• Title/Summary/Keyword: project-based

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Goal Gradient Effect in Reward-based Crowdfunding; Difference in Project Category (후원형 크라우드 펀딩에서의 목표 구배 효과; 프로젝트 카테고리 별 차이를 중심으로)

  • Hwang, Ji Hyeon;Choi, Kang Jun;Lee, Jae Young;Soh, Seung Bum
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.173-193
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    • 2019
  • Reward-based crowdfunding is a funding platform that allows funds to be raised to early operators who have lack of funds, and is seen as an outstanding infrastructure that is going to lead the fourth industrial revolution in that it is a field of realization of new technologies and creative ideas by start-ups. Reward-based crowdfunding has grown in line with the trend of the fourth industrial revolution, and funding success cases are taking place in various industries that culture/art to technology/IT, including as a new means of knowledge management in a rapidly changing industrial environment. The study focused on the fact that consumer's donation purposes may also vary depending on the category of projects classified as reward-based crowdfunding. Because consumer payment decisions and motivation of consumer purchasing behavior are classified according to the purpose of purchase, the previous papers that the goal gradient effect that the main motivation of consumer donation for reward-based crowdfunding introduced vary depending on project category of utilitarian and hedonic. In this study, consumer's daily donation data is collected by Indiegogo which is a leading reward-based crowdfunding company using web-crawling and the model was defined as propensity score matching (PSM) and random effect model. The results showed that the goal gradient effect occurred in utilitarian project category, but no goal gradient effect for the hedonic project category. Furthermore, this paper developed the study of motivation of consumer donation and contributes theoretical foundation by the results consumer donation may vary depending on the project category; also, this paper has implications for an effective marketing strategy depending on the project category leaves real meaning to the projector.

Design and application of project based mathematics learning on students' attitude toward mathematics and career awareness (수학에 대한 태도 및 진로인식 함양을 위한 프로젝트기반 수학수업 설계 및 적용)

  • Lee, Soo Hyun;Kim, Min Kyeong
    • Journal of the Korean School Mathematics Society
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    • v.19 no.4
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    • pp.329-356
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    • 2016
  • The purpose of the study was to develop project based math learning using future prospective jobs to find out its effects on elementary school student's attitude toward mathematics and career awareness. Also, this study aims at implementation of this project based math learning program in school math education. The project based math learning using future prospective jobs was conducted through 19 lessons for 7 weeks. As a result, the project based math learning using prospective jobs is turned out to be effective on developing attitudes on mathematics and career awareness positively.

Development of Project-based Robot Education Program for Enhancing Interest toward Robots and Computational Thinking of Elementary School Students

  • Kim, Seong-Won;Park, Hyeran;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.247-255
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    • 2019
  • In this paper, we propose the effect of project-based robot education program on the interest toward robots and the computational thinking of elementary school students. Software education is being actively carried out around the world in order to cultivate software talents in accordance with the 4th industrial revolution. As a result, the importance of robots in education has increased, and education using robots has been actively introduced. However, the activities of simply assembling and repeating robots in schools were not effective in enhancing elementary school students' interest toward robots and computational thinking. Therefore, it is necessary to overcome traditional teaching-learning methods and to develop robot education. So, in this study, the robot education program that introduces project-based learning was developed for improvement of interest toward robots and computational thinking of elementary school students. In order to verify the developed education program, 114 elementary six grade students were selected as research subjects and the traditional teaching-learning method and project-based learning were applied to the experimental and control group. As a result, project-based learning was more effective for elementary school students' interest toward robot than traditional teaching-learning method. In computing thinking, the experimental group showed a significant improvement, but there was no statistically significant difference in the post-test.

