138,909 research outputs found

    The Analysis of Entrepreneurship Education Profile For Educatioanal Institutions of Hihger Education in Yogyakarta

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    ABSTRACT Purpose: This study aims to describe entrepreneurship education profile (EE Profile) of the five LPTKs in DIY. The research based on strategic role of EE in generating creative entrepreneurs who meets 21st century skills. The main target of the study was to describe; (1). Characteristics of lecturers and students, (2) Competencies to be developed, (3). Learning process, (4). Assessment to be used, (5). Needs of improvement. Methods: The study used quantitative approach this type of survey. The populations were lecturers and students participating in the course come from five LPTK. Data was collected by questionnaire and group discussions (FGD). This study used primary and secondary data collected from 48 lecturers of enterpreneurship and 246 students who joined in the entrepreneurship course. Data was analyzed using simple frequency analysis technique for quantitative data and descritive analysis for the qualitative data. Findings: The results revealed that: (1). Lecturers have minimum teaching experience (on average, 3.45 years). Most of the lecturers hold master degree but 33% of the total lecturers said not match to teach entrepreneurship related with their qualification. Only half of them who have had a certificate in entrepreneurship, but the training was less than 33 % of the total lecturers. Majority of the students (78%) has had appropriate background to be trained on entrepreneurship; unfortunately there are only a few who got training seriously. A few of students (19%) hold a certificate on entrepreneurship but most of them felt less adequate (2). Competencies tend to more focused on creativity and innovation, but less concerned to 21st centuryespecially on collaboration and communication. (3). Majority of students felt impressed that the learning occur innovatively, but students said the learning material was still out of date. ICT was not sufficiently integrated in the learning process to enrich learning materials and process. EE was still taught separately between theory and practice in an average composition of about 57% of theory and 43% of practice, (4). Assessments were still dominated by written tests, even used to assess skills as creativity and innovation that were not appropriate (5). Lecturers and students expressed need to learning model that emphasizes the practice more and reduces the theory. Project based learning tended to be developed and raised as alternative model for EE

    Crafting better team climate: the benefits of using creative methods during team initiation

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    This study employs a mixed methods approach to investigate the effect of creative methods, the combinative use of model building and storytelling, during team initiation on team climate, a critical people-related factor in the management of collective innovation work. Qualitative analysis provides empirical evidence that creative methods benefit team initiation by raising participative confidence, engagement with the social environment as well as the team activities, friendly competition among team members, and by reducing fear of failure and habitual thinking. We also find support that the use of creative methods initiates and supports the development of positive team climate over the span of a team’s life. A quantitative comparison with two control groups using the 14-item team climate inventory (TCI) 13 weeks after the team initiation indicates that the test group has significantly higher values in all dimensions of the TCI than the two control groups. Overall, this examination informs the work of innovation managers and scholars with vital insights about the effectiveness of using creative methods during team initiation

    Engaging Qualities: factors affecting learner attention in online design studios

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    This study looks at the qualities of learner-generated online content, as rated by experts, and how these relate to learners’ engagement through comments and conversations around this content. The work uploaded to an Online Design Studio by students across a Design and Innovation Qualification was rated and analysed quantitatively using the Consensual Assessment Technique (CAT). Correlations of qualities to comments made on this content were considered and a qualitative analysis of the comments was carried out. It was observed that design students do not necessarily pay attention to the same qualities in learner-generated content that experts rate highly, except for a particular quality at the first level of study. The content that students do engage with also changes with increasing levels of study. These findings have implications for the learning design of online design courses and qualifications as well as for design institutions seeking to supplement proximate design studios with Online Social Network Services

