Welcome to
Day-Day-Up.com
This is a platform for early age children to learn knowledge in a playful environment. Our Team represents an early education center and we are in collaboration with an Animation Company to establish a virtual company named day-day-up.com which is conducive to increasing our competitive advantage in the emerging industry of early education.
This is a platform for early age children to learn knowledge in a playful environment. Our Team represents an early education center and we are in collaboration with an Animation Company to establish a virtual company named day-day-up.com which is conducive to increasing our competitive advantage in the emerging industry of early education.
Significance
of Collaboration
Early
childhood education is developing in recent years and our customers are children
from age of 0 to 6 and the parents. According to a survey of early education
market, it predicts that this industry will be prosperous with an increasing
rate of 7% to 8% in the later ten years. On one hand, more and more parents pay
attention on early education. They realize that early education is highly important
for children’s growth. Therefore, they want their children get the best pre-school
education. As an old saying in China, “Don’t lose on starting line.” On the
other hand, children are always playful and curious about everything around
them. As there aren’t any noted brands and definite regulations in the industry,
most early childhood education centers are still seeking for development to
occupy more potential markets. As a result, by cooperating with Animation
Company, we can provide interesting anime products and services in various
subjects to attract more potential customers.
The decentralized virtual organization is suitable for our collaboration. our innovations are relatively autonomous since the main part of innovation is the animation company and early education center is primarily in charge of giving advice and feedback to achieve the teaching purposes. Furthermore, the capabilities of innovation are relatively easy to get.
The decentralized virtual organization is suitable for our collaboration. our innovations are relatively autonomous since the main part of innovation is the animation company and early education center is primarily in charge of giving advice and feedback to achieve the teaching purposes. Furthermore, the capabilities of innovation are relatively easy to get.
Our virtual communication is digitized since community members can correspond through BBS, MSN and Skype. Normally
these communications are text-based for long-term and also can be archived
though video or voice chats. Thereby, virtual community takes greater
competitive advantages than corporate entity in the contemporary era since it
can save time, lower journey costs and increase individual flexibility
comparing to face-to-face meetings.
Unlike an entity, a virtual community is a
collection of individuals who interact digitally to share common goals,
process, knowledge and skills. Thence, this type of virtual collaboration can
be beneficial to making talents with complementary skills and abilities
together to complete relatively difficult or innovative tasks. For instance,
our center provides talents with early education expertise and long-term design
experience of early education products while Animation Company has creative
anime designers and professional anime producing personnel.
Virtual Organizing
To establish a satisfactory virtual team structure,
several requirements are needed to follow. Based on the Virtual Collaboration
Model developed by Powell, Piccoli and Ives, there are four dimensions
integrating the whole virtual collaboration which are inputs, outputs socio-emotional
processes and task processes.
Except for the inputs and outputs playing the
beginning and ending roles in the whole process, the socio-emotional process
and task process are critically. Firstly, the socio emotional process is the
same as relationship oriented process because relationship building needs the
team cohesion and trust membership. In terms of task oriented perspectives, enough
internal effective communication and friendly coordination are necessary in
addition to suitable technology structure supporting.
In line with the above requirements, we can build a
successful virtual community via online platform. In the beginning, we set up
our mutual objectives and clarified responsibilities. For our collaboration, the
prosperous future for both companies is our initiative consideration and what
we want to achieve finally is to actualize the maximum economic values by
providing diversified products, personalized services and an animation
experience museum. In this collaboration we have a common recognition that our knowledge,
skills and technical resources are complimentary and this professional integration
will make a big profit for both entities.
Specifically, the first three vectors are the key
access to keep the collaboration moving successfully in the long term as they
play important roles to build connection among the early education center, Animation
Company and customers in the whole collaboration process.
Visitor Interaction
(Virtual Encounter)
Virtual Organizing
|
||
Vector
|
Form
|
Example
|
Visitors
Interaction
|
New virtual union
|
Online communication platform
(IM, BBS)
|
Asset Configuration
|
Resources
Coalitions
|
Fair regulations, Sharing database
|
Knowledge
Leverage
|
Professional Expertise
|
The combination of early education expertise, animation design
and producing skills
|
Target Locus
|
Inter-organization
|
General and
individual animation preschool
curriculums
|
Performance Objectives
|
Sustained innovation and growth
|
Create a “ Learning in Playing”
environment
|
We
have a strategy to virtually connect with our customers which focuses on
capturing information and leveraging knowledge. We collect customers’ (both
children and parents) feedback on their website accounts. These 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. We believe having good communications with customers is
conducive to satisfying their needs better.
