creative products
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Author(s):  
Sugiharto Sugiharto ◽  
Linda Tripure Maas ◽  
Isfenti Sadalia ◽  
Irada Sinta

The global Covid-19 pandemic certainly has an impact on various sectors, especially in the economic sector and of course also has a significant impact on tourism, the trade sector, industry including Micro, Small and Medium Enterprises (MSMEs) in Indonesia. Creative products have great potential to be able to deliver the city that has the industry into an advanced and independent creative economy city. The use of information technology for business resource management for creative products is still under-attentioned, which in turn has administrative, financial, process, and access to banking and financial institutions weaknesses. This study aims to formulate a strategy to increase added value for the MSME sector of North Sumatra Province, namely the Economic Value-Added method and implement efforts to cooperate with the Indonesia Stock Exchange through the mechanism of acceleration boards and Initial Public Offering (IPO) to obtain long-term financing facilities and introduce MSME business unit to the wider community into a medium-class public company. This scientific research also aims to provide recommendations for sustainable strategies for the MSME sector, especially in the province of North Sumatra in running a business amidst the Covid-19 pandemic. This type of research is qualitative research using a mix method by conducting interviews with the target population, namely 200 Micro, Small and Medium Enterprises spread in North Sumatra Province and formulating a model for increasing MSME productivity with the introduction of the acceleration board method and collaborating with the Indonesia Stock Exchange in the coaching process. In this study, a focus group discussion will be held by inviting local officials from related offices of North Sumatra province and academics to provide input in completing the strategy development model for increasing MSME productivity by focusing on the Economic value-added method. The outputs of this research are publications of reputable international journals, international proceedings, and reference books for ISBN certified research results with TKT level 3.


2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Wei Liang

’3D printing technology is becoming increasingly popular in the automotive, electronics, and healthcare industries, to name a few, and the IoT can play an important role in ensuring quality control by connecting big data analytics to 3D printing through the strategic use of embedded sensors. The purpose is to integrate 3D printing technology with intangible cultural heritage-related cultural and creative products in the new era background, so as to achieve the double effects of economic benefits and cultural heritage. The connotation, characteristics, and types of egg carving handicraft are taken as the theoretical basis, and the innovation and development of egg carving cultural and creative products in Linxia city, Gansu Province, are taken as an example. Then, the innovation of egg carving handicraft technology is put forward, including the innovation of technique and expression form. On this basis, 3D printing technology is used, the hollow egg carving model which combines the characteristics of Gansu Linxia egg carving is designed, and 3D solid printing is carried out. The results show that the surface of the eggshell is not too bright and the effect is very subtle. The dark color of the eggshell can well set off the white font and white picture, and the calligraphy and knife method can be integrated and unified. The 3D modeling image of egg carving reveals that the selection of color and material can set off a better viewing effect. Moreover, the 3D printed hollow egg carving works have complete appearance and high artistic design, which has strong artistic effect and is in line with the special color of Gansu Linxia egg carving. Therefore, the strategy of innovative development of egg carving cultural and creative products based on 3D printing technology has a promoting effect on the inheritance and development of intangible cultural heritage of Linxia egg carving in Gansu Province.


2021 ◽  
Vol 1 (2) ◽  
pp. 224-232
Author(s):  
KARNOTO KARNOTO

This research is a classroom action research. This study aims to improve the learning process and improve learning outcomes for Creative Products and Entrepreneurship by applying the Discovery Learning model. The subjects of this study were students of class XII TKJ 3 SMK Negeri 1 Pemalang in the even semester of the 2020/2021 school year which consisted of 17 male students and 19 female students. In the implementation of the learning process before taking action, there are problems, namely learning is still teacher-centered so that students are not able to find concepts from the material being studied. To overcome these problems, a learning model is needed where students can actively find their own concepts being studied. The data collection instruments in this study were observation sheets and learning outcomes tests for Creative Products and Entrepreneurship. The observation sheets were analyzed descriptively by narrative, while the test of learning outcomes for Creative Products and Entrepreneurship were analyzed descriptively. From the analysis, it can be seen that there was an improvement in the learning process from before the action to cycle I and cycle II and an increase in learning outcomes for Creative Products and Entrepreneurship for class XII TKJ 3 SMK Negeri 1 Pemalang students in the even semester of the 2020/2021 academic year. ABSTRAKPenelitian ini merupakan penelitian tindakan kelas. Penelitian ini bertujuan untuk memperbaiki proses pembelajaran dan meningkatkan hasil belajar Produk Kreatif dan Kewirausahaan dengan menerapkan model Discovery Learning. Subjek penelitian ini adalah Peserta Didikkelas XII TKJ 3 SMK Negeri 1 Pemalang semester genap tahun pelajaran 2020/2021 yang terdiri dari 17 Peserta Didiklaki-laki dan 19 Peserta Didikperempuan. Pada pelaksanaan proses pembelajaran sebelum dilakukan tindakan, terdapat permasalahan yaitu pembelajaran masih berpusat pada guru sehingga Peserta Didiktidak mampu menemukan konsep dari materi yang dipelajari. Untuk mengatasi permasalahan tersebut diperlukan suatu model pembelajaran dimana Peserta Didikdapat secara aktif menemukan sendiri konsep yang dipelajari. Instrumen pengumpulan data dalam penelitian ini adalah lembar pengamatan dan tes hasil belajar Produk Kreatif dan Kewirausahaan. Lembar pengamatan dianalisis secara deskriptif naratif, sedangkan tes hasil belajar Produk Kreatif dan Kewirausahaan dianalisis secara statistik deskriptif. Dari analisis terlihat bahwa terjadi perbaikan proses pembelajaran dari sebelum tindakan ke siklus I dan siklus II dan peningkatkan hasil belajar Produk Kreatif dan Kewirausahaan Peserta Didikkelas XII TKJ 3 SMK Negeri 1 Pemalang pada semester genap tahun pelajaran 2020/2021.


