• Title/Summary/Keyword: collaborative activities

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SCEM's impact on environmental activities SMEs (친환경공급망관리가 중소기업의 환경활동에 미치는 영향 분석)

  • Kim, Namkyu;Hwang, Kumju
    • Environmental and Resource Economics Review
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    • v.17 no.1
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    • pp.83-120
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    • 2008
  • Small and medium sized enterprises' (SMEs) environmental performance and activities have been often of great concern toward sustainability as they have been playing a critically important role in the economic and industrial development. Among many initiatives to engage SMEs into the sustainability framework, Supply Chain Environmental Management (SCEM) of large companies has a great potential to persuade SMEs to adopt environmentally improved activities. This study investigated the relationship between SCEM approaches of large companies and environmental activities of SMEs in the Korean electronics industry. A postal questionnaire survey was used as a data collection method, and factor analysis and regression analysis were applied to analyse the collected data. The empirical findings suggested that SCEM approaches of large companies have positive impacts on environmental activities of SMEs. Among SCEM approaches, the collaborative approach was more effective than the arm's-length approach. Additionally, this study found positive impacts of trans-national SCEM approaches on SMEs' environmental activities.

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A development of the Process Capturing and Sharing System for an Effective Collaborative Design (협동설계 효율화를 위한 설계순서작성 및 공유시스템 개발)

  • Han, Jin-Teck;Lee, Soo-Hong;Park, Sam-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.10
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    • pp.68-79
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    • 1999
  • This paper describes an approach to collaborative design which focuses on the effects of individual activities on the overall design process. We utilize a new process modeling tool to define the process and then analyze and refine the process based on critical paths. This information is then shared over the Internet with all participants. The goal of this system is to detect critical errors at initial design stage and guide the designers to make better decisions based on the knowledge of the overall process. This system enables participating designers to publish his local process through an Internet bulletin board. Other members of the team can then provide feedback based on how the proposed process impacts their activities. The system provides a context-rich, persistent forum for collecting, preserving, and refining corporate expertise of the team. For example, designers can select any process from the bulletin board and use it as a template for his current project and then use it to maintain his own design history. This paper is based on the process modeling concepts of Design Roadamap and describe several key extensions in the area of CPM calculations and collaborative interfaces.

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The Effects of Learning Participation Motivation and Self-Efficacy for Group Work on Knowledge Sharing Behavior in Online Learning Environment (온라인 학습환경에서 학습참여동기와 협력적 자기효능감이 지식공유행동에 미치는 영향)

  • Park Hyejin;Cha, Seungbong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.105-115
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    • 2023
  • This study analyzed the effects of learning participation motivation and collaborative self-efficacy on knowledge sharing behavior in an online learning environment. Collaborative learning in the online learning environment took the initiative in team formation, learning topic selection, learning planning and execution, and reflection. Collaborative learning was operated as an extracurricular program, and a survey was conducted targeting students who finally completed all learning activities. The results of the study are as follows. First, goal-oriented motivation and self-Efficacy for group work, showed significant influence on knowledge sharing behavior. Second, activity-oriented motivation did not show a statistically significant effect relationship. Interpreting the analysis results, it can be judged that the higher the goal-oriented motivation and self-Efficacy for group work of students who performed collaborative learning in an online learning environment, the higher the willingness to share knowledge, skills, and information they know. This study explored the outcomes of collaborative learning conducted in an online learning environment. It is meaningful that the learner's learning participation motivation was identified and the effect of self-Efficacy for group work, which can be expressed in collaborative learning situations, on knowledge sharing behavior, which is a necessary behavior for group performance, is significant.

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.101-109
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    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.

Operation of a Networked Virtual Manufacturing System using Quasi-Procedural Method

  • Noh, Sang-Do;Sheen, Dong-Mok;Hahn, Hyung-Sang;Lee, Kyoil
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.177-180
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    • 1999
  • Nowadays, one of the major technical issues in manufacturing is to create an environment to promote collaboration among diverse engineering activities. Collaborative engineering is an innovative approach integrating widely distributed engineering activities through promoting information sharing and actual collaboration. It requires close interactions among developers, suppliers and customers, and consideration of entire product life cycle from concept to disposal. A carefully-designed operating system is crucial for successful collaboration of many different activities in a Networked Virtual Manufacturing System(NVMS). High extensibility, flexibility and efficiency ale the key characteristics requested of an operating system to handle the complexity of the NVMSs. In this paper, we propose a model of the operating system for collaborative engineering using concurrent quasi-procedural method(QPM). QPM is a goal-driven data management technique for distributed and parallel computing environments. It is to be applied to the evaluation of activities to be executed, validities of input data, execution path of activities for a needed output, and expected to greatly improve the productivity of operations by preventing redundant evaluations. Collaboration among many different engineering activities in NVMSs is to be performed by the network of agents that encapsulate the capabilities of both users and their tools.

