• Title/Summary/Keyword: Team and Teamwork

Search Result 85, Processing Time 0.024 seconds

Development of a Web-based QFD Software (웹기반 품질기능전개(QFD)용 소프트웨어 개발)

  • Lee, Jung-Hwan;Lee, Seung-Hoon;Yoon, Seuk-Dong
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.29 no.1
    • /
    • pp.125-134
    • /
    • 2006
  • QFD(Quality Function Deployment) is a system for translating specific customer needs into detailed product requirements which are deployed throughout design, production, marketing and support operations. QFD is a team tool. However, most of commercial QFD softwares are standalone and therefore offer limited support for teamwork. In this paper, we developed a web-based QFD software to overcome many of the limitations that standalone systems suffer from. That is, this software was developed for synchronizing collaboration between team members distributed not only geographically but also over time. This software was developed by using Visual studio.NET and Microsoft COM+(CBD) technique and can be implemented on the web browser.

Designing an Instructional Model for Smart Technology-Enhanced Team-Based Learning (스마트 테크놀로지를 활용한 팀 기반 학습 모형 설계 연구)

  • Lee, Soo-Young
    • Journal of The Korean Association of Information Education
    • /
    • v.17 no.4
    • /
    • pp.497-506
    • /
    • 2013
  • The purpose of this study is to explore and develop a new instructional approach to a technology-enhanced, collaborative learning environment called Smart technology-enhanced Team-Based Learning (S-TBL). We designed a novel instructional model that combines mobile technology, collaborative teamwork, a problem-solving process, and a variety of evaluation techniques from the viewpoint of a conventional team-based model. Based on the traditional TBL model, we have integrated smart learning technologies: 1) to provide a holistic learning environment that integrates learning resources, assessment tools, and problem solving spaces; and 2) to enhance collaboration and communication between team members and between an instructor and his or her students. The S-TBL instructional approach combines: 1) individual learning and collaborative team learning; 2) conceptual learning and problem-solving & critical thinking; 3) both individual and group assessment; 4) self-directed learning and teacher-led instruction; and 5) personal reflection and publication.

Improving Student Learning through a Team-Based Learning Approach in a Retailing Math Course

  • Oh, Keunyoung
    • Fashion, Industry and Education
    • /
    • v.14 no.1
    • /
    • pp.50-58
    • /
    • 2016
  • Passive learning attitudes and lack of enthusiasm in a retailing math course is quite common and a significant number of students do express their frustrations and struggles by seeking extra help outside the classroom. In order to promote students' active participation in class and to improve their performance and overall satisfaction with the course, a modified team-based learning (TBL) method was implemented in a retailing math course in two consecutive semesters. Implementing TBL into a retailing math course would improve students' accountability for their own learning, increase student interactions and engagement, and develop teamwork and collaboration skills. The scores on the midterm and final tests indicated that students' performance improved especially for the students who scored below 80% on each test when TBL was implemented. Students' reflection on the TBL activities done in class throughout the semester indicated that these TBL activities help them solidify the concepts taught in class better. They were able to realize their own mistakes and other group members who got the question right helped them understand. To maximize the benefit of TBL, it is suggested to implement TBL within the flipped classroom. Further research is called for to evaluate the effect of TBL on long-term knowledge retention among college students.

Relationship in Teamwork, JobSatisfaction and Organizational Commitment according to the Type of Self-leadership: Deluxe Hotel' s Wine & Dining (셀프리더십의 유형에 따른 튐웍, 직무만족 및 조직몰입과의 관계에 관한 연구: 특급호텔 Wine & Dining 을 중심으로)

  • Kim, Yeon-Sun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.7
    • /
    • pp.352-360
    • /
    • 2009
  • This study is to find out influences of self-leadership on team-work, job satisfaction and organizational commitment. To research and analyze, from October 1st to 25th in 2008, the questionary distributed 420 working employees in wine & dining five star hotel in Seoul, then used for data analysis 356. The results come up with; First, behavior-focused strategies and natural reward strategies positively had significant team-work, and also team-work highly had significant job satisfaction and organizational commitment. Second, there was not showed up any significant relationship between constructive thought pattern strategies and team-work. The implication of this study is that if hotels provided self-leadership training programs to employees working at wine & dining, those would have increase self-leadership, positively effect employee satisfaction and organizational commitment. Ultimately it will bring positive effect customer satisfaction as well.

A Study of the Satisfaction with the operation of design courses-Based on PJBL(Project Based Learning) - An analysis of a University of Applied Sciences in China -

  • WANG LEI;Choi Wonjae
    • Smart Media Journal
    • /
    • v.12 no.5
    • /
    • pp.88-101
    • /
    • 2023
  • As the definition and role of design changes over time with the times and society, design education needs to update teaching methods to match it. The course design in this study began with an optimisation of the learning model based on previous research and analysis, followed by in-depth interviews, the application of the interview results to the final curriculum design, and finally a questionnaire to verify the positive effects of this teaching model. This teaching model has been applied to teach a pilot class in a university of applied sciences in China. The main characteristics of the course design are Project-Based Learning (PJBL) oriented, team cooperation centric, and an educational model developed based on peer assessment. In every stage of the UI design course, realistic project simulations are adopted, enhancing students' abilities through practical experience, teamwork, and peer assessment. The innovation lies in validating the effectiveness and advantages of this model at every stage of the UI design course, innovating existing teaching methods, optimizing learning models, and combining practice with evaluation. This research found that a project-oriented team course design based on PJBL has a high degree of effectiveness and relevance in each stage of the UI design course, significantly improving students' overall competence. It is expected that the results of this study can be applied in various ways to the course design of the courses that similar to design majors.