Meanwhile,
the virtual company’s staff communicate on BBS as well as instant messengers
like MSN and Skype.
Asset
Configuration (Virtual Sourcing)
In order to achieve the mutual goals, we create a
sharing database which is another significant part of the internal platform on
the website. Within this database, we share our resources, knowledge and
information to accomplish products and services design together.
Our organization has a logic of sourcing which
means distinguishing 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, each firm balances its leadership position relative
to one set of resources, with secondary roles related to other complementary
resources. What’s more, each 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 parties develop
effective routines for sharing knowledge and expertise.
Introduction to Our Website
Our official website is www.Day-Day-Up.com
which is composed of two parts. One is the internal platform including database
and BBS for information exchange of two parties. The other is external website
for displaying products, downloading APP and creating customers’ accounts and
so on.
Through our collaboration, we create three products and services to provide
creative and professional curriculums for early age children including general
products like Books, DVDs and APP, personalized service for VIP and a real
experience museum called automated projectionist machine (APM).
General Products: Books, DVDs & APP

Books, DVDs & APP are our virtual company's flagship products which apply to all students of our Anime Early Education Center.
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 define the goals as well as delegate
and empower members.
Overall process
First of all, for early education institution, we
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, we are able to give some advice on viable and
original design concepts according to our teaching experience.
Next, the design team and the technical
team of the 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. In addition to BBS, we take advantage
of instant messengers like MSN or Skype as mediums for the day-to-day
communication with innovative design ideas and hold video meetings to deal with
conflicts.
The standards of early education center's feedback on final products are if they can meet two demands as comprehensive content and interesting manifestations since achieving these two objectives can be helpful for children to grasp the early education knowledge comprehensively and effectively.
The standards of early education center's feedback on final products are if they can meet two demands as comprehensive content and interesting manifestations since achieving these two objectives can be helpful for children to grasp the early education knowledge comprehensively and effectively.
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.
Secondly, intellectual development is an
indispensable part of the elementary education as it is the basis of learning
other subjects. Effective curriculum is helpful to develop thinking and logical
analysis capabilities. Junior trainees are suited to learning basic reasoning
project like graphical and numerical reasoning. For advanced students,
exercising four operations of numbers seems to be more fit and meaningful.
Thirdly, for
an absolute beginner, being familiar with the alphabet, phonetic and common
noun are very significant. Common nouns usually refer to animals, people and
daily necessities. For advanced trainees, the learning content should be simple
English sentences and day-to-day behaviors of the English expression.
(a) Chinese ancient civilization: learning the
etiquette of life and focusing on character cultivation; being familiar with
the commonly used Chinese characters and preliminary understanding of ancient
Chinese literature common sense; nurturing memory and imagination capacity.
(b) Intellectual development: focusing on the
training of thinking to cultivate logical reasoning and abstract thinking
ability.
(c) English: adapting to an English-speaking
environment, understanding the English pronunciation and learning English
phonetic symbols; being familiar with English letters and common English words,
learning daily English sentences and mastering simple English expression.
Advice in manifestations
Combining with our day-to-day teaching experience
and curriculum research, we give some recommendations on how to use animation
as followers:
Books & DVDs: 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. According to each sentence’s
artistic conception of the Tang and Song, the design team members design a
depicting cartoon drawing and then technical group ones link them with
appropriate recording. However, dynamic cartoons are more suitable for Chinese
history stories and fable. Besides, in order to recognize different things
especially graphs, four operations of numbers can be expressed as various
animals, daily necessities and geometries. The most effective way of English teaching
is to integrate English, music and animation closely. That is to say, the
alphabet song and English nursery rhymes containing daily necessities and
characters are easier for children to understand.
App: The content on the App mainly adds some interactive
parts in addition to all content on books and DVDs and all students of our
early education institution can download the App from our official website
free.
For instance, for Chinese ancient civilization, we can set up some fill
in the blank so that students write different verse according to different
pictures. Moreover, for digital and graphic reasoning, doing multiple-choice is
suitable for trainees and they are required to finish them by independent
thinking. Furthermore, English songs with the dance moves or gymnastics
demonstration can make children learning while dancing which is conducive to
experience the fun of learning.
