Background
Early childhood education
is developing in recent years. More and more parents pay attention on child’s
early education. They realize that early education is very important for the
children’s growth. Therefore, they want their children get the best education
before going to school. Nowadays, early childhood education institution over
all the big or middle cities, in order to provide the better service to the
customers and get further development, they continue to improve their teaching
theory and method. Parents think that early education supports their hope of
children’s future.
Figure1. Early childhood education
institution
Animation industry has a
great development in recent years. Because they will have more and more
customers and huger market in the future, animation industry is called “sunny
industry”. As we all know, every child all like watching cartoons, so animation
company have more influence on the children’s growth. Their thoughts and
behavior all can be influenced by the cartoons. Therefore, we need create more
high quality cartoons to guide the children’s growth.
Figure2. Animation industry
The introduction of two industries
Our company is an animation
industry, which is a very famous. Our principal activities include
entertainment program (cartoons, movies, music) production, toys, books, video
games and media networks. There are a lot of very popular cartoons created by
our company. We have a strong team to create a new works. The 3D building
roaming, intelligence software development, courseware design and development are our main business.
Another company is early childhood
education institution, which function is providing the early education to the
children who are aged 0-6 years old. Early education center will provide the
comfortable environment and the best educational resources to children. In
order to get the perfect teaching effect, their courses are special for every
special child, and the child can learn different knowledge in different courses
through different ways.
The collaboration project
of these two companies is a new teaching curriculum
with animation.
Why we need collaboration? (The
value to each industry)
For our animation company,
first of all, we can make a new production with new theme. Secondly, no matter
the cartoon material, or the cost of design, or the income of DVD or books, they
are all a handsome income. Besides, actually most of the audiences of cartoons
are the children between 4 to 12 years old, if we develop a cartoon with early
education theme, we will extend the scope of the audiences, including the
children before 4 years old and a lot of parents, which will improve their
production’s influence. What’s more, we often think that cartoon is an
entertainment activity, and most parents think that cartoon is not good for the
children’s growth. So, early education cartoons can help people change their
perception about cartoon and make a contribution to improve the image of Animation
Company.
For early childhood
education institution, they create a new teaching curriculum to change their
traditional teaching model. Through this method, children can learn the knowledge
with happiness and interests, which can help their institution improve the
quality of education. Besides, this creative method will absorb more parents to
arrange their children to their institution learning. They can not only earn
money, but also advertise and extend their brand. If this collaboration is
successful, they will find their own way to develop, and confirm their
marketing position in this field.
How the two
industries do virtual collaboration?
During the early childhood period, an imaginative and
vivid vision impact is beneficial to their intellectual development. Thus with
the combination of animation, children can acquire knowledge and form moral
behavior by indirect way from some animation story and animation characters. In
this way, our service will be more attractive and interesting.
The main idea of the virtual collaboration is that the
early childhood institution provides their teaching concepts and the animation
company provides their technology. They work together to create a brand new
teaching curriculum which is suitable for preschool
children.
How the
databases work?
The virtual organization has a common database, whose
data come from three sources: the Early Childhood institution, the Animation
Industry and the feedback or information from customers or parents.
Early Childhood institution and Animation Industry can
get each other’s data and information which they need from the common database,
and they can also access to the information that the customers offered.
The database works like drop box, offers cloud
storage, file synchronization, and client software. Each of the two companies
has their own database and they can also share information in the public space.
The Early Childhood institution and the Animation
Industry will do the design together, they need to find out customers’ needs
from their feedback and the marketing research information, and then make out
the brief idea of new products. Then, after discussion, they will decide the
form and contents of the products through website or other virtual channels.
Finally, the animation industry does the manufacturing. This needs these two
organizations work well-coordinated.
The new teaching method is constituted by different
types of products, such as traditional teaching materials (books, DVDs, etc.),
experience pavilion, website, and so on.
Products
& collaboration process
The preparation for our cooperation is each of the two
companies should establish a core group to lay a solid foundation for the
following virtual cooperation. For example, members of the core group in the
animation company should specialize in different academic fields, have rich
experience in early education and possess good interpersonal communication
skills. Meanwhile, the group leader should provide a vision, delegate and
empower members.
Website: Virtual Animation Education
.com
This is a virtual platform for children and their
parents to enjoy our teaching service online and is the most important part of
our collaboration. In order to cover most needs of different children and
parents. In our website, we set up the special area for individual child as
well as some general service for most children and parents. So we make an
individual service channel to get access to the special design teaching service
for each child based on parents’ needs and personality of child.
Overall process:
Where information is the raw materials of work, it has
never been necessary to have all the people in one place at the same time.
Hence virtual collaboration is a good way of improving the work efficiency.
