178,338 research outputs found

    Development Electronic Student Worksheet based on Relating, Experiencing, Applying, Cooperating, and Transferring (REACT) in Introduction to Chemistry and Laboratory

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    This research aims to development a REACT-based e-worksheet that is feasible to use to stimulate the critical thinking, creativity, collaboration, communication (4C) skills and determine student response. The challenges of a dynamic era require students to have a 4C skills set critical thinking and problem-solving skills; creativity and innovation; communication; and collaboration. One of the tools that can be used in online learning to achieve this goal is to use the electronic Student Worksheet (E-Worksheet) which includes the student's 4C skill values with REACT strategies: Relating, Experiencing, Applying, Cooperating, and Transferring. The research chooses one of the topics in chemistry, which is introduction to chemistry and laboratories. This REACT-based e-worksheet was developed using the ADDIE development model which consists of five stages those are analysis, design, development, implementation, and evaluation. In addition, the study used a sample of 10 students of mathematic and natural science 12th grade MAN 4 Tangerang. Based on the results of validation and student response questionnaires, REACT-based e-worksheet to stimulate students' 4C skills was declared valid and obtained an average percentage of 91.8% with very good criteria

    Understanding social creativity amongst event professionals : an action research approach

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    Live events represent a significant and growing sector of the creative industries but the creative process underlying this sector is little researched in the event management context. Despite the increased consumption of virtual and online media, the live event remains a popular channel of expression for a wide range of creative art forms and commercial messages. Live events use such messages as \u27props\u27 or \u27stages\u27 to produce memorable and emotionally positive moments for audiences. The creative process behind developing a live event is in itself a live event, involving groups of event professionals working in a social context to conceptualise ideas for their audiences. This research fills the gap for event professionals in the creative industries by seeking to understand the creative process intrinsic to live events. This paper suggests that social creativity is used to develop live event concepts. The phenomenon of social creativity identified from the existing literature is explored in the context of its application to event professionals. An Action Research approach is recommended to better understand the key antecedents of social creativity and how they can influence event concept development.<br /

    The Living and Working Together Perspective on Creativity in Organizations

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    Although creativity represents a cornerstone for organizations that want to keep up with competitors, customers, and the current socio-economic context, there is a dearth in the literature of systemic and comprehensive models focused on the complexity and addressing several dimensions and factors. In this context, we propose the perspective of “working and living together in organizations” to enrich the scientific dialogue with a proposition that aims to hold together different variables of interaction and relationship between different parts of the organization (Gozzoli, 2016a,b). In fact, according to our previous studies (Frascaroli et al., 2016; Gorli et al., 2016; Marta et al., 2016; Saita et al., 2016; Tamanza et al., 2016), a generative living and working together environment is itself directly linked to creativity and innovative processes. This is because in a generative living and working together environment relationality – that is, the possibility of exchange among workers mediated by the object of work – is enabled. With this study, we intend to provide a contribution to the creativity study field, applying our perspective to an extensive level of analysis. The model was tested using the Exploratory Structural Equation Modeling methodology with EQS-6.3. Our results found some interesting elements in support of the theory behind this study

    Creative communities:shaping process through performance and play

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    This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their understanding). An analysis of communities of practice and the value of play informs evaluation of two case studies exploring the development of communities of practice, one within the discipline of videogames and one which bridges performing arts and videogames. The case studies provide qualitative data from which the potential of play, as a method to inspire creativity and support the development of a potential community of practice, is recognised. Establishing trust, disruption of process through play and reflection are key steps proposed in a ‘context provider’s framework’ for individuals or organisations to utilise in the design of activities to support creative process and innovation within a potential community of practice

    Team equilibrium and innovation performance

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    2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksToday competition has increased between organizations and they are urged to improve constantly their performance throughout innovation if they want to survive and be profitable. However, an organization can't be innovative if it doesn't counts with creative people and build teams to strength its creative and innovative capabilities. Besides, the impact of technology in innovation has been widely studied but there are others major aspects that need more exploration to understand their influence in it. For example, collaborative work, multicultural teamwork, creative teamwork, entrepreneurial behavior, etc. Some authors suggest more research is needed regarding organization capabilities that promote effective relationships for innovation. According to West (2002), three issues dominated research about creativity and innovation among teams: the characteristics of group tasks and their impact in the creative-innovative process; the role of diversity in knowledge and skills between team members; and team integration. If these issues are relevant for team creativity and innovation, then frameworks and tools to configure teams are necessary. It may be taken by granted that there must be an equilibrium of roles within teams to foster creativity focused on innovation. So, in this paper several approaches of creativity are reviewed. Then a conceptual model to foster Team Equilibrium and strength innovation performance is proposed and applied through a web-based tool. A first empiric exploration is presented. The proposed model can be used as a basis to develop tools that helps teams for self-analysis.Peer ReviewedPostprint (published version

    Guest Editors’ Introduction-Special Issue on Digital Society and E-Technologies

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    It is evident that E-Technology (i.e. The Internet, social media… etc.) play a significant role in maintaining and supporting our digital society in various sectors from business, education, health and government and others. E-Technologies are now available worldwide for numerous numbers of universal users to increase collaboration, communication, interaction, creativity, critical thinking and problem solving in developing and developed countries. It is anticipated, and there is evidence gathering that E-technologies use will increase work performance, productivity, innovation, workers’ satisfaction, reduce cost and maintenance. On the other hand, adopting e-technologies will bring various negative aspects in relation to security, privacy, legal aspects and users’ frustration, as majorities of these e-technologies are still neglecting important aspects, i.e. Human Computer Interaction and usability. It is anticipated that these aspects will assist to improve the system functionality, which can be used efficiently, effectively and satisfactorily by universal users, including people with disability

    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

    Atitudes dos gestores face à criatividade e às práticas de inovação nas indústrias criativas

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    This article aims to demonstrate that the relationship between entrepreneurs' attitudes to creativity and business innovation practices is stronger in the case of creative industries. A sample of 454 managers of micro and medium-sized companies (94 belonging to creative industries) was surveyed using an inventory of innovative business practices and the scale of attitudes towards creativity. The results, derived from a linear regression model (two factors for the scale of attitudes - Leadership and Autonomy - and for the inventory of business practices - Performance and Strategy), confirmed the proposition by revealing the influence of the creative attitudes of managers regarding the company's innovative practices, fundamentally on Strategy, especially in the creative industries segment. The innovative manager appeared as a disciplined individual driven to collaborating with the employees. Although this research requires further evidence, the results suggest interesting characterisations of the managers who develop their activity in the cluster of creative industries.Este artigo tem como objetivo demonstrar que a relação entre as atitudes do empresário face à criatividade e as práticas de inovação é mais forte no caso das indústrias criativas. Foram inquiridos 454 gestores de micro, pequenas e médias empresas (94 pertencentes às indústrias criativas), utilizando um inventário de práticas empresariais e uma escala de atitudes face à criatividade. Os resultados, obtidos utilizando um modelo de regressão linear (dois fatores para a escala de atitudes –Liderança e Autonomia - e dois para o inventário de práticas empresariais – Desempenho e Estratégia) confirmaram a hipótese, ao revelar a influência das atitudes do empresário face à criatividade sobre as práticas inovadoras da empresa, nomeadamente na Estratégia e no segmento das indústrias criativas. O gestor inovador surge como um indivíduo disciplinado, orientado para colaborar com os empregados. Apesar desta investigação necessitar de maior aprofundamento, os resultados sugerem uma caracterização interessante dos gestores que desenvolvem a sua atividade no cluster das indústrias criativasinfo:eu-repo/semantics/publishedVersio
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