• Title/Summary/Keyword: 암묵지식

Search Result 102, Processing Time 0.023 seconds

Teaching of the value of mathematics: in the perspective of Michael Polanyi's philosophy (수학의 가치 교육: 폴라니의 인식론을 중심으로)

  • Nam, JinYoung
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.18 no.1
    • /
    • pp.63-81
    • /
    • 2014
  • Korean students have shown high achievements on the cognitive domain of mathematics in a range of international assessment tests. On the affective domain, however, significantly low achievements have been reported. Among the factors in the affective domain, this article discusses on the value of mathematics in the perspective of Michael Polanyi's philosophy, which centers personal knowledge and tacit knowing. Polanyi emphasizes abstractness and generalization in mathematics accompanied by intellectual beauty and passion. In his perspective, therefore, utilitarian aspects and usefulness of mathematics imparted through linguistic representations have limits in motivating students to learn mathematics. Students must be motivated from recognition of the value of mathematics formed through participating authentic mathematical problem solving activity with immersion, tension, confusion, passion, joy and the like.

  • PDF

Success Factors in Effecting Cultural Change in Organizations: A Case Study (조직 문화 변화의 성공 요소에 관한 연구 - KM을 변화 플랫폼으로 적용한 기업 사례를 중심으로 -)

  • Roh, Jeong-Ran
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.44 no.2
    • /
    • pp.427-445
    • /
    • 2010
  • In our knowledge-based society, a corporation's main growth engine consists of its unique core competences and how these are organized rather than materialized competitive advantage. Intangible factors such as creative organizational culture, learning capability, brands, marketing ability and technology are notable examples of such core competencies. To ensure constant development of a corporation, it is important to understand the environment in which these factors operate. Drawing on literature research, this paper looks at organizational culture and change, and employees' attitudes and resistance factors to such change. To strengthen the explanation of this study the Korea Asset Management Corporation was used as a case study. From the point of view of information science, knowledge has been viewed as that which is found in books and databases. Such "knowledge" is storable, passive and unchangeable. However, more recently it is seen by many researchers that this approach is limited in that it ignores the knowledge that "sits" in human "bodyminds" and organizations. Such knowledge forms the backbone of organizational culture and should be considered in any meaningful study of information.

Organisational Change, Learning and the Usage of Space: the Case of Samsung Electronics Company (기업의 조직변화와 학습의 공간성: 삼성전자의 사례)

  • Lee, Jong-Ho
    • Journal of the Korean association of regional geographers
    • /
    • v.8 no.3
    • /
    • pp.396-411
    • /
    • 2002
  • This paper aims to explore organisational change and learning involving spatial processes and outcomes. In particular, it focuses on the context specific nature of corporate learning and organisational change that can be found in the case of a large Korean firm facing radical economic change. Drawing on the case study of a large Korean firm, the Samsung Electronics Company, three main claims can be followed. First, territorial sources of learning influence the way in which the firm makes use of space/place. Second, corporate learning practices, however, are not based merely on specific localised sources or geographical proximity but on bringing together the local and the global sources by harnessing the properties of relational proximities. It reveals that firms are concerned less on specialising specific local knowledge than promoting organisational knowledge and competences by integrating a variety of knowledge distributed in and out of the boundaries of the firm. Finally, to learn and innovate in a continual basis, firms would attempt to combine codified knowledge with tacit knowledge.

  • PDF

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
    • /
    • v.23 no.2
    • /
    • pp.37-60
    • /
    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

An Investigation of the Creativity as Perceived by Undergraduate Students (대학생들의 창의성에 대한 인식 - 창의성에 대한 암묵적 접근을 중심으로 -)

  • Chung, Ock-Boon;Lim, Jung-Ha;Chung, Soon-Hwa;Kim, Kyoung-Eun;Park, Youn-Jung
    • Korean Journal of Human Ecology
    • /
    • v.20 no.1
    • /
    • pp.39-55
    • /
    • 2011
  • The purpose of this study was to investigate the implicit knowledge of creativity and education practice of creativity perceived by undergraduate students. Participants were 425 undergraduate students from around the greater metropolitan area of Seoul. The results of this study were as follows: (1) Most undergraduate students considered creativity as creative thinking or creative product rather than creative personality and creative environment. Undergraduate students placed originality as the most important subfactor of creativity. Scientists were ranked as the most creative people, followed by executives, and then artists. Interestingly contemporary Korean undergraduate students recognized and evaluated creativity as positive. (2) Most undergraduate students recognized the needs and importance of creativity-fostered education. These aspects of education have meaningful differences according to gender, as female students viewed creativity-fostered education more important. (3) Undergraduate students considered creative persons to be imaginative, independent, and confident. The most important part of developing undergraduate students' creativity was to make more creative environments. It has been suggested that the benefit of creative environments should be taken into consideration when developing creativity-enhancing programs and education for undergraduate students more generally.

Theories and Practices of Early Childhood Teachers: Bottom-up Perspectives (유아 교사의 이론과 실천에 관한 고찰: bottom-up 관점을 중심으로)

  • Kim, Miai
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.107-119
    • /
    • 2017
  • This article explores early childhood teachers' practices from bottom-up perspectives on the relationship between theory and practice. Results of the review of literature are as follows: 1) From top-down perspectives early childhood teachers' practices and their classroom behaviors have been traditionally defined within the framework of theories of child development, the notion of developmentally appropriate practice, and designed program models; 2) From bottom-up perspectives researchers have a focus on how teachers' practices lead theories and how they construct the act of teaching through reflective thinking; 3) empirical research on preservice and inservice teachers demonstrates that preservice teachers develop their own theories of teaching from their previously held assumptions, gained knowledge from preparation programs, and their individual experiences. It also shows that inservice teachers construct teaching through their implicit knowledge and the use of strategies to negotiate problems. Implications for future studies on teachers's practices are discussed.