2021 ◽  
Author(s):  
Mark Runco ◽  
Ahmed M. Abdulla Alabbasi ◽  
Selcuk Acar ◽  
ALaa Eldin A. Ayoub

Creative potential is one of the very most important topics for research. It is difficult to study because, unlike creative products, potential is by definition latent. There are several methods. One involves comparing creative activity expressed in various settings. Previous research has, for example, compared creativity expressed in school with that expressed by the same individuals when they are outside of school. There tends to be more creative activity outside of school, suggesting that the individual has creative potential, but it is only allowed to be expressed in certain settings. The present investigation extended this line of research by comparing creative activity in school, at home, and that occurring outside of school and home. Results indicated that the activity scores from the three settings shared less than 52% of their variance. The measures used were highly reliable, so the conclusion was that, as in previous research, various settings do indeed differentially allow the expression of creative potential. Comparisons of means also supported this finding. Interestingly, creative activity at home was significantly more common than creative activity at school and when outside of the home and school. A statistical test of method variance indicated that it was not a notable contribution nor confound. Limitations are discussed at the end of the manuscript.


2021 ◽  
Vol 9 (4) ◽  
pp. 116-129
Author(s):  
Ruth Segers ◽  
Karin Hannes ◽  
Ann Heylighen ◽  
Pieter Van den Broeck

The built and living environment in the Flemish region in Belgium is evolving noticeably. It is densifying at an ever‐faster pace and, along the way, becoming increasingly unfamiliar to its inhabitants. Many people face profound difficulties in autonomously and positively dealing with such drastic changes, causing their feeling of home to waver. Triggered by these challenges and supported by the local authority of a Flemish town, the experimental and co‐creative art project Mount Murals set out to stimulate new embodied interactions between and among local residents of various ages and backgrounds and with their built environment. These include remembering place‐related sentiments, being aware of body language that plays between participants while co‐creating and sensing an invigorating stimulus when seeing results. Awakening intrinsic appreciation in people for their own environment and associated social relationships stimulates an inclusive dealing with estranged relationships in space. Referring to the relational neuroscience principles attachment, co‐creating and co‐regulating as a modus of relational resonating, we explore how and under which conditions Mount Murals’ co‐creative art trajectory supports an evolving embodied place attachment, an essential element of the sense of belonging, in participants. By embedding assets inherent to art creation in action research and starting with meaningful everyday objects, Mount Murals carries forward an art expression that considers the co‐creation process and its co‐creative products as equally important.


2021 ◽  
Vol 2 (2) ◽  
pp. 185-198
Author(s):  
Baiq Ismiwati ◽  
Taufik Chaidir ◽  
Ida Ayu Putri.S ◽  
Siti Sriningsih

Zero waste is an ethical, economical, efficient and visionary goal, to guide people in changing their lifestyles and practices in imitation of a sustainable natural cycle, where all materials that are no longer used are designed to be a resource for others to use (en. m.wikipedia.org). Problems related to waste in Sandik Village are: 1. Non-organic waste is relatively widely scattered in the Sandik Village environment; 2. The waste bank is not yet operational; 3. People do not know much about non-organic waste which can be used as raw material for creative products that have a selling value; 4. The Sandik Village PKK Team does not have the skills to process non-organic waste into handicraft products with economic value. The aim of this service is to empower the Sandik Village PKK Driving Team in processing non-organic waste into goods that have economic value. The service method is carried out with lectures, discussions, and technical training on processing non-organic waste into products with sale value. The results of the activity: there were several participants who were able to make products at the end of the training; Participants were willing and enthusiastic to pass it on to other mothers around the village. It can be concluded that this service activity was successful, as shown by: Participants were able to sort between organic and non-organic waste and increased participants' knowledge about some of the non-organic waste that they produce every day can be used and processed into useful and economic value items


TEM Journal ◽  
2021 ◽  
pp. 1715-1720
Author(s):  
Narasak Phunaploy ◽  
Pinanta Chatwattana ◽  
Pallop Piriyasurawong

This research is the development of the online instruction with design-based thinking for the construction of creative products. The population of this research included experts and the first year undergraduate students from the Department of Educational Innovation and Technology, Suan Sunandha Rajabhat University. According to the results, it is found that (1) the quality of the online lessons with design-based thinking is at a very high level, (2) the scores of learning achievement after learning the said online lessons are higher than those before learning these online lessons with a significance level of .01, (3) the scores of creative products created by the students after learning through the online lessons are at a very good level, and (4) the satisfaction toward the learning through online lessons with designbased thinking for the construction of creative products is at a very high level.


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