• Title/Summary/Keyword: Problem Creating

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Categorization of Creating Shared Value Activities Towards Rural Area (농촌을 대상으로 한 공유가치창출(CSV) 활동의 유형화)

  • Kang, Chung Han;Lee, Dong Min;Moon, Jung Hoon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.171-181
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    • 2014
  • CSV(Creating Shared Value) model was proposed by Porter and Kramer (2011) to address relationship between businesses and society. Namely, it means that CSV deals with business value and social problem solving simultaneously. In this paper, the notion of CSV was applied to the food enterprise, and the cases of CSV with farming area were discovered. Especially, this paper proposed the framework for analyzing CSV activity based on the three-level of CSV suggested by Porter and Kramer (2011) and strategic options for vertical coordination proposed by Peterson et al. (2001). As a result of case analysis applying the proposed framework in this study, three types of CSV activity were discovered: Local food type, downstream support type, and joint corporate establish type. Local food type creates CSV based on momentary purchase or specification contract as strategic options for vertical coordination. Downstream support type creates CSV mainly based on relation-based alliance as a strategic option for vertical coordination. Lastly, joint corporate establish type creates CSV based on equity-based alliance as a strategic option for vertical coordination. This paper contributed to the CSV literatures for discovering cases of CSV with farming area and categorizing discovered cases applying proposed framework.

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Comparison between Mentor Scientists and Teachers' Perceptions of Research Ethics Education and of Creation of an Ethical Research Environment in the Mentoring Program for the Science-Gifted Students in High School (고등학교급 과학영재를 위한 사사교육에서 수행되는 연구윤리교육과 연구환경 조성에 대한 멘토 과학자와 교사의 인식비교)

  • Lee, Jiwon;Yi, Bumjin
    • Journal of The Korean Association For Science Education
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    • v.39 no.3
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    • pp.427-439
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    • 2019
  • In this study, we investigated how scientists and teachers engaged in mentoring program are conducting research ethics education and how they are creating an ethical educational environment. A questionnaire survey was given to 32 scientists and 44 teachers conducting mentoring programs for gifted high school students. In the content of research ethics education, most of the respondents opined that they should teach against falsification, plagiarism, and fabrication. Teachers were most likely to teach ethical decision-making in each step of the research process. Most of the scientists said that they should teach how to write research note. For the difficulties, the teachers pointed out the challenging system that focuses only on college entrance exams while the scientists answered that it was difficult to recognize research ethics as the problem of the students themselves. For the teachers, the most affective factor in creating an ethical research environment is the amount of time to teach research ethics while for the scientists, it is the ethics of the mentors. For creating an ethical research environment, the teachers responded with making an atmosphere wherein failure is tolerated, and the scientists responded with increasing the degrees of freedom in results. For the difficulties of creating an ethical research environment, the teachers were constrained by research time while the scientists were pressured about the results. These results provide implications for ways to teach research ethics and for ways to create an ethical research environment in the mentoring program for science-gifted students.

The Effects of Programming Education with KODU on Problem-Solving Abilities in an Elementary School (초등학교에서 코두를 활용한 프로그래밍 교육이 문제해결력에 미치는 영향)

  • Hong, Taekyung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.1-10
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    • 2015
  • This study investigates the effectiveness of computer programming with KODU on problem-solving abilities of elementary school students. Diverse tools were developed for novice programmers to become more easy and comfort in learning a computer programming. Among them, KODU has focused on facilitating the programming of various multimedia applications to create games, animations and music videos etc. It is expected that KODU will help elementary school students to improve their problem-solving abilities through creating their own games, animation, and music etc. In this paper, we developed the educational program using KODU for teaching the elementary school students. The developed programming course was offered at the 5th grade students of a elementary school in Seoul and a total of 27 elementary school students were participated in our programming courses. Most of the students stated that the course was interesting, and their problem-solving ablilities were improved after the course from March 2014 through May 2014.

The Effects of Programming Education using App inventor on Problem-solving Ability and Self-efficacy, Perception

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.1
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    • pp.123-134
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    • 2017
  • The ability to use information technology has become increasingly important as technological advances continue to sweep through the computing world, and education for improving computational thinking has become globally instituted. In South Korea, informatics subjects have been modified in the 2015 curriculum and are now compulsory in primary and secondary education. However, despite substantial financial investment and numerous studies promoting informatics education, there continues to be a serious lack of pre-service teachers capable of teaching computational thinking. This study investigated pre-service teacher programming education using App Inventor, their perceptions of App Inventor, and how use of the program affected teacher problem-solving abilities and self-efficacy. In the pre-test, the control group and experimental group showed no statistically significant difference; however, the post-test revealed that the two groups showed statistically significant differences in problem-solving skills and self-efficacy. The participants initially showed interest in using App Inventor; however, after practice-teaching and project-based learning, the participants demonstrated a growing negativity toward the program when they made errors and the functional limits of App Inventor became apparent. Although most participants stated that they would not use App Inventor in their classes, the positive statistically significant differences in problem-solving skills and self-efficacy indicate that this study could be utilized as a basis for building a teaching-learning program using App Inventor and creating an educational plan for teaching computational thinking.

Design of Artificial Intelligence Education Program based on Design-based Research

  • Yu, Won Jin;Jang, Jun Hyeok;Ahn, Joong Min;Park, Dae Ryoon;Yoo, In Hwan;Bae, Young Kwon;Kim, Woo Yeol
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.113-120
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    • 2019
  • Recently, the artificial intelligence(AI) is used in various environments in life, and research on this is being actively conducted in education. In this paper, we designed a Design-Based Research(DBR)-based AI programming education program and analyzed the application of the program for the improvement of understanding of AI in elementary school. In the artificial intelligence education program in elementary school, we should considerthat itshould be used in conjunction with software education through programming activities, rather than creating interest through simple AI experiences. The designed education program reflects the collaborative problem-solving procedures following the DBR process of analysis - design - execution - redesign, allowing the real-world problem-solving activities using AI experiences and block-type programming language. This paper also examined the examples of education programs to improve understanding of AI by using Machine Learning for Kids and to draw implications for developing and operating such a program.

