• Title/Summary/Keyword: Technological creativity

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Does Entrepreneurial Leadership Matter for Micro-Enterprise Development?: Lesson from West Java in Indonesia

  • RUSLIATI, Ellen;MULYANINGRUM, Mulyaningrum;WIBOWO, Agus;NARMADITYA, Bagus Shandy
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.8
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    • pp.445-450
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    • 2020
  • This research investigates the role of entrepreneurial leadership in micro-enterprise development in the district of Majalengka in West Java, Indonesia. This study applied a qualitative content analysis method to understand the phenomenon of micro-enterprises comprehensively. The data of this research was collected using surveys, interviews, and a group discussion. The findings indicated that technological information adaptation plays a crucial role in the development of micro-enterprise development. Since the group of millennials dominated the leadership, it has provided more creativity by implementing technological information instead of the previous generation that faced difficulties in adopting the technology. This study noted that inadequate technology adaptation makes micro-business gradually lose customers, and the business was threatened to close. Meanwhile, the role of leadership drives the business development, sales have risen, the number of products has been increasingly diverse, and business capital and number of employees have grown. The establishment of an entrepreneur group could facilitate peer-to-peer contact, knowledge transfer, training, and intervention to enhance leadership and business development. This finding pointed out that the leadership will successfully influence business development when supported by several characteristics such as manage the business, capture opportunities, confidence, firmness, personal integrity, communication, and social and technical expertise.

People's Creativity and User/Field-driven Innovation: Literature Review for the Paradigm of Creative Economy (국민의 창의성과 사용자/현장 중심 혁신: 창조경제 패러다임 정립을 위한 문헌 연구)

  • Lim, Hong-Tak
    • Journal of Technology Innovation
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    • v.22 no.3
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    • pp.135-166
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    • 2014
  • 'Creative Economy' has been announced as the new paradigm of socio-economic development strategy of newly elected President Geun-Hye Park's administration. By explicitly defining people as a major player in creative activity, it seems to depart from expert-driven or science & technology-focused development paradigms of previous administrations. Yet, its interpretation and operation in terms of government policy does not seem to show any differences. This study aims to explicate the nature of Creative Economy as a development paradigm by clarifying the differences between people's creativity and that of scientists and engineers through extensive literature review. People can contribute to the creative activity not just as users but also as living persons who make everyday yet independent choices based on their humanistic, philosophical, ethical and experiential capabilities which are clearly different from the sources of scientists' & engineers' creativity. People's creative activity does involve value judgement about life and can often accelerate the system innovation or transition by changing consumer behaviour and lifestyle, and hence destruct technological lock-in user lock-in of the existing system. People's creativity can thus present 'User/Field-driven Innovation Paradigm which clearly differs from existing expert- or science & technology-driven innovation paradigm. The Creative Economy with focus on people's creativity therefore faces new socio-economic development challenges of fulfilling the User/Field-driven Innovation Paradigm.

A Study on Technological Thinking Disposition of the Specialized and Meister High School Students (특성화 및 마이스터 고등학교 학생들의 기술적 사고성향 연구)

  • Choi, Won-Sik
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.94-113
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    • 2019
  • This study has been performed for the purpose of providing the basic pedagogical resources to the specialized and meister high school related educational settings in either constructing educational contents suitable for the students'technological thinking disposition or fortifying the disposition required for the students.. A tool of secured validity and reliability has been used to test technological thinking disposition for the specialized and Meister high school students. Followings are the major results of the survey analysis for the subjects. 1. Technological thinking disposition with the most component ratio for the specialized & meister high school was turned out to be Technological Operating Disposition(TOD). The second most was Technological Planning and Reflecting Disposition(TPRD). Technological Curiosity Disposition(TCD), Technological Problem Identifying and Resolving Disposition (TPIRD), Technological Analyzing Disposition(TAD), Technological Creativity and Expressing Disposition(TCED) were in sequence. 2. In comparing the technological disposition of specialized high school students with that of meister high school students, the statistical test showed no evidence for the difference between the two group. 3. Statistical comparison test for the gender difference in technological thinking disposition has also been performed for the students of specialized and meister high school. The result showed that the magnitude of difference between the component ratio of TCD and TPIRD for the boy students was bigger than that for the girl students. In the TPRD, the component ratio for the disposition of the girl students was bigger than that of the boy students on the other hand. 4. For the comparison test of the technological thinking disposition between boys and girls only for the specialized high school students, the results showed the same different component ratio results as the results of the test for the specialized and meister high school students. 5. For the gender difference of meister high school student for the technological thinking disposition, there was no statistical evidence supporting the difference.

