conceptually separable, so that different conceptual models (market & community) need to be applied. 2) Since knowledge use and creation should be integrated, organizations in the Knowledge Economy should be the efficient knowledge market and, at the same time, knowledge community with care and cooperations. 3) The network of independent small KIFs(knowledge-intensive firms) could be considered as the possible organizational model of the future.

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Designing a Conceptual Model of Knowledge Creation Type e-PBL Support System - Focused on Naval e-PBL Support System - (지식창출형 e-PBL 지원시스템의 개념적 모형 구안 - 해군 e-PBL지원시스템을 중심으로 -)

  • Park, Soo-Hong;Hong, Jin-Yong;Woo, Cha-Seop;Kim, Du-Gyu
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.437-448
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    • 2008
  • As the importance of knowledge is emphasized and the environment of battlefields is changing, the military also demands competent people equipped with creativity, cooperativeness and communication ability, and in this situation it is required to apply PBL to education in the navy. The present study went through three stages in order to develop a prototype to implement a naval e PBL support system for knowledge creation. First, databases in Korea Education and Research Information Service, National Assembly Library, etc. were searched using keywords such as PBL, e-PBL, knowledge creation and knowledge ecosystem. In addition, we selected and analyzed frequently quoted literature and recent research reports related to this study among domestic and foreign theses, books, research papers, etc. recommended by specialists in contents, and derived the key values of a knowledge creation type e-PBL support system and design strategies. Second, we developed a primary prototype based on the contents of analysis and, revising it according to teaching design specialists' opinions, we proposed the final prototype of knowledge creation type naval e PBL support system and it has values as follows. First, the knowledge creation type naval e PBL support system provides learners with opportunities to apply e PBL and helps them improve their creativity, cooperativeness and communication ability and accumulate know how of services. Second, it improves work efficiency by circulating knowledge through sharing among individuals or groups, and produces synergy that promotes the organizational culture of learning. Third, the knowledge creation type naval e-PBL support system enables teachers who apply PBL to school education to find new applications of PBL in constructing knowledge bases.

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A Study on Characteristics of Library Space from the Perspective of Communication (커뮤니케이션학 관점에서 본 도서관 공간의 특성에 관한 연구)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.233-241
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    • 2011
  • Modern society is heading towards a knowledge & information based society where knowledge and information is valued, or a knowledge creation society where information is analyzed and processed to be used as knowledge. This means that not only individuals but also every organization is always surrounded by information and that we are witnessing a transition into a society where the value of knowledge and information is increasingly higher so sometimes we must actively explore and use the information across the whole social structure involved with politics, economy and culture. Recently, while the amount of information at public libraries at home and abroad has greatly increased in volume and the kinds have become diverse, efforts for digitalizing and integrating knowledge & information resources are being pursued aggressively. A new paradigm of facilities and space configuration for public libraries is required so that along with traditional library service there will exist integrated links and exchange of digital information resources and all users will be able to equally access that information. Therefore, assuming that human, information and space are important design factors as to space planning for public libraries, this study compared characteristics of the space structure and the form of exchange of knowledge & information through examples involved with public libraries having opened in the past three to four years from perspectives of space sociology and communication. This is a basic study to provide organized design guidelines about the form of exchange of creative knowledge & information from various perspectives in the knowledge & information age. Also this study is considered to have a significance in activating communication with users through exchange, creation and experience of knowledge & information, which is a social role that modern public libraries support.

The Knowledge Definition Language and Knowledge Creation for Knowledge Base Construction (지식베이스 구축을 위한 지실정의 언어와 지식생성)

  • 김창화;백두권
    • Journal of the Korean Operations Research and Management Science Society
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    • v.14 no.2
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    • pp.27-42
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    • 1989
  • REA (Restricted Entity Aspect) model is a knowledge representation model to classify the aspect type, the EA model component, into five aspects (IS-A-aspect, A-PART-OF aspect, attribute aspect, role aspect, and operation aspect). EATPS, the knowledge representation system, consists of user interface module, knowledge creation module, instance management module, schema management module, and integrity checking module. EATPS creates and manages interactively REA model based knowledge base. This paper shows the structure and functions of EATPS, the design and interactive construction of the knowledge definition language EAKDL, the functions and algorithm of class creation module, and the functions and algorithm of instance creation module to include inheritance inference mechanism.

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