2016 Volume 136 Issue 12 Pages 1721-1725
In modern society, innovation, which derives from potential demand and knowledge creation, is one requirement for business success. Potential demand might be found in detailed market research or Big Data because the streets are full of information. However, knowledge creation does not occur incidentally. It also arises from a fusion of knowledge and skill. A methodical system of interpretation for knowledge creation is the i-system. Many applications of knowledge creation are explained by i-systems. However, an i-system alone cannot achieve knowledge creation. The authors have developed Business and Accounting School for Entrepreneurs business games (BASE business games): a participation-type education technique using analogue games. As described herein, the authors attempt to interpret teaching methods with BASE business games using an i-system. Then the authors used “Supply Chain Collaboration Game (SCC game)” and “Supply Chain Collaboration 2 Game (SCC2 game)”, BASE business games, at the School of Management Technology (MT) of Sirindhorn International Institute of Technology (SIIT), Thammasat University in 2014 and 2015. To clarify important factors underlying knowledge creation, the authors attempted to consider comparison of the answer of questionnaire for students from the knowledge creation perspective. Results show that this teaching method unites their knowledge into meaningful experiences and facilitates understanding of knowledge creation as an experience. Furthermore, results confirmed that communication between students is an important factor underlying knowledge creation.
The transactions of the Institute of Electrical Engineers of Japan.C
The Journal of the Institute of Electrical Engineers of Japan