Path Planning of Swarm Mobile Robots Using Firefly Algorithm (Firefly Algorithm을 이용한 군집 이동 로봇의 경로 계획)

  • Kim, Hue-Chan;Kim, Je-Seok;Ji, Yong-Kwan;Park, Jahng-Hyon
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.19 no.5
    • /
    • pp.435-441
    • /
    • 2013
  • A swarm robot system consists of with multiple mobile robots, each of which is called an agent. Each agent interacts with others and cooperates for a given task and a given environment. For the swarm robotic system, the loss of the entire work capability by malfunction or damage to a single robot is relatively small and replacement and repair of the robot is less costly. So, it is suitable to perform more complex tasks. The essential component for a swarm robotic system is an inter-robot collaboration strategy for teamwork. Recently, the swarm intelligence theory is applied to robotic system domain as a new framework of collective robotic system design. In this paper, FA (Firefly Algorithm) which is based on firefly's reaction to the lights of other fireflies and their social behavior is employed to optimize the group behavior of multiple robots. The main application of the firefly algorithm is performed on path planning of swarm mobile robots and its effectiveness is verified by simulations under various conditions.

Study on running practices of introductory design for engineering education (based on an example of Hanbat National University) (공학교육 입문설계의 운영사례 연구 (한밭대학교 중심으로))

  • Yun, Rin
    • Journal of Engineering Education Research
    • /
    • v.19 no.4
    • /
    • pp.83-88
    • /
    • 2016
  • In this paper, we surveyed from students and professors of Hanbat National University to examine the current state of running the introductory engineering design and to derive the direction of future improvements of the subject. A total of 783 students from nine departments and 12 professors who are in charge of the introductory engineering design participated in the present questionnaire evaluation. Outcome categories of the interest in their major and the learning of design theory appears relatively lower than other learning outcomes of the introductory engineering design course. Accordingly, it is determined that the theoretical aspects of designing should be emphasized in performing a team project. The design process, writing and presentation ability, teamwork theory are dealt in more than 70% of the departments, but engineering ethics, patent, visualization education had not been addressed in a number of departments due to their department characteristics. While a lesson outcome of the creativity resulted in the largest for the students, most of the professor feel difficult in increasing the creativity. It is urgent to develope of teaching methods in order to promote the creativity in the introductory engineering design course.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.4 no.2
    • /
    • pp.38-45
    • /
    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

  • PDF

A Survey of Student Perceptions, Academic Achievement, and Satisfaction of Team-based Learning in a Nursing Course (간호교육에서 팀 기반학습(Team-based Learning)의 적용에 관한 연구)

  • Roh, Young-Sook;Ryoo, Eon-Na;Choi, Dong-Won;Baek, Sun-Sook;Kim, Sang-Suk
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.18 no.2
    • /
    • pp.239-247
    • /
    • 2012
  • Purpose: This study is to assess the level of student perceptions, academic achievement, satisfaction, and their relationships in a medical-surgical nursing course using team-based learning (TBL). Method: Four-hour TBL sessions were given in a structured three-phase sequence in a cohort of 261 second year nursing students. Results: Mean perceptions of TBL was $6.64{\pm}5.11$, and $8.30{\pm}4.11$ for perceptions of teamwork. On a 7-point scale, the mean satisfaction score was $4.85{\pm}1.41$, and 64.0% of nursing students were satisfied with TBL compared to lecture. Group readiness assurance test score was significantly higher than individual readiness assurance test score (t=-16.76, p<.001). Perceptions of TBL (F=1.40, p=.245), perceptions of team work (F=1.55, p=.202) and satisfaction (F=0.81, p=.489) was not different by the level of students' academic achievement on items related TBL. Conclusion: Results indicates that TBL was an effective instructional strategy including favorable perceptions and satisfaction for nursing students. TBL could be an adjunct educational strategy for undergraduate nursing education.

Provenance and Validation from the Humanities to Automatic Acquisition of Semantic Knowledge and Machine Reading for News and Historical Sources Indexing/Summary

  • NANETTI, Andrea;LIN, Chin-Yew;CHEONG, Siew Ann
    • Asian review of World Histories
    • /
    • v.4 no.1
    • /
    • pp.125-132
    • /
    • 2016
  • This paper, as a conlcusion to this special issue, presents the future work that is being carried out at NTU Singapore in collaboration with Microsoft Research and Microsoft Azure for Research. For our research team the real frontier research in world histories starts when we want to use computers to structure historical information, model historical narratives, simulate theoretical large scale hypotheses, and incent world historians to use virtual assistants and/or engage them in teamwork using social media and/or seduce them with immersive spaces to provide new learning and sharing environments, in which new things can emerge and happen: "You do not know which will be the next idea. Just repeating the same things is not enough" (Carlo Rubbia, 1984 Nobel Price in Physics, at Nanyang Technological University on January 19, 2016).