    DEVELOPING COLORING BOOKS TO ENHANCE READING COMPREHENSION COMPETENCE AND CREATIVITY

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    Developing a reading learning media can be an effort to increase students’ reading comprehension, but there are many teachers who do not put much attention into it. This research aimed at developing a parenting colouring book as a learning media to enhance elementary students' reading comprehension ability and creativity. The method employed was research and development as modelled by Akker. The method consists of three stages, namely analysis, design, evaluation, and revision. The parenting colouring book was firstly validated by experts on the product, which was tested in one-to-one, small groups, and field trial with third graders in one of the elementary schools in Palembang participated in this study. Data collection techniques employed were interviews, questionnaires, and tests. Finally, the study results demonstrate that the parenting-themed coloring book media are categorized as valid, practical, and having potential effect

    Creativity Training for Future Engineers: Preliminary Results from an Educative Experience

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    Due in part to the increased pace of cultural and environmental change, as well as increased competition due to globalization, innovation is become one of the primary concerns of the 21st century. We present an academic course designed to develop cognitive abilities related to creativity within an engineering education context, based on a conceptual framework rooted in cognitive sciences. The course was held at \'Ecole Polytechnique de Montr\'eal (\'EPM), a world renowned engineering school and a pillar in Canada's engineering community. The course was offered twice in the 2014-2015 academic year and more than 30 students from the graduate and undergraduate programs participated. The course incorporated ten pedagogical strategies, including serious games, an observation book, individual and group projects, etc., that were expected to facilitate the development of cognitive abilities related to creativity such as encoding, and associative analytical thinking. The CEDA (Creative Engineering Design Assessment) test was used to measure the students' creativity at the beginning and at the end of the course. Field notes were taken after each of the 15 three-hour sessions to qualitatively document the educative intervention along the semester and students gave anonymous written feedback after completing the last session. Quantitative and qualitative results suggest that an increase in creativity is possible to obtain with a course designed to development cognitive abilities related to creativity. Also, students appreciated the course, found it relevant, and made important, meaningful learnings regarding the creative process, its cognitive mechanism and the approaches available to increase it.Comment: 10 page

    Decision making in product design – bridging the gap between inception and reality

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    Product Design in the modern world is a complex multifaceted discipline comprising of many skills and applications. It also operates in cross-disciplinary contexts both in direct teams but also contributing to strategic business of manufacturers, government/councils and not for profit organisations. It is no longer a purely creative problem solving activity where a good idea or innovation is enough to push forward a new product. For the majority of the design profession the days of design on the back of an envelope are gone. Today design is a structured activity with recognizable and repeatable methodologies and processes. Within this the profession is acknowledging and aligning with the principles of business management. A consequence is that designers are capable of undertaking ever increasingly complex challenges. Education needs to train designers to recognise and operate in these complex situations. As a response Universities now include project or design management within curriculum. ‘The new programme should equip the students with not only the ability to design, manufacture and test design solutions; but also with a firm knowledge of business strategy’ [1] However the authors have recognized a gap within the profession and education for a more structured and validated approach to decision making within the design process. This paper outlines a pilot study within a student project whereby professional decision making tools are introduced to final year students and used to validate selection of appropriate designs from initial concepts against a hierarchy of criteria.Peer reviewe

    The designer's self identity - myths of creativity and the management of teams

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    This paper describes recent research conducted at Sheffield Hallam University in which practicing designers reported on their experiences of working in a cross functional team. The survey related these experiences to the designers’ attitudes to their creativity. Two models for creativity are proposed - one based on the romantic stereotype of the creative genius, the other taking creativity to be an attribute posessed by all human beings in some measure, which can be enhanced by personal effort or by training. Identifying features of cross functional teams which are likely to demand certain personal qualities in designers, the paper notes that these are at odds with the qualities of a ‘romantic - type’ creative person. The link between these qualities, and notions of personality as a set of fixed attributes is pointed out. Several theories of personality which describe mechanisms for change in self identity are described. It is noted that the results of the survey suggest that in many cases designers have a pragmatic attitude to their creativity, despite the prevalence of the romantic stereotype for creativity in the literature of both management and education. Principles are suggested for design education, to enable designers to reflexively re-evaluate creativity as a component of their self identity to enhance their performance as teamworkers
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