With the coordination of childhood education and animation, each of us take
over different functions as the childhood education organization provide the
teaching contents and ideas, while animation company provides the technology
support in the teaching products. The communication between us both builds on
the virtual network and the teachers and designers are relative to complete the
mutual task for different customers. The following are the different service
function of our website for children and parents.
² General Service
In this service, it varies from different subjects and
different topics. It contains of Chinese traditional culture learning, English
learning, art learning, music etc. Each segment has its own series of teaching
materials and our initial intension is to provide children lively and
interesting animation teaching materials for them to enjoy in the online
learning which replace the boring and hidebound teaching contents. All of these online curricular focus on
nurturing the fully rounded and balanced development of children’s potential
and abilities with emphasis on intellectual and sensory enrichment through
joyful learning. Besides that, each course has some online games supplement to
help children consolidate knowledge through comfortable and interesting cartoon
games.
² Individual Service
We can do customization of individual character. If
there are some customers need individual service, the early childhood
institution will do the research about the child and then make out a special
scheme for this child’s teaching plan, and then the Animation industry will
design some particular teaching materials according to the result of Early
childhood institution’s research. The exchange of information will be completed
through the database.
What’s more, parents can also take part in the design
of particular teaching method for their children, they can provide some
information about their children, and all this information will be stored in
the common database its associated databases.
Customers can create an account in our website and log
on the individual service channel. In this special area, each child has an
online tutor and animation designer to help with the child’s study plan.
Parents can communicate with the tutor about their children’s personality,
interest and some details to tutor. Then the tutor will share this information
to animation designer and provide appropriate teaching scenario and contents to
the designer. And the designer can transfer to some interesting online product
by movie or online game etc.
Books, DVD & APP
Books, DVD & APP are our virtual company's
products which apply to all students of our Anime Early Education Centre.
Overall process:
For early education institution, they upload the
specific content of each course to the shared database and at the same time
illustrate teaching purposes of each course to facilitate the animation company
to come up with some innovative curriculum design and animation products
imaginatively. Also, they give some advice on viable and original design concepts
according to teaching experience. Then, the design team and the technical team
of our animation company jointly discuss the manifestations of the content to
ensure the playfulness and technical feasibility based on our advice and their
ingenuity. Afterward the design team members produce different types of
pattern, design various cartoon images and make these elements well organized
creatively and the technical team members make the final product sample
coordinated with outcome of their discussions by applying their specialized
animation technology.
Content:
Our main courses are Chinese ancient civilization,
intelligence development and English. In addition, according to the children's
age and ability to learn, all students are divided into two classes, junior
(0-3 years old) and senior (3-6 years old) ones.
Recommendation of using teaching materials:
Books & DVD: The content can be expressed in a
simple connection of cartoon pictures or completely dynamic cartoons. Thereby
the content of the book is a DVD screenshot.
App: The content on the App mainly adds some
interactive parts in addition to all content on books and DVD and All students
of our early education institution can download the App from our official
website free.
Anime
Teaching Experience Museum
Besides the production like
books or DVD, we also have a real experience museum, which is not only a
teaching room for children or parents, but also an exhibition about our
technologies and innovation. There are many themes in this experience museum,
such as “the new world of math” “English park” ”insect kingdoms” “Wonders of
nature” and so on. Our purpose is that the children step into our museum as
being all out a fairy-tale world.
For example, in “the new
world of math”, the popular cartoon figures will go out of the cartoons to come
into the children and learn the math together with them. We will set the early
children institution’s mathematic courses into our game, and children learn the
mathematic knowledge through passing the rounds with the cartoon figures. In
playing games, children mastered many math skills with happiness.
animation education game---- the new world of math
We also have another 3-D
experience. Take the “insect kingdoms” as the example. There is one keyboard, a
couple of headpieces with headphone and digital glasses and some tools boxes in
each room. Tools would be a stick with net in one end and a cage to store
insects. When learners began to play, they chose one study project, wear the
headpiece and take out the corresponding tools, they can immediately drop into
a forest. They will meet all kinds of insets through their vision, hearing and
feeling. If they want, they can take the digital insects specimens away. Their
digital journey will be recorded by the camera, and a cartoon that children to
make their own hero can be come true in our virtual collaboration.
How the virtual works in experience museum?
Our virtual communication
based on a network platform, which
mainly include two parts—‘payment system’ and ‘information and resource
system’. After parents punch their credit card and choose course and items, the
money will flow from parents’ account to payment system, their two parts in
payment system— education Co. account and animation Co. account. At the same
time, parents’ choice is like a command. The command will flow to information
and resource system in network platform. Then the command will flow from network platform to the animation company. After receiving this command
animation, company would send permission to network platform. When
the server in network platform
receives this command, the course can be started. After course learning, parents should confirm on the
machine and give remark. The confirmation single will be sent to payment
system. All the information and feedback will be soon stored in the database. That means success of this treatment.