Characteristics and Utilization of Peer-evaluation and Self-evaluation of Team Activities in University Project Based Classes (대학의 프로젝트기반 수업에서 팀 활동에 대한 동료평가와 자기평가의 특성 및 활용방안)

  • Cho, Soosun
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.55-64
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    • 2022
  • In this paper, the characteristics of peer-evaluation and self-evaluation of team activity participation in project-based learning and their usability were investigated. The characteristics of peer-evaluation and self-evaluation are as follows. First, in peer-evaluation and self-evaluation of project-based learning, the correlation between the two evaluation scores was very high. When students' scores from their peers correlate very well with the scores they give themselves, it means that they apply the same criteria to their peers and to themselves when evaluating team activity. Second, there was no difference in peer-evaluation and self-evaluation scores between groups with different written test scores. The fact that peer-evaluation and self-evaluation scores do not change according to academic ability shows that the two evaluation areas are independent. Third, the self-evaluation score in project-based learning is statistically significantly higher than the score received from peers. This raises doubts about the fairness of self-evaluation. Therefore, in this paper, it is suggested that self-evaluation of team activities in project-based learning is carried out together with peer-evaluation, but only peer-evaluation is reflected in credits.

The Impacts of Project Governance, Agency Conflicts on the Project Success : From the Perspective of Agency Theory (프로젝트 거버넌스가 대리인 갈등 및 프로젝트 성공에 미치는 영향 : 대리인 이론 관점)

  • Jeong, Eun-Joo;Kim, Bo-Ram;Jeong, Seung-Ryul
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.3
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    • pp.11-20
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    • 2018
  • Recently companies have increased the new projects to improve and innovate the business process in order to adopt the advanced technologies such as IoT (Internet of Things), Big Data Analysis, Cloud Computing, mobile and artificial intelligence technologies for sustainable competitive advantages under rapid technological and socioeconomic external environmental changes. However, there are obstacles to achieve the project goals, corporate's strategy and objectives due to various kind of risks based on characteristics of projects and conflicts of stakeholders participated on projects. Hence, the solutions are required to resolve the various kind of risks and conflicts of stakeholders. The objectives of this study are to investigate the impact of the project governance, agency conflicts on the project success based on agency theory by using the statistical hypothesis testing the relationship among those variables. As a result of hypothesis testing, we could find that the project governance impacts positively on project success and negatively on the agency conflicts. Further, the agency conflicts impacts negatively on the project success. Finally, we could find that the agency conflicts such as goal conflict, different risk attitude and information asymmetry between project manager and team members impact negatively on the project success. Meanwhile, the project governance impact positively on the project success, negatively impact on the agency conflicts such as goal conflict, different risk attitude and information asymmetry between project manager and project team members. In order to increase the project success rate, the project governance institutions such as PGB (Project Governance Board), EPMO (Enterprise Project Management Office), PSC (Project Steering Committee) are needed to prevent or reduce the agency conflicts between project manager and team members.

Application of Scrum based Methodology to Improve the Team Competence in Visual Effects Project (영화시각효과 프로젝트에서 팀 역량 강화를 위한 스크럼 방법론 적용)

  • An, Sungwoo;Han, Myunghee;Kim, Mijin
    • Journal of Korea Multimedia Society
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    • v.18 no.6
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    • pp.753-762
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    • 2015
  • As the computer graphic technology has developed rapidly, the management of visual effects production has also changed. However, the insufficient rest and the inefficiency of communication have resulted in more pressure which would weaken the strength of the whole team. For searching the possible solution, this research has applied the SCRUM in VFX production and analyzed the impact of SCRUM for VFX project management. SCRUM was first used in the projects of software development, but now there are already many successful examples of introducing SCRUM into their facilities in various fields. This paper has used SCRUM in the experimental group and present methodology in VFX project management in the control group for the same project. Based on the analysis of the questionnaire investigation from both group with using t-test for data analysis, it has confirmed the credibility of the questions in the questionnaire index as α > 0.72. With the result of analysis based on the corresponding samples of the t-test, it shows the diversity of SCRUM for project management, and the convenience of communication within the team can enhance the team strength. Follow-up research will attend to provide more suggestions for applying SCRUM in other areas in project management.

