Abstract

As the creative economy has developed, the university has been given an important role of nurturing creative talents that companies desire to have. The most important objective in creative education is to provide a support system and a good environment for fostering creativity. This will help students in obtaining results and profits through experimenting as well as gaining experience in each step of the process in performing innovation by developing their ideas through utilizing self-directed information and knowledge. There are various creative economy-related businesses being conducted in Korea, which have been supported by the government since 2008, the supporting environment has been constructed to utilize the internal and external systems of universities. However, there are a number of cases where supporting projects that are possible to utilize are overlapping each other or support for projects is not available, as these sorts of supporting systems are designed according to the purpose and drawing performances for each business. For this, creating a “student customized innovation model” has been attempted by linking internal and external support for universities with a process of steps from design thinking to commercialization. The education model in universities should be established by balancing the roles and needs of enterprises, universities, and governments. An open innovation based system should be built for students who are being nurtured the university. The research method for this is as follows: First, the research aim was determined by considering the relationship between creative economy and the concept of open innovation. Second, a new model was developed by analyzing and doing case investigation of university convergence education programs that nurtured creativity. Third, this proposed model (CHEESE program (CHEESE Program stands for Creativity Human Emotional Experience Solution Evaluation)) was customized and designed based on the linkages between the creative education programs and open-innovation. Then, the outcomes from the project’s three years test run were analyzed and organized. The development of the model was intended for design-engineering students based on integrating design-engineering thinking and activities in the process of innovation. The main objective of this study was to create a model (CHEESE program) based on the needs-centered activities that students wanted. This model has been restructured by linking the model with internal and external supporting projects of the university. The model has achieved continuous growth for 3 years and the performance has been improved in various aspects, such as patents, competition awards, and exhibition presentations. This project has drawn meaningful results in terms of experiencing the whole process of innovation, from the stage of determining an idea to making a prototype and commercializing it thorough exchanges with the internal and external systems of the university.

Highlights

  • In his book The Creative Economy, the British business strategist John Howkins (2002) predicted that creativity will invigorate the manufacturing, service, retail, and entertainment industries beyond the deficient development of information and software

  • The scope, content, and method of this study were as follows: First, through literature review, the current situation was examined based on concepts and relations of the creative economy and open innovation, and the need for a convergence education curriculum based on interests between enterprises, government, and universities was reviewed

  • The LINC project pursues the realization of a creative economy ecosystem, which enables universities and companies to grow together

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Summary

Introduction

In his book The Creative Economy, the British business strategist John Howkins (2002) predicted that creativity will invigorate the manufacturing, service, retail, and entertainment industries beyond the deficient development of information and software. In the case of Korea, the country has been industrialized within merely half a century, and has maintained economic growth by developing IT and digital-based knowledge and information with manufacturing industries. In 2013, the new Korean government has implemented the concept of ‘the creative economy’ in national strategies to solve these problems by developing services and contents that focused on creative convergence industries. This system was built to cooperate and support various spectrums, and clarify vital relationships between the government, enterprises, and universities. We will analyze the performance results and discuss the direction of future development

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