Personalized Service for VIP
VIP can create an account on our website“www.daydayup.com” and log on the individual service
channel. In this special area, each child has a tutor from our education center
to help the child formulate the child’s study plan.
Parents can provide the information of children’s
personality, interest and their expectation on their personal accounts. Then tutors
design individual courses for each child and upload the specific course content
and teaching purposes to the database of VIP. When Animi Company completed the
samples, parents can download them from our website and give feedback on their
accounts directly. The Animi Company should revise the samples several times
till parents are satisfied.
Experience Museum: Automated Projectionist Machine
Automated Projectionist Machine (APM) is an innovative application. The shape of APM
is a machine like an automated teller machine in the bank with walls and a door.
In other words, it’s an independent space which shows early education knowledge
in different ways.
Ideas
The Automated Projectionist Machine’s function is
similar with a cinema in which projectors are operated to show films. Children
can see three-dimensional movies here. In each room there is one keyboard, a
couple of headpieces with headphones, digital glasses and a toolbox. In this
room children can choose different learning topics depending on their interests
such as insect specimens collecting. In the toolbox, there would be a stick
with a net in one end, a cage to storage digital insects and a machine to desiccate
specimen in a quick and safe way.
Apart from small rooms prepared for individual
learners, halls are provided to those children with friends or their families.
When learners began to play, they chose the same course while use a bigger
toolbox together. The cameras around would capture their actions and reactions
to produce instructional videos about how to cooperate with others.
Specific Process
Our internal
platform of the application is composed of two parts as payment system and
information and resource system. Above all, parents should insert their payment
cards into the card-punching system and the fees are determined by the courses
and items. Take “insect specimens collecting” course as an example, the items
here could be how many kinds of butterflies you can capture in the course. The
more types that parents choose the more fees should be paid. The payment system
includes education center’s account and Animation Company’s account. Once the
parents defray, incomes are stored in education center’s account while the
animation company could get the revenue it deserves after parents’
confirmation. Meantime, parents’ choices are reflected in the information and
resource system. When the commands are received, information of responding animation
courses and items would send to APM.
The effectiveness of natural learning is far better
than traditional courses. They can understand the characteristics of insects
more intuitively. In addition, children can utilize some tools in the toolbox
which are applied in laboratories like test tubes, the machine to desiccate
insect specimen and setting board for fixing insect specimens.
Challenges &
Solutions
In the first place, as a virtual company, it is
difficult to build trust among members comparing to corporate entities. Secondly,
as a leader of virtual organization, how to manage all members effectively is
an issue. Thirdly, building experience museum is costly since we should provide
several digital equipment.
For the first challenge, we can take the two measures: one is holding a face-to-face meeting within the first week
to establish a base of familiarity and trust and the other is having more maintenance
communication like offering encouragement and discussing “non-work” issues
online and so forth.
For
the second one, we should encourage self-management to improve individual
performance. The leader should take specific actions as follows: Firstly, providing
directions and commitments for members. Secondly, encouraging small wins to reinforce
team spirit. Thirdly, appraising both team and individual performance to
improve engagement level.
For the third one, we can offer a trial. On the
basis of the customer volume and the amount of costs and revenues in the trial
period, we can predict the prospects of the application and be clear about how
to set a price or reduce the costs. Moreover, courses and items in the
experience museum should be innovative and attractive to expand our customer
base. As a result, investing in the application is a good choice in the long
run.
References
1. Darleen M. Derosa, Richard
Lepsinger, Virtual Team Success, San
Francisco, Calif.: Jossey-Bass, c2010
2. Henry W. Chesbrough & David J.
Teece, Organizing for innovation: when is
virtual virtuous, The Innovation Enterprise, August 2002.
3. Powell, Piccoli and Ives, Virtual
teams: a review of current literature and directions for future research, The
Database for Advances in Information Systems - Winter Vol. 35, issue 1, 2004
4. Ashley C. Woodworth, Community and Identity in Contemporary Physical
and
Virtual Spaces: Toward Integration, Electronic Theses and Dissertation, May 2011
Virtual Spaces: Toward Integration, Electronic Theses and Dissertation, May 2011
5. Charlene, The Challenges of Working in Virtual Teams, Virtual Teams Survey
Report, 2012
6. Golnaz Sadri & John Condia, Managing the virtual world, Industrial Management,
January/February 2012