Model Development of Capstone Design for Technological and Humanities Convergence by Using Idea Box (아이디어박스를 활용한 기술인문융합형 캡스톤디자인 모형개발)

  • Kyung, Jong-soo;Choi, Chang-ha
    • Journal of Engineering Education Research
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    • v.21 no.6
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    • pp.35-43
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    • 2018
  • In many universities, the Capstone Design course aims to educate creativity, teamwork and leadership, and ultimately aims to cultivate practitioners with practical ability required in the industry. Since the introduction of capstone design as a regular course, it has spread not only to engineering but also to the humanities and social sciences. A typical capstone design is usually carried out within a limited range of schedules and budgets within the scope of a major and a subject. In the case of a special-purpose capstone design, it is necessary to find out excellent items aiming at start-up and commercialization at an early stage, It contributes to the achievement of international convention participation, start-up and commercialization. The teaching styles of capstone design such as multidisciplinary capstone design, fusion capstone design, and global capstone design are developed and operated in various ways. Depending on each type, objectives, curriculum, scope of participation, operation method, performance and so on. In the case of capstone design, it is contributing to increase the achievements such as participation in international conventions, establishment of business and commercialization by early detection of excellent items aiming at start-up and commercialization, development and establishment of support process. Technological and Humanities Convergence Capstone Design Moel is named as the process of designing a four-level idea called "Idea Factory-based Technology-Humannities Fusion Capstone Design Process", and it is used to generate ideas, elaborate ideas, advanced ideas, and commercialization.

Development of Junior high School Competition Program for Creative Problem Solving on the basis of Technological Hands-on Activities (중학교에서의 기술적 체험활동에 터한 창의적 문제해결 경진대회 프로그램 개발)

  • Kim, Darani;Yi, San-bong
    • 대한공업교육학회지
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    • v.36 no.1
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    • pp.149-166
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    • 2011
  • The purpose of this study was to develop a creative problem-solving competition program in order to provide an opportunity for junior high schoolers to solve problems on the basis of technological hands-on activities by deploying their creative problem-solving skills and to foster their cooperative and challenging spirits by tackling the given problems in group. Relevant literature and competition programs were analyzed to develop a junior high school competition program for creative problem solving on the basis of technological hands-on activities. This study was implemented in three stages: preparing, developing and applying. In the preparation stage, the content structure of technology and the fields of corresponding hands-on activities were investigated, and creativity theories were analyzed. Besides, domestic and foreign creativity-related competition programs were checked. In the development stage, an overview of the nature, object, question making and evaluation of a competition program for creative problem solving on the basis of technological hands-on activities was presented, and a program was developed, which consisted of three stages: planning, operating and evaluating. In the application stage, every student in a selected junior high school participated in the competition program. The findings of the study were as follows: First, the competition program developed in this study intended to offer a chance for every junior high schooler to solve problems on the basis of technological hands-on activities to display their creative problem-solving skills. Second, the program was designed to include planning, operating and evaluation stages, after the nature and object of the competition program and in which way question making and evaluation should be fulfilled were determined. Third, the competition program dealt with five areas according to the content structure of technology: manufacturing technology, construction technology, transportation technology, communication technology and biotechnology. And questions for each area and student worksheets were developed. Fourth, the program was utilized in a junior high school to give an example.

