Buku
ini
dibuat
untuk
membantu
para
pebisnis
dalam
mengembangkan
ide
dan
inovasi
yang
kreatif.
Dalam
menerapkan
kreativitas
tentu
masing-masing
individu
memiliki
caranya
masing-masing,
tetapi
buku
memberikan
panduan
beberapa
metode
dapat
digunakan
baik
Individu
atau
Bisnis.
Terdapat
7
dibahas
yaitu
Design
Thinking,
SCAMPER,
Mind
Map,
6
Thinking
Hats,
Business
Model
Canvas,
Value
Chain,
Brainstorming.
Diharapkan
dengan
memahami
tersebut,
pengusaha
menghasilkan
kreatif
berguna
perkembangan
bisnisnya
sehingga
bisa
bertahan
jangka
Panjang
berkelanjutan.
International Journal of Educational Technology in Higher Education,
Journal Year:
2024,
Volume and Issue:
21(1)
Published: March 4, 2024
Abstract
In
the
evolving
landscape
of
higher
education,
challenges
such
as
COVID-19
pandemic
have
underscored
necessity
for
innovative
teaching
methodologies.
These
catalyzed
integration
technology
into
particularly
in
blended
learning
environments,
to
bolster
self-regulated
(SRL)
and
higher-order
thinking
skills
(HOTS).
However,
increased
autonomy
can
lead
disruptions
if
issues
are
not
promptly
addressed.
this
context,
OpenAI's
ChatGPT,
known
its
extensive
knowledge
base
immediate
feedback
capability,
emerges
a
significant
educational
resource.
Nonetheless,
there
concerns
that
students
might
become
excessively
dependent
on
tools,
potentially
hindering
their
development
HOTS.
To
address
these
concerns,
study
introduces
Guidance-based
ChatGPT-assisted
Learning
Aid
(GCLA).
This
approach
modifies
use
ChatGPT
settings
by
encouraging
attempt
problem-solving
independently
before
seeking
assistance.
When
engaged,
GCLA
provides
guidance
through
hints
rather
than
direct
answers,
fostering
an
environment
conducive
SRL
A
randomized
controlled
trial
(RCT)
was
employed
examine
impact
compared
traditional
foundational
chemistry
course
within
setting.
involved
61
undergraduate
from
university
Taiwan.
The
findings
reveal
enhances
SRL,
HOTS,
construction
use.
results
directly
align
with
research
objective
improve
outcomes
providing
answers
ChatGPT.
conclusion,
introduction
has
only
facilitated
more
effective
experiences
environments
but
also
ensured
engage
actively
journey.
implications
highlight
potential
ChatGPT-based
tools
enhancing
quality
essential
self-regulation
Furthermore,
offers
insights
regarding
education.
Frontiers in Public Health,
Journal Year:
2022,
Volume and Issue:
10
Published: Oct. 3, 2022
Metaverse
sports
arena
is
gaining
popularity
globally
that
empowers
virtual
reality
sporting
experience
through
digital
avatars.
The
main
objective
of
the
current
study
to
explore
impact
Metaverse-based
on
endurance
performance
young
Chinese
athletes,
with
mediating
role
their
mental
health
condition
and
anxiety.
study's
participants
mainly
included
especially
sample
group
an
accurate
depiction
athletes
using
a
convenience
sampling
approach.
SEM-AMOS
statistical
software
was
used
for
analysis
validation
proposed
relationships.
findings
statistically
validate
anxiety
fully
mediate
direct
associations
between
experiences
athletes.
Interestingly,
imposes
greater
performance,
in
contrast
adverse
effects
outcomes
present
research
guide
opportunities
enhance
abilities
boost
performance.
Policymakers
can
also
build
systems
dissolve
physical
geographical
barriers,
reduce
anxiety,
sustain
events
metaverse.
Sensors,
Journal Year:
2023,
Volume and Issue:
23(6), P. 3009 - 3009
Published: March 10, 2023
Creativity
plays
a
significant
role
in
competitive
product
ideation.
With
the
increasing
emergence
of
Virtual
Reality
(VR)
and
Artificial
Intelligence
(AI)
technologies,
link
between
such
technologies
ideation
is
explored
this
research
to
assist
augment
creative
scenarios
engineering
field.
A
bibliographic
analysis
performed
review
relevant
fields
their
relationships.
This
followed
by
current
challenges
group
state-of-the-art
with
aim
addressing
them
study.
knowledge
applied
transformation
into
virtual
environment
using
AI.
The
designers'
experiences,
core
value
Industry
5.0
that
focuses
on
human-centricity,
social
ecological
benefits.
For
first
time,
reclaims
brainstorming
as
challenging
inspiring
activity
where
participants
are
fully
engaged
through
combination
AI
VR
technologies.
enhanced
three
key
areas:
facilitation,
stimulation,
immersion.
These
areas
integrated
intelligent
team
moderation,
communication
techniques,
access
multi-sensory
stimuli
during
collaborative
process,
therefore
providing
platform
for
future
smart
development.
Education Sciences,
Journal Year:
2025,
Volume and Issue:
15(2), P. 257 - 257
Published: Feb. 19, 2025
This
paper
interprets
the
theories
of
Vygotsky
through
lenses
creativity
in
education
and
learning
design
using
technology.
