Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.15
no.5
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pp.99-112
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2020
This study empirically analyzed the relationship with major influencing factors in enhancing innovation capability of start-ups and their influence on innovation performance. If the existing innovation competency studies were analyzed from a general corporate perspective, In this study, it was analyzed from the perspective of start-up companies with less than 7 years of founding. As a result of a survey on startups, learning competency among the sub-variables of innovation competency, R&D competency and marketing competency are significant positive (+) consistent with both organizational competence related to organizational culture and organizational goals, technology commercialization competency, and close product competency. Has been shown to affect. The technical competence part does not have a significant effect on the product competency. However, it could not be interpreted that the importance of these competencies was low. This is because although technical competence did not directly affect product competency, it was analyzed as a meaningful result in relation to R&D competency. In addition, the characteristics of the company were classified into technology orientation and market orientation, and the relationship between each sub-variable was analyzed. The technical competence of a technology-oriented company did not have a significant effect on the product competency, but it was found that it had an effective effect on the R&D capacity. It is also consistent with the research findings that the initial survival rate is low as the characteristics of start-ups are often based on technology and ideas. Based on these results, There is a difference in major innovation capabilities according to the growth stage of a company. From a practical point of view, I would like to present approaches and implications for strengthening the competence of start-ups.
Journal of The Korean Association For Science Education
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v.41
no.5
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pp.359-370
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2021
This study aims to identify the characteristics of the program that integrates maker education with science subjects and to explore the maker's competency expressed in students. To this study, a maker activity program based on scientific concepts was developed and applied to 20 first-year students at H University in a general chemistry experiment course, and activity data were analyzed. The analysis results of maker activities based on scientific concepts are as follows. First, students performed activities through the process of 'presentation of ideas,' 'selection and planning of ideas,' and 'prototyping'. In particular, it was confirmed that prototyping was divided into stages of "partial prototyping" and "full prototyping". Second, as characteristics of the activity, 'use of scientific concepts as logic for coding in the process of maker activities', 'in-depth understanding of scientific concepts', and 'inducing high achievement and interest through transfer of initiative in learning' were confirmed. Third, collaboration competency and making performance competency were frequently expressed in the process of activities, but human-centered competency were rarely expressed.
The purpose of this study is to propose a fashion design creativity convergence education program based on creative thinking that can be effectively used to create a creative fashion design in the fashion education field, and to verify the suitability of this program and its effectiveness in improving creativity. To this end, a fashion design creative convergence program combining divergent thinking and convergence thinking was designed, and an experimental study was conducted among college students in the fashion design department. Creativity evaluation was conducted by evaluating students' creative ability and creativity of fashion design results. In addition, an open survey was conducted to collect learners' opinions on the suitability of the program and the convergence process of divergent and convergent thinking. As a result of this study, it was found that the fashion design creative convergence education program based on creative thinking improves the creative competency of major learners of fashion design and is the learning performance competency in the process of producing creative results. This study is meaningful as it is a basic study that proposes a fashion design education program to foster the creative competency of fashion design majors, and is expected to be used in various ways in the educational field.
Journal of The Korean Association of Information Education
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v.26
no.1
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pp.11-22
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2022
The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.
Objectives : This study was aimed to assess the current educational environment of herbology and the possibility of collaborative learning of herbology with another discipline. This study will present information that can be used to find the direction of further researches and can be applied to the education of herbology. Methods : An online questionnaire was developed with and sent through SurveyMonkey to 242 korean medicine college students in Korea. The questionnaire comprised questions pertaining to herbology education in Korean Medicine universities and international healthcare cooperation education. The validity and reliability of the questionnaire were evaluated, and Spearman's correlation coefficients for two types of questions were evaluated. Results : Among the questions about herbology education, those regarding the necessity of learning clinical cases using herbal medicines for preventing infectious diseases were scored the highest. Students were mostly interested in the effects and indications of herbal drugs. Even students answered they did not learn about official development assistance, 79.85% students answered that they were interested in careers related with the international cooperation or willing to participate in the international cooperation. Three types of correlations showed a statistically significant correlation. Conclusions : This study suggests that herbology education about its effects and indications needs further improvement for competency-based education. Furthermore, herbology can play a critical role in competency-based education for Korean medicine students if a well-designed career program is developed for them.
Many developing countries consider ICT as a key enabler to improve their educational systems and teachers are viewed as change agents. This paper aims to present policy suggestions concerning how to foster teachers' ICT competencies in developing countries based on the outcomes of an ODA project case in Peru. This study was conducted through three stages: Literature survey, site visit, and policy suggestions. To draw relevant policy suggestions, we employed the framework of the 'macro-meso-micro' level of teacher professional development. The following policy suggestions are discussed: (a) macro level: to develop the national framework of teacher ICT competencies and competency-based teacher training, (b) meso-level: to promote teacher communities of practices and school-based research programs, and (c) micro-level: to redesign teacher professional development programs to help teachers better understand the complex relationships between content, pedagogy, and technology, beyond learning about basic ICT literacy skills. This study contributes to the understanding of how ODA projects can approach the issue of teacher ICT capacity building at multiple levels.
