scholarly journals Analysis of Trends in the Development of Innovation and Invention Activities in Ukraine

2020 ◽  
Vol 2 (44) ◽  
pp. 82-90
Author(s):  
S. I. Grytsulenko ◽  
2019 ◽  
Vol 2 (5) ◽  
pp. 276 ◽  
Author(s):  
Muniroh Munawar ◽  
Fenny Roshayanti ◽  
Sugiyanti Sugiyanti

Learning in Early Childhood Education (ECE) today should adjust the 21st century competency framework. In this case, learning innovation is needed to actualize a generation that is creative, innovative, critical thinking, able to communicate and collaborate. STEAM (Science Technology Engineering Art Mathematics) - based ECE learning is currently seen as an approach that aims to stimulate creativity and  prepare children in a world of work that is full of innovation and invention. Research shows that there is a positive relationship between STEAM experience at early age and school success in the future. The purpose of this study is to describe the implementation of STEAM-based ECE learning in Semarang City. Three ECE schools that have implemented STEAM-based learning in Semarang City were included as research subjects. The research methods used were qualitative with observation, interview and documentation as a data collection technique. The research focus of the research results include: 1) Story times in STEAM class, 2) STEAM Processes in learning, 3) STEAM activities in class. Data analysis results show that the implementation of STEAM-based learning is not fully integrated, so assistance by expert teams is needed and there is no  comprehensive learning media tool.Pembelajaran di PAUD sekarang ini hendaknya menyesuaikan kerangka kompetensi abad 21, dimana inovasi pembelajaran sangat dibutuhkan untuk mewujudkan generasi yang kreatif, inovatif, berpikir kritis, mampu berkomunikasi dan berkolaborasi. Akhir-akhir ini STEAM (Science Technology Engineering Art Mathematics) dipandang sebagai sebuah pendekatan untuk menyiapkan generasi abad 21, yang bertujuan untuk menstimulasi kreativitas, menyiapkan anak-anak dalam dunia kerja yang penuh inovasi dan invensi. Riset menunjukkan bahwa ada hubungan positif antara pengalaman STEAM di awal usia dengan kesuksesan sekolah di masa mendatang. Adapun tujuan penelitian ini adalah untuk mendeskripsikan pelaksanaan pembelajaran STEAM di PAUD. Metode penelitian yang digunakan adalah kualitatif, pengumpulan data dilakukan melalui observasi, wawawancara dan dokumentasi. Sedangkan hasil penelitian ini mendeskripsikan: 1) Storytimes dalam kelas STEAM, 2) STEAM Process dalam pembelajaran, 3) Aktivitas STEAM di kelas. Hasil analisis data menunjukkan bahwa implementasi pembelajaran berbasis STEAM tidak sepenuhnya terintegrasi, sehingga diperlukan bantuan oleh tim ahli dan tidak ada alat media pembelajaran yang komprehensif.


2006 ◽  
Vol 21 (8) ◽  
pp. 1111-1134 ◽  
Author(s):  
Catherine Y. Co ◽  
John S. Landon-Lane ◽  
Myeong-Su Yun

Author(s):  
Vincent Aleven ◽  
Helena Connolly ◽  
Octav Popescu ◽  
Jenna Marks ◽  
Marianna Lamnina ◽  
...  
Keyword(s):  

2014 ◽  
pp. 233-253
Author(s):  
Colleen Dickie ◽  
Amy Parent

2011 ◽  
Vol 50 (4II) ◽  
pp. 365-376 ◽  
Author(s):  
Hamna Ahmed ◽  
Mahreen Mahmud

This study analysed the behaviour of a sample of manufacturing firms in Pakistan in order to understand what determines innovative activity employing a panel data set for the years 2002 and 2006-07. Probit estimation results reveal that size of the firm and human resource quality are important internal factors that increase the likelihood of a firm innovating. Interestingly, whether a firm is exporting or not has no bearing. However, post innovating there is a large increase in number of firms who export. Externally, presence in a geographic cluster is important though further analysis reveals that the impact varies according to firm size. Size per se does not increase likelihood of innovating for medium sized firm who only have an advantage over small sized firms when present in a cluster. Large firms on the other hand continue to have an advantage and the advantage further increases with presence in a cluster. Finally, analysis by product and process innovators reveals that the characteristics of firms undertaking the two types of innovative activity are similar. The only noteworthy difference being that process innovation does not benefit from presence of a firm in a cluster which might be attributable to the more visible nature of product innovation which benefits from technological spillovers that are a characteristic of presence in a cluster. JEL classifications: O14, O31, O33, L6 Keywords: Innovation and Invention: Processes and Incentive, Developing Countries, Industry Study


Author(s):  
Sladjana Cabrilo ◽  
Leposava Grubic-Nesic

Globalization, fast-paced technological, economic, and social changes, and increased competition have affected the current business environment by changing the role of knowledge, innovation, and creativity in work, learning, and everyday life. Although Knowledge Management (KM) is usually explored separately from creativity and innovation, these concepts are closely related and in practice reinforce each other. Linking KM to innovation and creativity management in a holistic fashion has facilitated the examination of the knowledge management impact on innovation performance of organizations. In addition, this practice makes it possible to examine how creativity and invention can be used to increase the efficiency of knowledge management. This chapter focuses on the analysis of the role and importance of creativity, innovation, and invention in knowledge management. In addition, the chapter investigates the role of KM in innovation, and environmental and personal factors, which contribute to creativity, innovation, and invention in KM.


2020 ◽  
Vol 12 (18) ◽  
pp. 7306
Author(s):  
Eduardo González-Cabañes ◽  
Trinidad García ◽  
Celestino Rodríguez ◽  
Marcelino Cuesta ◽  
José Carlos Núñez

Invention activities can promote reflective learning processes. However, their inclusion in educational practice can generate doubts because they take up time that can otherwise be invested in explaining content, and because some students might experience frustration and anxiety while trying to solve them. This study experimentally evaluated the efficacy of invention activities in a university statistics class, considering both emotions (self-reported) and learning achieved. In total, 43 students were randomly assigned to either (a) inventing variability measures before receiving instruction about the topic of statistical variability, or (b) completing a similar problem-solving activity, but only after they had received guidance with a worked example concerning the target concepts. Students in the first condition acquired greater conceptual knowledge, which is an indicator of deep learning. The emotions experienced during the learning activities were similar in both learning conditions. However, it was notable that enjoyment during the invention phase of the invention condition was strongly associated with higher achievement. Invention activities are a promising educational strategy that require students to play an active role, and can promote deep learning. This study also provides implementation guidelines for teachers while discussing the possibilities offered by new technologies.


Electronics ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 645
Author(s):  
Teen-Hang Meen ◽  
Wenbing Zhao ◽  
Cheng-Fu Yang

The second IEEE International Conference on Knowledge Innovation and Invention 2019 (IEEE ICKII 2019) was held in Seoul, South Korea, 12–15 July 2019. This special issue “Intelligent Electronic Devices” selects 13 excellent papers form 260 papers presented in IEEE ICKII 2019 conference about the topics of Intelligent Electronic Devices. The main goals of this special issue are to encourage scientists to publish their experimental and theoretical results in as much detail as possible, and to discover new scientific knowledge relevant to the topics of electronics.


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