• Title/Summary/Keyword: Platform thinking

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Platform Thinking within the Third Generation Science Park Concept: Emerging Cases from Finland and the Netherlands

  • Kakko, Ilkka;Mikkela, Kari
    • World Technopolis Review
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    • v.5 no.1
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    • pp.30-46
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    • 2016
  • This paper is intended as an opening of a dialog on how to apply platform thinking in the development of innovation environments. It will briefly describe a new STP (Science and Technology Park) concept called 3GSP (Third Generation Science Park), which is gaining momentum in Finland. The paper explains the fundamental changes that are currently taking place in the global innovation environment and explains why platform thinking is becoming an essential element in ecosystem development. The theoretical background and classifications of platforms are described and the benefits to be gained from STP perspective are highlighted. The paper emphasizes especially the role of so called 'competence platforms' and explains the main characteristics of a fully working competence platform. The role of competence platforms in understanding serendipity and as a fundamental factor in building the team is also highlighted. The paper analyses from STP perspective several practical examples, where platform thinking supports the emergence of new innovation environments, including Urban Mill (Finland) and Meetberlage (Netherlands). The requirements for comprehensive competence platform services are presented and their potential to support community building and therefore ecosystem development is illustrated. This analysis will provide STP practitioners with new models for applying platform thinking and will help to establish co-creation, open innovation and serendipity management practices. The case studies presented will help STP management teams to evaluate the benefits of competence platforms in different contexts.

Using evidence of student thinking as resources in a digital collaborative platform

  • Sunyoung Park;Taren Going;Alden J. Edson
    • Research in Mathematical Education
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    • v.27 no.3
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    • pp.335-365
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    • 2024
  • Learning mathematics in a student-centered, problem-based classroom requires students to develop mathematical understanding and reasoning collaboratively with others. Despite its critical role in students' collaborative learning in groups and classrooms, evidence of student thinking has rarely been perceived and utilized as a resource for planning and teaching. This is in part because teachers have limited access to student work in paper-and-pencil classrooms. As an alternative approach to making student thinking visible and accessible, a digital collaborative platform embedded with a problem-based middle school mathematics curriculum is developed through an ongoing design-based research project (Edson & Phillips, 2021). Drawing from a subset of data collected for the larger research project, we investigated how students generated mathematical inscriptions during small group work, and how teachers used evidence of students' solution strategies inscribed on student digital workspaces. Findings show that digital flexibility and mobility allowed students to easily explore different strategies and focus on developing mathematical big ideas, and teachers to foreground student thinking when facilitating whole-class discussions and planning for the next lesson. This study provides insights into understanding mathematics teachers' interactions with digital curriculum resources in the pursuit of students' meaningful engagement in making sense of mathematical ideas.

A Study on the Teaching Method of Mobile Platform App Development for Improving Computing Thinking (컴퓨팅 사고력 향상을 위한 모바일 플랫폼 앱 개발 교수·학습 방법 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.190-192
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    • 2019
  • Not only learners majoring in computer science, but also non-engineered learners want to implement their ideas as apps through real-life problems. In response, first-year university students with little experience in creating apps studied how to develop mobile platform apps to improve computing thinking skills. We applied the teaching and learning procedures of the Discovery-Design-Development among the software teaching and learning models, and used Android Studio Unified Development Environment (IDE) as a development tool to design mobile platform app development projects and assess whether they helped improve computing thinking skills. The application of the designed teaching and learning method found that the project output was implemented as an app through emulator, which gave students high interest in class and satisfaction, and was effective in improving their computing thinking ability.

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Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

Effects of the Health Assessment Learning Programs using On-line Platfom on Problem Solving Process, Critical Thinking Disposition, Class Participation and Class Flow of Nursing Students (온라인 플랫폼을 활용한 건강사정 학습 프로그램이 간호대학생의 문제해결과정, 비판적 사고 성향, 수업참여도 및 수업몰입도에 미치는 효과)

  • Hyang-Soo Kim
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.2
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    • pp.305-317
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    • 2024
  • This study is a pre-experimental research that applied one-group pretest-posttest design to find out effects of the health assessment learning program using an online platform on the problem-solving process, critical thinking disposition, class participation, and class flow of nursing college students. Data before and after participation in the learning program using the online platform were collected from second-year nursing students who were 52 test subjects taking the health assessment and practice course at J University located in G-gun, C-buk-do. As a result of analyzing, it was found that the problem-solving process (t=-2.569, p=.013), critical thinking disposition (t=-5.363, p<.001), class participation (t=-4.429, p<.001), and class flow (t=-3.747, p<.001) were statistically significantly improved according to before and after participation in the program. Therefore, it is believed that a learning program using an online platform can be used to improve the problem-solving process, critical thinking disposition, class participation, and class flow of nursing college students during health assessment classes.

