E-Learning, including distance education and blended learning is popular in universities in foreign countries. But e-learning is not so much popular in Japan. Regardless the call from Japanese government, usage of e-learning is still limited. Some employment of blended learning is all that we have. Because of the popularity in abroad, research about e-learning is so active. However, the research results have not been introduced into Japanese academic societies. This article tries to introduce and summarize some research articles published in abroad on a simple conceptual model which focuses to educational performance. It provides a survey research framework of e-learning.
Information Systems (IS) analysis/design using the technique of DFD (Data Flow Diagramming) has been considered as ill-structured, complex task that requires high-order thinking skill. Just learning and acquiring the basic notation and general step-by-step description is not enough to analysis/design the business process and IS adequately. Firstly, the paper clarifies why the previous approach of analysis/design education using DFD has some limitations and problems. Secondly, why RP (Role Playing) is useful to making sense of the real world is discussed. Through a case study, we then examine the usefulness of complementary and situated learning approach by DFD and RP in order to conquer some limitations and problems. Lastly, based on above discussion, we try to argue the significance of using UML(Unified Modeling Language), which is recently remarkable in IS design practice and education.
In Kaetsu University, e-learning system for the improvement of teaching has been in practical use since 2001. Students can obtain information about study projects and the content of homework in school, at home, and any place via the Internet. Teachers and students are able to have an environment for interactive exchange education in the classroom even when there is a large class. For the improvement of management education, I decided to use business game in the e-learning environment. By business game, students can obtain motivation to subjects related to management, and can experience actual decision making in business.
Since 2003, high school students began learning about IT. But there is a lack of adequate educational methods to build up IT knowledge and skills from high school to university and then from university to the IT company. This problem shows the gap in IT knowledge and skills of each organization at the time of entrance and the difficulty of criterion-referenced evaluation. This paper proposes that IT education needs to teach foundation skills, core skills and implementation skills. And this study will demonstrate the possibility of building up necessary IT knowledge and skills through criterion-referenced evaluation methods.
Many higher education systems are required to improve the courses among universities and colleges in recent years. This paper discussed teaching improvement based on the IE (Industrial Engineering) technique. A tuition method consists of six elements which are explanations by oral, using a blackboard, using a projector, introducing of topics, executing practice and test, question & answer. This research proposed the method to record the elements of lectures in time series by the use of ratio-delay study method. About fifty kinds of lecture courses were tried to record by the proposed method. The results of trials show that the relation between the usages rate of each tuition element and a questionnaire of lecture.
Finger vein authentication technology has been used for the operating system and various applications including PC login devices and validation devices for ATMs for various fields in Japan. With this technology, we developed the student attendance management system. This paper describes why we should take attendance, why we picked vein authentication, and the several problems we have got.
In recent years, institutional theories have discussed the paradox of embedded agencies. This paradox is how agencies embedded in an existent institution can construct a new one. To overcome this paradox, this paper focuses on an institutional change based on learning by expanding. We suggest three possible sources of an institutional change. First, actions of maintaining an institution may cause an institutional change, and actors who are in an institution may create a new institution. Second, actors have to gain legitimacy to constitute a new institution. Third, it is important for an institutional change to incorporate the existing institution into a new institution (learning by expanding).
CAI has been developing through research, experience and practice for many years in Japanese inter-organization. This paper presents typical examples showing how management instruction systems have developed up to the present day in line with technological developments, market changes, organization innovation and diversity of human values. This paper intends to give a general view of the present status of the study on CAI, and also to indicate some points to serve future growth of the study in this area.
As the business environment tends to change suddenly, firms have to create new valuable knowledge continuously and develop new products in rapid succession responding to the change of the environmental factor of which example is consumers' needs. Capability of knowledge creation or resource rearrangement which causes innovation is the key for the firm's survival in the market which is characterized by short product life cycle. Teece et al. (1997) named such an organizational capability "dynamic capability", and so did Eisenhardt and Martin (2000). This paper shows Kao and Dai Nippon Printing as examples and studies them in order to gasp the essence of the capability. They create rich and valuable knowledge and new products under the emergent process which contains intellectual interaction and knowledge combination.
The number of manufacturers engaged in reuse/recycling activities and there are growing in response to the growth in extended producer responsibility. The reuse/recycling methods in some manufacturing processes have established, but there are some problems concerning those cost and the stock quantities and stock points through supply chain. The circulation supply chain including processes from the collection to product reuse/recycling is called Closed-Loop Supply Chain (CLSC). CLSC has traditional forward supply chain activities and a set of activities required for reverse supply chain. The purpose of this paper is to design CLSC model including Vender Managed Inventory (VMI). We study the availability of the proposal using simulation in which we investigated the VMI among CLSC in consideration of collection rate and reclamation rate in reverse supply chain. We confirm the results of simulations show the efficiency of the proposal.