Creativity and Innovation in Higher Education Research

2013 ◽  
Vol 4 (1) ◽  
pp. 90-107 ◽  
Author(s):  
Abdulkader Alfantookh ◽  
Saad Haj Bakry

Creativity and innovation are main sources of development leading to both: wealth generation and job creation. While creativity produces knowledge, innovation makes practical utilization of it to provide value. This paper questions the contribution of higher education (HE) research to creativity and to innovation. It provides a background that identifies the various issues concerned; and it emphasizes the different types of research versus HE research considerations. It recognises the low share of HE in funding and in performing research; and it also stresses the opportunities enjoyed by HE to do better in both: creativity and innovation. It addresses various potential considerations including: HE-government and HE-business cooperation platforms; in addition to new research degrees and other potential arrangements. In this respect, it highlights experience from Saudi Arabia. The paper hopes to activate worldwide sharing of ideas on the future role of HE research in world development.

2021 ◽  
Vol 13 (9) ◽  
pp. 5004
Author(s):  
Raquel Ferreras-Garcia ◽  
Jordi Sales-Zaguirre ◽  
Enric Serradell-López

There is currently an increasing interest for sustainable innovation in our society. The European agendas highlight the role of higher education institutions in the formation and development of innovation competences among students. Our study aimed to contribute to the analysis of the level of achievement of students’ innovation competences by considering two sustainable development goals (SDG) of the 2030 United Nations’ Agenda: Gender Equality (SDG 5) and Quality Education (SDG 4). This article tries to answer how business students perceive their own innovation competences and which innovative competences are best achieved by students, as well as if there are differences in the achievement of these competences depending on the students’ gender. Our results, from a sample of 360 students in the Business Administration and Management Bachelor’s Degree at the Universitat Oberta de Catalunya, confirm the extensive development of innovation competences. Moreover, female students present a high level of preparation for innovation-oriented action. These findings have educational implications for potentiating the innovation competences and environments where females can attain innovation skills.


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 7 (2) ◽  
pp. 200-214
Author(s):  
Ron Corso

Institutions of higher education in the twenty-first century are undergoing a transformation locally and globally from traditional pillars of learning to being more entrepreneurial in their core business. There is increasing pressure on universities to becoming more flexible and adaptable as organizations and in the graduate attributes, they imbed in their students. There is a need to build deeper links with business, to both maximize innovation and promote growth, to ensure students are equipped to excel in the workforce. This change is having a disruptive effect on the role of universities, from classical research institutions to entrepreneurial universities mimicking more of the modern workplace working environment, requiring autonomy in their decision-making and in the way new research is developed, implemented and transferred in the relationships formed within their respective regions. This article outlines work in progress on the University of South Australia’s attempts to rebrand itself as a University of Innovation and Enterprise (Australia’s University of Enterprise) in both its end-user inspired research outcomes and industry-informed teaching and learning.


2021 ◽  
Vol 103 ◽  
pp. 01017
Author(s):  
Zoya D. Denikina ◽  
Anatoly V. Denikin

The article traces the substantial and functional evolution of interdisciplinary and transdisciplinary knowledge and its integration into the theory and practice of higher education. The method of distinguishing between classical, non-classical, and post-non-classical rationality is used to disclose the specifics of university transdisciplinarity. The proposed hypothesis suggests that in non-classical and post-non-classical education, different types of studied objectivity exist while when the subject boundaries are fixed, various forms of subject uncertainty are observed. Difficulties in the practice of non-classical education are associated with the objective of overcoming double uncertainty. In one case, the onedimensionality of the study depends on the choice of ontological conditions that are only sufficient for a given monodiscipline. In another case, the task of combining the intervals of studying a subject in the framework of multidisciplinary knowledge is being solved. Transdisciplinarity manifests primarily through educational modeling technologies. What can be attributed to the specifics of post-non-classical education is the study of two types of objectivity: the system-level reality in cases of severe disequilibrium and the system-operational reality in cases of mild disequilibrium. Thus, the subject area demonstrates substantial and systemic uncertainty. It is concluded that the study of systemic objects as a part of the educational process requires interdisciplinary efforts and is carried out in line with the following scheme: problem – project – concept – practical solution.


Author(s):  
Ronak Warasthe

Abstract The number of Public-Private Partnerships in the education sector is growing in developing and emerging economies. Traditionally governments are the main financial contributor to education however, the involvement of the private sector is an increasing one. While more established in primary and secondary education, PPPs in tertiary education are a phenomenon rather slowly growing in the past decades (Patrinos, Barrera-Osorio, & Guaqueta, 2009). There are various concepts of PPPs in higher education each targeting different goals. In order to give an insight into different types of PPPs, the typology according to Mabizela has been briefly displayed and the case of a PPP in Namibia is given. The framework of the partnership was compiled to give an outlook on the practicability of partnerships. The paper exemplifies that both partners within a PPP can benefit from the added value they may generate for their target group. Thus, the benefit depends on quality, relevance and execution of the partnership.


2021 ◽  
Vol 125 ◽  
pp. 04006
Author(s):  
Valerija Sergeevna Mincicova ◽  
Elizaveta Valentinovna Ogloblina ◽  
Asem Hekimoglu Naushabaeva

This study aims to share the digital storytelling experience of higher education teachers including those using English as a Medium of Instruction. The methodology consists of giving a task to 130 students of bachelor course divided into 29 creative groups. Students created video stories on prearranged topics concerning the world economy agenda. We focused on analyzing the stages of project creation and the role of a teacher in the process, drivers of successful implementation of the digital storytelling, and compared the effectiveness of different types of classwork with digital storytelling. Thus, we conclude that such factors as the cohesion of the creative groups, ability to use video editing instruments and distribution of the tasks between members in the initial stages play the least important role in the successful implementation of the task, but at the same time can be most easily influenced and course-corrected by a teacher. The research also demonstrated that the potential to connect the topic with the own interests of the creative group, ability to present the result of work publicly and interest in the topic were the main drivers for success and involvement. Those are the characteristics of the generation Z, and we strongly believe that the teachers of higher education should consider the findings we present in the results section. It is also revealed that digital storytelling, despite being time-consuming, has a more emotional influence on students and gives them more satisfaction after a presentation.


Author(s):  
Alison Harvey

For years, academics and journalists have proclaimed a crisis of gameswork, detailing the ‘destruction’ of the lives of those in this creative workforce, and wondering when the ‘breaking point’ of professional game design, premised on crunch, work limbo, and churn, would come. Still it was only at the March 2018 Game Developers Conference, typically a heavily corporatized event, that a large-scale discussion of unionization was staged, leading to the formation of Game Workers Unite. While collective organizing in games is going global, with branches forming from France to Australia to South Korea, these developments are outpaced by increasingly transnational dynamics of outsourcing and automation, threatening to devalue and even eliminate already highly-competitive jobs in ‘cool industries’ of ‘passionate’ workers. This paper considers these global contradictions and tensions through analysis of a group heavily implicated in visions of the future of gameswork- students in formal games education. While within game studies there has been sustained interest in the production of this form and labour relations therein, the shape and role of games higher education remains underexplored. The existing scholarship indicates that these formal sites of training tend to cultivate the still-largely young, male, and passionate fan-workforce on which games depend. Furthermore, these contexts are vital in the formation of future gamesworker identities that are conservative, uncritical, and risk-adverse, despite pervasive discourses of creativity and innovation linked to them. Vitally, however, the question of how these norms relate to shifting work realities has yet to be explored.


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