A Study on the Humanities-based Preliminary University Model : Focused on the P University (인문학 기반 예비대학 모델 연구: P 대학 사례를 중심으로)

  • Baik, Sangmi;Jeong, Seonho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.357-364
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    • 2022
  • This study aims to design a humanities model for preliminary universities using an online platform to develop and expand humanities thinking of preliminary university students. P University Expert Focus Group Interview and student surveys are conducted, and based on the analysis results, a preliminary university model suitable for the humanities field is proposed. Expert FGI suggested the necessity of human resources education to build an online platform-based preliminary university model and improve humanities capabilities. As a result of the student survey, it was found that a majority of the respondents had high interest in humanities and recognized the need for a humanities preliminary university. This study proposes a humanities-based preliminary university model that enables interactive communication in virtual space using the cross-platform Photo Server. The implication of this study is that it contributes to strengthening the humanities capabilities of preliminary university students by presenting an online platform preliminary university model that can respond to changes in the external environment. Since this study has a limitation in that it does not present examples of preliminary universities, it is necessary to verify the educational effect of platform-based ppreliminary university management in the future.

A Study on convergence of Mobile Learning UX Platform Service for English Learning (영어학습을 위한 모바일러닝 UX플랫폼서비스 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.155-160
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    • 2016
  • The education applications for English learning have been developing consistently by utilizing the smart-phone owing to the development of internet and ICT. Smart technology based study platform, the mobile learning which enables for the students to study beyond the time and space is expected to bring forth new paradigm of education in tune with the environment change and trends. But it is found that the current applications are mostly the contents patterned for English study institution information with single channel or made for thinking study concept with only the simple language learning once they were checked. Therefore, the understanding on the English study process shall be changed and the study on the platform service is required by accessing in the viewpoint of thinking exercise learning. This study is purposed to explore the scope and strategy of mobile learning UX platform development and suggest the service model via prototype for English study.

Development of SW education class plan using artificial intelligence education platform : focusing on upper grade of elementary school (인공지능(AI) 교육 플랫폼을 활용한 SW교육 수업안 개발 : 초등학교 고학년을 중심으로)

  • Son, Won-Seong
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.453-462
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    • 2020
  • With the development of artificial intelligence, a lot of platforms have emerged that enable anyone to easily access and learn about artificial intelligence or create artificial intelligence models. Therefore, in this study, we analyzed various artificial intelligence education platforms and developed and proposed a SW education class plan using a framework-based artificial intelligence education platform for activating artificial intelligence based SW education. The artificial intelligence-based SW education framework aims to cultivate artificial intelligence literacy on the basis of computational thinking. In addition, a learner-centered project class was formed to include elements that could be fused with real life contexts or other subjects. Using this, with the theme of creating an artificial intelligence program to help separate garbage collection, a six-hour project-based class was developed and proposed using practical arts, social studies, and creative experiential activities. This project class was organized using a platform that is not difficult, such as AI Oceans and Entry.

Implementation of Android-based Mindmap Application for Shared Thinking (안드로이드 기반 사고 공유 마인드맵 애플리케이션 구현)

  • Hyun, Dong-Lim;Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.2
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    • pp.234-243
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    • 2011
  • Mindmap is effective method to analyze informations. And, through mindmap, students can be able to grow their ability of logical reconstruction. In Modern society, people have been developing IT technology and variety of portable devices. So, Educational environments have been being changed accordingly, too. In this study, we have implemented mindmap application that based on android to share the group member's thinking. To effective sharing, we have used mindmap technique and photo attachment feature. In this study, expert evaluation has been carried out by elementary current teachers. In result of this expert evaluation, we have obtained positive feedback at sharing function, input technique and information display. Also, teachers have gave feedbacks that they are willing to use this application in class, if classroom environment is possible.

Critical Thinking and Debate Education under Non-Face-to-Face Situation - Through Online classes for Freshmen at the Engineering College (비대면 환경에서의 비판적 사고와 토론교육 - 공대 신입생 대상 온라인 수업 사례를 중심으로)

  • Shin, Heesun
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.34-45
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    • 2021
  • This research is a case study about "Critical Thinking and Debate Education" class which was done for freshmen at the engineering college of "S" Women's University. Real time remote classes through LMS and ZOOM were the most effective tools under on-line circumstances, considering the fact that video lectures only cannot cultivate students' capabilities of critical thinking and communication. Throughout the analysis on students' self-reflection journals and lecture evaluations, this paper examined considerable future points and the pros and cons of "Critical Thinking and Debate Education" under online presentation and discussion situation. As research outputs, students told they could feel less nervousness and anxiety when they exercise and have a presentation because they could choose familiar space for them. In addition, students also told that they feel comfortable about both self-feedback and peer evaluation, repeatedly seeing the recorded video clip. However, on the contrary, sometimes students felt uncomfortable due to unstable internet connection through the online classes, and they also were regretful about the missing chances of interaction between a teacher and students and of intimate exchanges among students. They also told they had felt a kind of limit of enhancing their presentation skills just in front of the monitor. Considering these outcomes, this research paper points out that online education needs to be proceeded by strengthening multi layered feedback to students with the build-up of a non-face-to-face stable educational infrastructure, application of online instructional strategy, and utilization of YouTube platform and video contents. Through this research paper, I hope the new system of encompassing on/off line "Critical Thinking and Debate Education" and effective teaching and learning method can be developed soon by strengthening the strength of online education.