Innovation and Intangible Capital for Economic Growth (혁신과 무형자본을 통한 경제성장)

  • Kim, Nari
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.9
    • /
    • pp.454-464
    • /
    • 2018
  • The OECD estimates that a high concentration of intangible capital is in the richest countries of the world. Studies show that intangibles have a positive relation with economic growth. However, different types of intangibles can have different impacts on economic performance. Therefore, this paper attempts to distinguish the differences within the intangibles in influencing economic growth by analyzing three different characteristics of the intangibles. Three main types of intangibles (computerized information, innovative property and economic competencies) are analyzed based on the degree of tacitness, the process of creation and diffusion, and the level of embedded value-added. This research uses Polanyi's classification of tacitness of knowledge, the Nonaka-Takeuchi Model and the "smiling curve" to find that not only investing more in intangible capital but also developing more "tacit" type of intangibles are important for economic growth.

Design of Augmented Reality System based on Multi-Block Layer Illumination Environment for Edutainment (에듀테인먼트를 위한 다중 블록 레이어 조명환경 기반 증강현실 시스템 설계)

  • Kim, Donghyun;Yang, Shuo;Arimbuyutan, Reya;Lim, Jae-hyun;Kim, Seoksoo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.427-428
    • /
    • 2015
  • 정보통신 기술의 발전으로 교육 패러다임이 스마트 디바이스를 이용하는 스마트 러닝으로 변화하고 있다. 특히 에듀테인먼트 시스템들은 암묵적 지식습득률 향상을 위하여 증강현실 기술을 도입한 다양한 시스템들이 도입되고 있다. 그러나 이와 같이 증강현실을 이용한 시스템들은 실환경의 조명과 가상환경의 조명환경의 부조화로 인하여 영상 합성시 실감성이 낮은 문제점을 가지고 있다. 따라서 본 논문에서는 증강 객체, 웹캠을 통해 입력된 영상, 가상의 배경 영역으로 구성된 단일 레이어를 3차원 조명환경 정보를 포함한 블록 레이어로 변환하고 변환된 블록 레이어를 합성하는 에듀테인먼트를 위한 증강현실 시스템을 설계한다.

  • PDF

A XML Schema Design for a Lecture Contents Structure in Web-Based Training (WBT에서의 강의 컨텐츠 구조를 위한 XML Schema 설계)

  • 신행자
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.04b
    • /
    • pp.691-693
    • /
    • 2001
  • 분산 컴퓨팅 환경에서 지식을 공유하기 위한 자동적인 정보 교환을 위해서는 정보의 내용이 무엇이지 나타나 있어야 하며, 정보 교환 시스템들 간의 정보의 구조에 대한 암묵적인 합의가 있어야 한다. 본 논문에서는 분산되어 있는 가상 교육 시스템들이 자동적으로 강의 컨텐츠 정보를 교환할 수 있는 구조를 위해 XML Schema를 이용하여 설계한다. 이러한 설계는 강의 컨텐츠의 재사용과 확장성 및 처리 프로세스를 통한 자동 변환의 편리함을 제공해야 웹에서 강의 컨텐츠를 공유하여 학습자와 교수자에게 양질의 학습자료를 빠른 시일에 제공할 수 있으며 이것은 더 나은 학습 결과와 ROI(Return Of Investment)를 기대할 수 있다. 또한 XML 문법의 XML Schema를 사용함으로써 XML의 장점은 모두 이용할 수 있다. 즉, 세계 각 대학이나 연구소 및 기업에 분산되어 있는 여러 데이터소스로부터 필요한 정보만을 실시간으로 추출하여 수집, 통합, 통계 처리할 수 있어서 궁극적으로 최고의 WBT의 효과를 기대할 수 있다.

  • PDF

The Study on the Common Definition of Knowledge and its Development Relation -Focused on the General Information Systems, Knowledge Management, DSS and EIS- (지식의 공통적 정의와 발전적 연관 관계에 관한 연구 -일반적 정보시스템과 지식경영, DSS, EIS를 중심으로-)

  • Roh, Jeong-Ran
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.38 no.2
    • /
    • pp.239-259
    • /
    • 2004
  • The purpose of this study is to review the established research practices and managerial methods on the range of Knowledge that have been independently studied from the conventional information system (libraries) and the managerial information system (MIS, DSS and EIS) within the quantitative and the non-quantitative perspective. The information systems were developed through their own purpose since the 1950s and these days the corporate environments have become integrated due to the rapid creation and expansion of information. Therefore, to make fast decisions in this situation it is appropriate that these two systems, Library and the managerial information system, should be dealt within the same category. In other words, not only the quantitative data that become main sources of DSS or EIS, but also the qualitative data such as the text documents, video and audio data, which have been managed in the libraries and information centers and not extracted from the former, can be used as the new knowledge source. Also BSS/EIS can provide the splendid infrastructure for Knowledge Management(KM) while libraries/information centers manage the comprehensive range of explicit and tacit knowledge, which can be a facilitator or main driver for KM.