Creative 3D game programming learning using Kodu visual programming language for elementary school students (Kodu 비주얼 프로그래밍 언어를 사용한 초등학생의 창의적 3D 게임프로그래밍 학습)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.53-61
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    • 2012
  • Kodu made by MS is a new 3D visual programming language made specifically for creating games. This language is based on creativity, problem-solving methods, and storytelling. So, it is very suitable for game programming education for kids. In this paper, we designed learning method to develop games based on elementary school students' creative thinking. The instruction was given to 27 6-grade elementary school students in 30 hours. And we applied the learning method in class. Also, we analyzed the changes in the learners' creative thinking and the learning effects of game programming.

An analysis of Cutting Characteristic of Multilayer FPCB using Nd:YAG UV Laser System (Nd:YAG UV 레이저를 이용한 연성회로 다층기판 절단특성에 대한 연구)

  • Choi, Kyung-Jin;Lee, Young-Hyun
    • Journal of the Korean Society for Precision Engineering
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    • v.27 no.3
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    • pp.9-17
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    • 2010
  • The FPCB is used for electronic products such as LCD display. The process of manufacturing FPCB includes a cutting process, in which each single FPCB is cut and separated from the panel where a series of FPCBs are arrayed. The most-widely used cutting method is the mechanical punching, which has the problem of creating burrs and cracks. In this paper, the cutting characteristics of the FPCB have been experimented using Nd:YAG DPSS UV laser as a way of solving this problem. To maximize the industrial application of this laser cutting process, test samples of the multilayered FPCB have been chosen as it is actually needed in industry. The cutting area of the FPCB has four different types of layer structure. First, to cut the test sample, the threshold laser cut-off fluence has been found. Various combinations of laser and process parameters have been made to supply the acquired laser cut-off fluence. The cutting characteristics in terms of the variation of the parameters are analyzed. The laser and process parameters are optimized, in order to maximize the cutting speed and to reach the best quality of the cutting area. The laser system for the process automation has been also developed.

A Study on Problem Based Storytelling of Digital Game Modification (디지털 게임 모드의 문제 기반 스토리텔링 연구)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.65-76
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    • 2016
  • The paradigm of the human experience through computer as a medium is moving from cultural interface to cultural software. Mod represents this paradigm shift in digital game culture. Until now, Digital game play focused on the immersive agency in the process of achieving the goals of the game. On the other hand, In Mod, play focus on generative agency in the process of creating and solving problems in game world. Through Mod, original game perceived as transformable data and creative material. Transformation and generation of such a game content through the user's Mod presents a sustainable model of the digital game.

Perceived Distribution Quality Awareness, Organizational Culture, TQM on Quality Output

  • ISNAINI, Dewi Budhiartini Juli;DANILWAN, Yuris;MANSUR, Daduk Merdika;ILYAS, Gunawan Bata;MURTINI, Sri;TAUFAN, Muhammad Ybnu
    • Journal of Distribution Science
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    • v.19 no.12
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    • pp.1-14
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    • 2021
  • Purpose: For the last few decades, TQM has become a hot topic in the inner-disciplinary field in the production management line. Still, unfortunately, the study of TQM and Quality Output management is partially only attached to the tangible side in the production management line. Whereas theoretically, the implications of TQM require incremental improvement in all management lines (e.g., HRM, Marketing, Operations, and Distribution Management). Therefore, starting from the main problem, this study aims to analyze the effect of total quality management, Organizational Culture, Perceived Distribution of Quality Awareness, and quality output through a more in-depth analysis. Research design, data and methodology: We conducted a survey of 170 respondents from managers, staff, and employees from 48 companies in Indonesia. We used a quantitative approach with the SEM method to answer this study's problem formulation and hypotheses. Results: The results of our research stated that based on the demonstration of statistical test results, all hypotheses were positive and significant, both direct and indirect relationship demonstrations. Conclusions: Universally, the findings in this study illustrate that the supporting factor for creating value-added in TQM and Quality output lies in the optimal and positive organizational culture and Perceived Distribution Quality Awareness factors in the organization.

Hybrid genetic-paired-permutation algorithm for improved VLSI placement

  • Ignatyev, Vladimir V.;Kovalev, Andrey V.;Spiridonov, Oleg B.;Kureychik, Viktor M.;Ignatyeva, Alexandra S.;Safronenkova, Irina B.
    • ETRI Journal
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    • v.43 no.2
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    • pp.260-271
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    • 2021
  • This paper addresses Very large-scale integration (VLSI) placement optimization, which is important because of the rapid development of VLSI design technologies. The goal of this study is to develop a hybrid algorithm for VLSI placement. The proposed algorithm includes a sequential combination of a genetic algorithm and an evolutionary algorithm. It is commonly known that local search algorithms, such as random forest, hill climbing, and variable neighborhoods, can be effectively applied to NP-hard problem-solving. They provide improved solutions, which are obtained after a global search. The scientific novelty of this research is based on the development of systems, principles, and methods for creating a hybrid (combined) placement algorithm. The principal difference in the proposed algorithm is that it obtains a set of alternative solutions in parallel and then selects the best one. Nonstandard genetic operators, based on problem knowledge, are used in the proposed algorithm. An investigational study shows an objective-function improvement of 13%. The time complexity of the hybrid placement algorithm is O(N2).