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A Hybrid Modeling Tool for Human Error Control of in Collaborative Workflow (협업 워크플로우에서의 인적오류 제어를 위한 하이브리드 모델링 도구)

  • 이상영;유철중;장옥배
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.156-173
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    • 2004
  • Business process should support the execution of collaboration process with agility and flexibility through the integration of enterprise inner or outer applications and human resources from the collaborative workflow view. Although the dependency of enterprise activities to the automated system has been increasing, human role is as important as ever. In the workflow modelling this human role is emphasized and the structure to control human error by analysing decision-making itself is needed. Also, through the collaboration of activities agile and effective communication should be constructed, eventually by the combination and coordination of activities to the aimed process the product quality should be improved. This paper classifies human errors can be occurred in collaborative workflow by applying GEMS(Generic Error Modelling System) to control them, and suggests human error control method through hybrid based modelling as well. On this base collaborative workflow modeling tool is designed and implemented. Using this modelling methodology it is possible to workflow modeling could be supported considering human characteristics has a tendency of human error to be controlled.

Educational Effects of Collaborative Story Creation Activities Using the Entry Programming Language (엔트리 프로그래밍 언어를 활용한 협력적 이야기 생성하기 활동의 교육적 효과)

  • Seo, Hyunseok;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.651-660
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    • 2018
  • To determine the educational effects of collaborative story creation activities using the Entry programming language, we instructed first year students at the national university of education on these activities for three weeks and analyzed the changes in their software (SW) education capacity and story creating ability. The completed analysis showed no significant changes in the students' SW education capacity as related to information literacy, computational thinking, and learner competency; however, the students' ability to create stories increased significantly. Although students struggled to learn story creation using Entry, they gradually found that the activities were useful and their interest in creating stories grew. Therefore, we suggest expanding the number of subject curriculum activities using Entry in order to improve SW education capacity as well as the subject capacity for student teachers.

Supporting Effective Collaborative Workspaces over Moodle (Moodle에서의 효과적인 협업 워크스페이스 지원)

  • Jin, Jae-Hwan;Lee, Hong-Chang;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2657-2664
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    • 2012
  • Web-based learning receives much attention as an effective learning method because users can use the learning service at any time from any space. A learning management system(LMS) provides online educational environment among teachers and students, supporting various facilities to deliver educational contents. Since most of the existing LMSs support one-way or limited two-way teaching services among teachers and students, there are a lot of difficulties in performing collaboration among students and/or collaboration among teachers and students. In this paper, we describe the development of collaborative workspaces which provides effective collaborative educational environment on Moodle which is widely accepted as a typical LMS. Through the provided various types of collaborative workspaces, users can easily perform group activities, sharing educational with appropriate access control mechanism.

Preschoolers' peer interaction type and joint problem-solving performance depending on a partner's age (또래쌍구성에 따른 유아의 상호작용과 문제해결력)

  • Kwon, Hye-Jin
    • Korean Journal of Human Ecology
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    • v.15 no.1
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    • pp.1-15
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    • 2006
  • The purpose of this study is (1) to investigate how children's peer interaction type and joint problem-solving performance differ, depending on a partner's age, in such a situation as they are asked to solve problems with their peer and (2) to investigate relationship between children's peer interaction type and joint problem-solving performance. Results reveal that children's problem-solving performance receives more benefit in the interactions with older peers, rather than those with younger ones. It can also be improved by higher level of collaborative interactions such as abstract collaborative explanations in joint activities. It is influenced positively by collaborative interactions, expecially when the children are in the same age groups. Results here were discussed in terns Piagetian and Vygotskian theories.

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A Survey for Improvement of the 'Future Leaders of Korean Medicine' Curriculum in the Korean Medical Association of Clinical Sanghan-Geumgwe (대한상한금궤의학회의 학생우수인재교육과정 개선을 위한 설문조사 연구)

  • Park, Jae-Kyung
    • 대한상한금궤의학회지
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    • v.6 no.1
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    • pp.27-36
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    • 2014
  • Objective : This Study aims to survey the current situation of the 'Future Leaders of Korean Medicine' curriculum and thereby improve the quality of the curriculum. Methods : 10 students in the curriculum answered 3 items of the NSSE questionnaires; 'Active and Collaborative Learning', 'Student-Faculty Interaction', 'Satisfaction'. Results : 'Worked with other students on projects', 'Tutored or taught other students (paid or voluntary)' average frequencies are relatively low in the 'Active and Collaborative Learning' item. 'Worked with faculty members on activities other than course-work' average frequency is relatively low in the 'Student-Faculty Interaction' item. Conclusions : The curriculum should be improved to encourage the students to take the leading roles at Collaborative Learning and to interact with the advisors.