138,909 research outputs found
The Analysis of Entrepreneurship Education Profile For Educatioanal Institutions of Hihger Education in Yogyakarta
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innovatively, but students said the learning material was still out of date.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
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
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
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
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
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
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Fostering Inquiry and Creativity in Early Years STEM Education: Policy Recommendations from the <i>Creative Little Scientists</i> Project
Creative Little Scientists was a 30-month (2011-2014) EU/FP7-funded research project focusing on the synergies between early years science and mathematics education and the development of children’s creativity, in response to increasing interest in these areas in European educational policy. Using a variety of methods, including desk research, a teacher survey and classroom-based fieldwork, the research provided insights into whether and how children’s creativity is fostered and appropriate learning outcomes, including children’s interest, emerge. Based on these and ongoing collaboration and dialogue with participants and other stakeholders the project proposed recommendations for policy and teacher education. This paper presents these recommendations and the research on which they were based. Throughout the study, mixed methods were employed, combining quantitative approaches used in surveys of policy and teachers’ views based on a list of factors, alongside qualitative approaches employed in case studies of classroom practice. A strong conceptual framework developed at the start of the project guided data collection and analysis, as well as the presentation of findings and the development of policy recommendations, thus ensuring the latter’s strong and consistent relationship with the relevant theoretical knowledge, the comparative research, analysis of classroom practices and the production of guidelines for teacher education
The designer's self identity - myths of creativity and the management of teams
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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