This study aimed to develop simulation practice program with PBL (S-PBL) for nursing students and evaluate the effect of the program on their problem solving ability, clinical performance competency, learning satisfaction and confidence. The participants were nursing students who applied for simulation practice courses at an university in J province. The study was a mixed-method design using a nonequivalent one group pretest-posttest design (n=91) and focus group interview (n=12). Quantitative data were analyzed using SPSS 23.0 program and qualitative data thematic analysis. Quantitative data showed S-PBL was effective in improving clinical performance competency, learning satisfaction and confidence of the participants, but not in improving problem solving ability. As a result of the qualitative study, four themes and eight sub-themes were derived, and the themes were "Learn integrated nursing care based on priority", "Experience team cooperation through communication," "Learn vividly critical care" and "Improved nursing competency". The S-PBL could be effective in practical education for nursing students. In further study, it is necessary to develop various simulation practice programs based on PBL through a mixed-method design and apply them to nursing curriculum.
Objectives: The purpose of this study was to evaluate learners' satisfaction with operating Problem-Based Learning (PBL), competency level for dental hygiene, and learners' opinions through a reflection journal by developing a PBL class module and applying it to clinical dental hygiene classes. Methods: The subjects of the study were 31 students in the Clinical Dental Hygiene (oral health management for special patients) course in the second semester of the fourth grade. This study was conducted over the first semester from September to December 2020. The developed PBL learning module was applied for the 15 weeks class, and after all PBL classes were over, the overall satisfaction with the class and the change in student competency level was evaluated. Results: The overall satisfaction of learners with PBL was high, and the level of self-competence also increased compared to before class. In addition, the top three topics (Competencies learned through PBL, humanistic and sociological elements learned through PBL, and obstacles in the PBL) were derived through the reflection journal after PBL learning activities. Conclusions: It was confirmed that the PBL learning module developed in this study is a class that enables students to identify problems and solve them integrally and drives the improvement of humanities and sociological competencies.
Purpose - In the 21st century, as information technology advances alongside the emergence of the 4th generation, industrial age, industrial environment has become individualized and customized. It is important to hire good quality employees for good service in the industry. The e-learning market is growing every year. Although e-learning companies are finding better quality employees in e-learning, it is not easy to find it. Companies also spend a lot of time and cost to find employee. On the employees side, they want to get a job freely when they want, but they cannot find their job easily. Furthermore, the labor market environment is changing fast. In the 4th generation, industrial age, employers require to find manpower whenever they need and want at little cost. So of their own accord, we have considered the necessity of management of human resources for employees and employers in e-learning. The purpose of this study is to propose a human cloud platform framework for enabling an efficient management of human resources in e-learning industry. Research design, data, and methodology - To pinpoint the items of a human cloud platform framework, the study was initiated according to the following process. First, items of competency relating to e-learning instructional designer was analyzed. Second, based on the items of information from this analysis, selection and validity verification took place with 5 e-learning specialists group. Third, the opinion of experts who were in charge of hiring in e-learning companies were collated with the questionnaire. Lastly, the human cloud platform framework was proposed based on opinion results. Results - The framework was comprised of 7 domains and 27 items in order to develop the human cloud platform for e-learning instructional designer. The analysis results showed that the most highly considered item were 'skill (4.60)' that employee already have the capability. Following this (in order) were 'project type (4.56)', 'work competency (4.56)', and 'strength area of instructional design (4.52)'. Conclusions - The 27 items in the human cloud platform framework were suggested in this study. Following this, we can consider to develop the human cloud platform for finding a job and hiring e-learning instructional designer easily. For successful platform operation, we need to consider reliability between employer and employee. In addition, we need quality assurance system based on operation has public confidence.
In this era of cut-throat competition, innovation is a source of competitive advantage, and securing core competency through innovation plays a pivotal role in ensuring the survival and growth of an organization. In an organization, R&D team is a core division driving innovation, and creative tension and conflict among researchers fuels innovative performance. Despite heated debate over the positive and negative effects of conflict, insufficiently-identified process factors have left sophisticated mechanisms between conflicts and effects unaddressed. This study assumes that team learning behaviors can bean important process factor given that conflict propels learning, and that learning is a decisive factor in creating competitive advantage. This study conducted an empirical analysis of the relationship between relationship/task conflict and team innovative performance, and the mediating role of team learning behaviors using data collected from a questionnaire sent out to the heads of 262 R&D teams and second highest-ranking officials thereof. The analysis conducted based on structural equation model indicates that relationship conflict has negatively affected team learning behaviors, whereas task conflict has positively influenced team learning behaviors(full mediation effect), team learning behaviors has positively influenced team innovative performance. Based on these results, the study has suggested implications of intra-team conflict and team learning behaviors for team innovative performance.
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