A Multiple Case Study of Government Internal Ideation Programs: Understanding Challenges and Identifying Effective Practices

  • Lee, Gwanhoo
    • Asia pacific journal of information systems
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    • v.25 no.3
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    • pp.423-444
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    • 2015
  • Ideation is a process of generating new ideas or solutions using online crowd-sourcing technologies. This process has the potential to change the ways by which government agencies innovate and solve problems. Although increasingly more government agencies are implementing online ideation programs to tap into their employees' ideas and creativity, little is known about the unique challenges and effective practices of such programs. Thus, many government agencies are undergoing trial and error and often reinventing the wheel. This research aims to address this problem. By analyzing a focus group session and four cases of U.S. federal government ideation programs designed for their employees, this research identifies important organizational and technological challenges and effective practices. Furthermore, effective practices are grouped into different phases of ideation process and strategic vs. tactical levels to provide more meaningful and actionable insights. This research is an important step towards building a theoretical foundation for government ideation programs. The implications and limitations of this study are discussed.

Kyocera Corporation

  • Suematsu, Chihiro
    • The Journal of Small Business Innovation
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    • v.20 no.4
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    • pp.33-38
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    • 2018
  • Kyocera Corporation is an electronic device, information equipment, and telecommunications equipment manufacturing company headquartered in Kyoto, Japan. The company's success has depended on its differentiated technology in ceramic manufacturing at the first stage. This technology was first sold to produce a part in TV CRT monitors, which boomed in the 1960s right after the company's launch. Since its founding in 1959, the company has been continuously exploring technological, product, and business development backed by its strong entrepreneurial mindset. This mindset is nurtured by the "Kyocera philosophy," the most important vision and motto of the company, which educates and encourages employees to grow themselves, respect others, and behave for all. This philosophy was advocated by the founder, Kazuo Inamori.

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A Strategic Approach for Developing a Conceptual Model for Achieving Country Wide Academic Entrepreneurship in Iran

  • Asgari, Omid
    • Journal of Distribution Science
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    • v.12 no.5
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    • pp.93-107
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    • 2014
  • Purpose - The pool of entrepreneurs with progressive qualities such as creativity and innovation was considered concurrently with such factors as work and capital that stimulate economic development and growth. This study aims to present a model to support the development of a strategic approach for achieving an overall academic entrepreneurship system in Iran. Research design, data, and methodology - The research design of this study is based on applied research because of its objectives, using principles and techniques formulated for basic research to solve operational and real organizational issues. This design also drives the method used, describing and interpreting the findings. Secondary data (library research) was used for this study's data collection. Because of this research's essential characteristics, no hypothesis is launched, and no research setting, questionnaire design, population or population sampling, validity or reliability tests, or statistical analysis are needed. Results and Conclusions - The model is created using a strategic approach acting in an octal setting comprising social, cultural, legal, economic, political, technological, competitive, and natural environments to present a conceptual framework for future studies.

Factors Related To Creative Achievement In Engineering Students (공과대학생의 창의적 성취에 영향을 주는 요인 탐색: 경진대회 수상팀을 중심으로)

  • Kang, Seung-Hee
    • Journal of Engineering Education Research
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    • v.12 no.3
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    • pp.59-72
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    • 2009
  • The purpose of this study was to find out the factors related to creative achievement of engineering students. 14 participants were interviewed. After finishing all interview, the data were analysed using a thematic approach. As a result, 8 principal themes emerged from the data.

A Case Study of Short Animation Production Using Third Party Program in University Animation Curriculum

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.97-102
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    • 2021
  • The development of CG technology throughout the 2000s brought about a significant growth in the animation market. This phenomenon led to an increase in the number of people required by related industries, which led to an increase in the number of related majors in universities. CG application technologies are becoming more common with the advent of YouTube and virtual YouTubers, but high technology is still required for students to get a job. This situation is not easy to include both technological and creative skills in the college animation curriculum. In order to increase students' creativity, we need a lot of production experience, which requires a lot of knowledge and time if we only use tools like Maya and 3D Max. In this paper, We tried to devote more time to storytelling by minimizing the technical process required for production and proceeding with repetitive or difficult processes for content creation using third-party programs. And through the 12-week class, the experimental production process was applied to the process from planning to completion of animation works that students would submit to the advertisement contest.