Analysis of the organization model
We reject a virtual organization as a distinct
structure, and view virtualness a strategy that reflects three distinct yet
interdependent vectors. These three vectors have traditionally been
independent: they focused on isolated functions.
The challenge is to ensure internal consistency across
the three vectors and benchmark a profile of virtualness relative to
competitors and referent companies in the marketplace.
Customer Interaction (Virtual
Encounter)
We have a strategy to virtually connect with our
customers that focuses on capturing information and leveraging knowledge. We
collect customers’ (both children and parents) feedback of our teaching curriculum.
This information will be analyzed by the researcher and then stored in the
database.
We developed appropriate mechanisms so customers can
reach us twenty-four hours a day, seven days a week. Customers can gain access
to the public database and get information or the answer of their question on
our website. We believed that the possibility of remotely experiencing products
or services has major implications for developing the required business
infrastructure.
Asset Configuration (Virtual
Sourcing)
Our organization has a logic for sourcing that
distinguishes the assets to manage inside from those that can be assembled via
relationship in the business network. We have a systematic approach for
identifying the modules that we can obtain from external partners. The corporations
are increasingly relying on external sources not only for support activities
but also for critical resources.
In the virtual collaboration organization, every firm
balances its leadership position relative to one set of resources, with secondary
roles related to other complementary resources. What’s more, every organization
is dependent on relationships for assembling complementary capabilities. We
want to create interdependencies within our processes across organizational
boundaries.
And we have also considered process outsourcing to
allocate internal resources to high-value-adding areas. If the operation of collaboration
organization is beyond the capability of our two companies, we consider
outsourcing a best way to solve this problem.
Knowledge Leverage (Virtual
Expertise)
Our collaboration organization recognizes the Importance
of knowledge and intellectual assets in creating value. Our ability to make
processes effective is increasingly supported by improvements in IT
functionality. We treat knowledge as a corporate asset. During the collaboration,
the two companies develop effective routines for sharing knowledge and
expertise.
Conclusion
We have realized a successful virtual collaboration
with Early Childhood Education industry, and we get a large income from this
collaboration, which is not only the economic benefit, more is learned the
advantages of virtual with other industries.
In the traditional business, our company operation just
based on procedure that design to manufacture to publish to sales, and we didn't
consider the network. But now, we can receive the information through the
network and analyze the data through the database. The information
communication has no obstacle any more, which reduce the middle part of the
data transfer and improve the accuracy of the data and the processing
efficiency.
2.
Out of the limitation of time
Because network can work all day, we have no time
limitation any more. Our business activities are ongoing at any time, which
greatly increase our outstanding achievement.
3.
Speed
Based on the speed advantage of network, we can
fleetly publish the production information, fleetly give service to the
customers, fleetly learn the customer’s demand, fleetly complete the payment
and fleetly analyze the data….which greatly improve our efficiency.
4.
Cost
This making joint development and joint venture
business mode don’t need the traditional high cost to extend the market, and
our marketing cost will be saved.
5.
Trust
Build trust is another important part in virtual
collaboration (Virtual Teams Survey Report, 2012). United rules and operation
process is basic of good collaboration, but trust is something that a high
performance or excellent virtual team must own. If we have trust in each other,
the collaboration efficiency would get great improvement.
6. Rules
We know that the simplest and most far‐reaching solution is for virtual teams to have more
structure and rules for interaction. Because different companies have different
culture and operation way, so in this collaboration project we should unify the
operation process and have united rule. When some mistakes happened, we could
judge that who are right or who are wrong.
In the business battleground, there is no forever
enemies and also have no forever friends. Virtual Enterprise collects the core
competencies and resources from different enterprises, and has unique
competitive advantages in management, technology, resources. In order to
achieve the win-win goal, we share our customers and market. Virtual Enterprise
is a continuation of the collaborative production of the globalization of the
industrial economy, innovative forms of business organization of the
information age.
References:
1.
YCIS’ Early Childhood Education
http://www.ycis-hk.com/en/academic-programmes/early-childhood-education
2.
Charles Handy, Trust and virtual organization, Business
Harvard Review, May-June,1995.
3.
Golnaz Sadri & John Condia, Managing the virtual world,
Industrial Management,
January/February
2012.
4.
Henry W. Chesbrough & David J. Teece, Organizing for
innovation: when is virtual virtuous, The Innovation Enterprise, August 2002.
5.
Russell, M.G., “The ‘Virtual Laboratory’: Alliances for
Technology Transfer,” Proc. Twenty-Seventh Annual Hawaii International
Conference on System Sciences, 1994.
6.
"Business Innovation and Virtual Enterprise
Environment". Project description. BIVEE Consortium. Retrieved March 14,
2012.
7.
Winner, Melinda (28
January 2009). "The Serious Need for Play". Scientific American.
沒有留言:
張貼留言