Stimulating Creativity and Innovation Through Apt Educational Policy

2022 ◽  
pp. 113-133
Author(s):  
Sulaiman Olusegun Atiku ◽  
Richmond Anane-Simon

The gap between expected and actual skillsets to drive workforce creativity and developing innovative products and services in recent times suggests the need for a thorough review of educational policy. The required level of creativity and innovation could be stimulated through educational policy review and effective implementation of action plans to meet expectations in the fourth industrial revolution. A literature review approach was adopted to examine the issues in current education system, as well as the emerging trends within the system to promote creative learning. The findings show that discipline-specific instructional strategies propelled by technological innovations (educational virtual reality games) are essential in stimulating creativity and innovation. Gamification in learning pedagogies not only promotes important academic learning but also builds the skills required for success in the 21st century.

Author(s):  
Rajashree Chaurasia

Human beings are the only mammals to be able to utilize high-level cognitive functions to build knowledge, innovate, and communicate their complex ideas. Imagination, creativity, and innovation are interlinked in the sense that one leads to the other. This chapter details the concepts of imagery, imagination, and creativity and their inter-relationships in the first section. Next, the author discusses the historical perspectives of imagination pertaining to the accounts of famous philosophers and psychologists like Aristotle, Kant, Hume, Descartes, Sartre, Husserl, and Wittgenstein. Section 3 and 4 present the neuro-biological correlates of imagination and creativity, respectively. Brain regions, neuronal circuits, genetic basis, as well as the evolutionary perspective of imagination and creativity are elicited in these sections. Finally, creativity and innovation are explored as to how they will contribute to knowledge build-up and advances in science, engineering, and business in the fourth industrial revolution and the imagination age.


Author(s):  
Anthony Bolton ◽  
Leilani Goosen ◽  
Elmarie Kritzinger

Against the background of promoting inclusive growth in the context of the Fourth Industrial Revolution (4IR), the purpose of this chapter is to introduce Industry 4.0 in terms of the impact of Unified Communication and Collaboration (UC&C) technologies on productivity and innovation within a global automotive enterprise. To provide readers with a further overview of, and summarize, the content of the chapter, issues, controversies, problems, and challenges related to Industry 4.0 adoption, including, for example, Cyber-Physical Systems (CPS), are discussed. Solutions and recommendations for dealing with the issues, controversies, and/or problems are presented, and the chapter will also discuss future research directions and emerging trends, together with providing insight about the future of the book's theme from the perspective of the chapter focus on the impact of UC&C technologies on productivity and innovation. The last section will provide discussion of the overall coverage of the chapter and concluding remarks.


2021 ◽  
Vol 6 (3) ◽  
pp. 209
Author(s):  
Inneke Putri Nowita ◽  
Rahmadhani Fitri ◽  
Yossi Lolita

Industrial revolution 4.0 or also known as the Fourth Industrial Revolution (4IR). In facing the 4.0 revolution, someone must have skills, these skills are known as the 4Cs of 21st century learning, namely: communication, collaboration, critical thinking and problem solving, as well as creativity and innovation. These skills can penetrate the teaching and learning process, namely using teaching materials. Teaching materials that are often used are student worksheets. 4C skills can improve the activities that are on student worksheets. This study aims to determine and define the requirements needed in learning with content competence (KI), basic competence (KD), and learning materials according to the 2013 curriculum content standards. This type of research is a four-D model development research, but in This research only reaches the define stage. The subjects of this study were 60 students of class X SMA Negeri 1 Batusangkar. The results showed that developing student worksheets (LKPD) oriented 4C skills in class X semester 1 subjects.


Author(s):  
Anthony Bolton ◽  
Leilani Goosen ◽  
Elmarie Kritzinger

Against the background of promoting inclusive growth in the context of the Fourth Industrial Revolution (4IR), the purpose of this chapter is to introduce Industry 4.0 in terms of the impact of Unified Communication and Collaboration (UC&C) technologies on productivity and innovation within a global automotive enterprise. To provide readers with a further overview of, and summarize, the content of the chapter, issues, controversies, problems, and challenges related to Industry 4.0 adoption, including, for example, Cyber-Physical Systems (CPS), are discussed. Solutions and recommendations for dealing with the issues, controversies, and/or problems are presented, and the chapter will also discuss future research directions and emerging trends, together with providing insight about the future of the book's theme from the perspective of the chapter focus on the impact of UC&C technologies on productivity and innovation. The last section will provide discussion of the overall coverage of the chapter and concluding remarks.


The subject of research in the article is theoretical and methodological principles of the startups ecosystem. The goal is to identify the structural elements of the startups ecosystems in terms of endogenous and exogenous changes in the entrepreneurial environment under the influence of the Fourth Industrial Revolution. Objectives: characterization of the components of entrepreneurial and innovative ecosystems, investigation of the essence "startup ecosystem" definition, its destructuring, determination of critical conditions for the formation of startups ecosystems and characterization of the above conditions in Ukraine. Common scientific methods are used: comprehensive approach and the systematic method of cognition of the object of study - startups ecosystems, induction and deduction methods for determining the interdependence of ecosystems: entrepreneurial, innovative and ecosystems of startups, decomposition method for the restructuring of startups ecosystems. The following results were obtained. The conclusion about the terminological ambiguity of the studied concept of “ecosystem” is made. The views of foreign and domestic scientists about determining the essence of the business ecosystem, its constituents and their interaction are investigated. The importance of studying innovative startups ecosystems is substantiated. Process-situational, subject-object and platform approaches to defining elements of an innovative ecosystem of startups are applied. Exogenous and endogenous factors influencing the activity of innovative startups ecosystem are investigated. Startups ecosystem emerge at the intersection of entrepreneurial and innovative ecosystems. In the article proved, that startups ecosystems emerge at the intersection of entrepreneurial and innovative ecosystems. It includes the following structural elements: how society needs innovative products; startups; innovative ideas; free financial capital; principles, which subjects cooperation is built; methods for implementing startups. The conditions for reaching a critical mass of startups for the formation of their ecosystem are identified and characterized. The situation concerning the development of startups in Ukraine is analyzed. Attention is drawn to the prospects of development of domestic startups in the IT market. Conclusions: the process-situational, subject-object and platform approaches to the innovative ecosystem and the restructuring of the startups ecosystem were applied. This allowed us to determine the critical conditions of the specified system formation. It can be applied to refine a strategy for the development of startup projects.


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