It
is
important
to
address
role
teacher
today’s
technology-enhanced
classrooms.
initiative
has
not
been
addressed,
it
may
lead
new
ways
thinking
about
teaching
profession.
Teachers’
roles
have
shifted
from
instructors
designers
effective
scenarios
for
learning.
In
this
context,
teachers
need
be
able
creatively
connect
pedagogy,
content,
technology
design.
The
work
emphasizes
when
assessing
learner’s
developmental
level,
by
tailoring
so
that
falls
within
zone
proximal
development.
procedure
leads
knowledge,
indicating
a
creative
process.
Language
as
tool
now
means
transmitted—new
technologies.
Considering
these
connections,
questions
re-addressed:
What
connection
between
development?
How
field
how
does
relate
(1)
theory
cognitive
development
constructivist
perspective
(2)
are
connections
designer
with
paper,
we
synthesize
knowledge
Vygotsky’s
theories,
concluding
an
interpretation
can
assisted
his
synchronous
technologies
Journal of Intelligence,
Journal Year:
2023,
Volume and Issue:
11(7), P. 144 - 144
Published: July 17, 2023
As
an
artificial
space
extended
from
the
physical
environment,
virtual
environment
(VE)
provides
more
possibilities
for
humans
to
work
and
be
entertained
with
less
restrictions.
Benefiting
anonymity,
one
of
important
features
VEs,
users
are
able
receive
visual
stimuli
that
might
differ
through
digital
representations
presented
in
VEs.
Avatars
contextual
cues
VEs
can
considered
as
contexts.
In
this
article,
we
analyzed
21
articles
examined
creativity-boosting
effects
different
user
representations.
We
summarized
main
induced
by
these
two
representations,
notably
effect
self-similar
avatar,
Proteus
effect,
avatar
Social
Identity
Cues,
priming
representation,
embodied
metaphorical
effect.
addition,
influence
immersion
on
creativity
comparing
non-immersive
immersive
(i.e.,
desktop
VE
headset
VE,
respectively).
Last,
discussed
roles
embodiment
presence
which
were
overlooked
past
research.
Frontiers in Virtual Reality,
Journal Year:
2023,
Volume and Issue:
4
Published: April 4, 2023
As
a
methodology,
design
thinking
involves
practicing
“a
way
of
thinking”
that
non-designers
can
use
as
source
inspiration
instead
being
limited
to
group
professional
designers.
This
methodology
has
gained
research
attention
because
the
growing
demands
for
social
innovation
and
sustainability.
The
general
public
is
expected
gain
design-thinking
skills
through
training
or
by
applying
tools.
Virtual
reality
(VR)
considered
potential
tool
help
accelerate
augmenting
it
allows
users
have
embodied
immersive
experiences.
study
reviews
existing
literature
on
how
VR
been
used
enhance
skills.
features
publications
such
year
publication,
stages,
types,
targeted
participants,
publication
fields
are
analyzed
determining
latest
trends
scenarios
under
this
topic.
Further,
thematic
analysis
follows
creative
enhancement
structures
conducted
understand
role
in
enhancing
skills,
future
directions
discussed
based
results.
review
concludes
creativity
many
aspects.
Moreover,
highlights
need
gaining
deeper
understanding
about
1)
art,
humanities,
societal
perspectives;
2)
cognition
processes
VR;
3)
emphasizing
defining
stages
process;
4)
technological
improvements
combined
with
Metaverse;
5)
hybrid
virtual
real
worlds.
Interactive Learning Environments,
Journal Year:
2022,
Volume and Issue:
unknown, P. 1 - 14
Published: Dec. 20, 2022
This
paper
investigates
the
impact
of
digital
creativity
educational
practices
on
improvement
academic
performance
and
creative
thinking
development
Chinese
high
school
students.
The
study
defined
importance
concept
STEM
learning
in
modern
skills
needed
to
live
work
a
socio-economic
change
caused
by
Industry
4.0.
An
experiment
involving
60
9th
grade
students
evaluated
students'
such
indicators
as
fluency,
flexibility,
originality,
detailing,
metaphoricity.
control
group
experimental
was
assessed.
analysis
results
practical
research
tools
pedagogical
models
acquisition
conducted,
which
proved
that
environment
is
optimal
place
for
manifestations
provides
opportunities
improve
implementing
activities
using
innovative
manifestation
skills.
Digital Creativity,
Journal Year:
2023,
Volume and Issue:
34(1), P. 53 - 77
Published: Jan. 2, 2023
Virtual
reality
(VR)
is
a
popular
information
technology
in
design
and
manufacturing.
In
the
conceptual
stage,
VR
has
been
proved
to
be
an
auxiliary
tool
with
great
potential.
However,
development
of
not
systematically
investigated.
This
study
conducted
review
application
stage
on
activities
cognitive
needs
recent
18
years.
proposed
framework
based
cycle
model.
The
technical
characteristics
are
analysed
role
each
phase
discussed.
Then
principle
value
developments
for
analysed.
Finally,
research
directions
scheme
future