Case-based Software Project Network Generation by the Least Modification Principle (사례의 수정최소화 기법에 의한 소프트웨어 프로젝트 네트워크 생성시스템)

  • Lee, No-Bok;Lee, Jae-Kyu
    • Asia pacific journal of information systems
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    • v.13 no.1
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    • pp.103-118
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    • 2003
  • Software project planning is usually represented by a project activity network that is composed of stages of tasks to be done and precedence restrictions among them. The project network is very complex and its construction requires a vast amount of field knowledge and experience. So this study proposes a case-based reasoning approach that can generate the project network automatically based on the past cases and modification knowledge. For the case indexing, we have adopted 17 factors, each with a few alternative values. A special structure of this problem is that the modification effort can be identified by each factor independently. Thus it is manageable to identify 85 primitive modification actions(add and delete activities) and estimate its modification efforts in advance. A specific case requires a combination of primitive modifications. Based on the modification effort knowledge, we have adopted the Least Modification approach as a metric of similarity between a new project and past cases. Using the Least Modification approach and modification knowledge base, we can automatically generate the project network. To validate the performance of Least Modification approach, we have compared its performance with an ordinary minimal distance approach for 21 test cases. The experiment showed that the Least Modification approach could reduce the modification effort significantly.

Practical Requirements and Verification Management for Requirements-based Development Process in Space Launch Vehicle Development Project (요구조건 기준의 개발 수행을 위한 우주발사체 개발사업의 실제적인 요구조건-검증 관리 체계)

  • Dong Hyun Cho;Jun Hyouk Jang;Il Sang Yoo
    • Journal of the Korean Society of Systems Engineering
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    • v.19 no.1
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    • pp.56-63
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    • 2023
  • For the success of system development, it is necessary to systematically manage the requirements that are the basis of system development and its verification results. In order to follow the principles of SE(Systems Engineering)-based V&V(Verification&Validation) process, requirements can be managed by securing the requirements and their establishments, design compliances, and verification compliances according to the system development lifecycle. Especially, in a large-complex system research and development project, such as a space launch vehicle development project, many participants establish, verify, and validate numerous requirements together during the project. Therefore, logical and systematic requirements management, including guarantee of data integrity, change history, and traceability, is very important for multiple participants to utilize numerous requirements together without errors. This paper introduces the practical requirements and verification management for the requirements-based development process in the space launch vehicle development project.

Project Performance Improvement of Employees: A Psychological Empowerment Approach

  • Oh, Sung-Tae;Kim, Sodam;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.26 no.4
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    • pp.509-525
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    • 2016
  • According to the dynamic changes in the business environment, the structural transformation of firms has had an observable trend. An increasingly large number of firms have been transforming into either project-based organizations or project expert groups. This study aims to investigate the antecedents required for the optimal level of empowerment with consideration of the project-based team environmental nature and job characteristic. Three factors are applied to measure the significant effects on psychological empowerment as the result variables. To determine the antecedents and consequent factors of psychological empowerment, employees' interviews and precedent studies are used. For the empirical study, four determinants of empowerment variables are modeled into a second-order reflective construct. This study finds that psychological empowerment significantly affects performance. Therefore, this study can serve as a guideline for development and operating methods for project success.

Development of Criteria for Evaluating Projects through Running of Basic Projet Courses in Computer Science & Information Engineering (기초프로젝트 과목 운영을 통한 컴퓨터.정보공학 분야의 프로젝트 평가 기준 개발)

  • Cho, Soosun
    • Journal of Engineering Education Research
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    • v.17 no.6
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    • pp.77-83
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    • 2014
  • This paper deals with the practical experience and lessons to develop the criteria for evaluating projects in Computer Science & Information Engineering. In engineering education, project-based learning is different from problem-based learning. Project tasks are closer to professional reality. And self-direction is stronger in project work. In this paper, the development of project evaluation criteria is introduced with consideration of these differences. It is explained through running examples of basic project courses in Computer Science & Information Engineering.