A technological development has extremely changes the value of society which is now moving to society 5.0. It is an era in which technology is being a part of human life. Internet is supposed not only to be an information media but also becomes a part of life including in education. Society 5.0 requires students to have the ability to solve complex problems, think critically, and be creative. This ability is needed to adopt the development of science and technology, not only as a “taker” but also as a “maker” through entrepreneurial principles. Therefore, the learning system should move to the concept of science-based entrepreneurship (SciPreneur). However, the current entrepreneurial learning system has not adopted the learning paradigm emphasizing on cognitive understanding because the learning process is still either theoretical-based or rote learning. Therefore, we need an appropriate learning model to accommodate a learning system to meet the society 5.0. In this paper, we introduce a framework on science-based entrepreneurship using the discovery ability-based creative entrepreneurial learning model (CEL-BaDiS UP). This model is expected to enhance a science-based entrepreneurship skill.
Batik merupakan salah satu warisan budaya yang telah ditetapkan oleh UNESCO sebagai Warisan Kemanusiaan untuk Budaya Lisan dan Non-Bendawi (Masterpieces of the Oral and Intangible Heritage of Humanity) sejak Oktober 2009. Kesenian batik adalah kesenian diatas kain untuk dijadikan pakaian yang awal mulanya hanya dipakai oleh keluarga kerajaan saja. Kemajuan ilmu pengetahuan di bidang teknologi informasi dan komunikasi terutama penggunaan perangkat genggam smartphone android telah mengubah cara pandang dan gaya hidup dalam menjalankan kegiatan sehari-hari. Hal ini berdampak pula pada kegiatan kesenian yang bersifat tradisional. Semakin berkurangnya minat dari masyarakat untuk belajar atau sekedar mengenal tentang motif batik melatar belakangi permasalahan tersebut, aplikasi ini hadir untuk memadukan kemajuan ilmu pengetahuan dalam bidang teknologi dengan memuat konten yang bersifat tradisional seperti batik khususnya di Kabupaten Ngawi agar masyarakat dapat melestarikannya. Aplikasi ini dibuat untuk memperkenalkan motif batik Ngawi dan juga memhami setiap maknanya yang dapat diakses dimana saja dan kapan saja melalui smartphone android. Tujuan dari studi ini adalah merancang, membuat dan menguji aplikasi NgaBatik sehingga didapat produk aplikasi pengenalan motif batik digital berbasis aplikasi android yang dapat difungsikan dengan baik keseluruhan baik sistem dan kegunaan fiturnya. Metode yang digunakan adalah modifikasi model prosedural yang menjabarkan tahapan prosedural yang harus diikuti dalam menghasilkan produk tertentu. Hasil kepuasan pengguna dengan menggunakan kuisioner menunjukkan tingkat kepuasan pengguna sebesar 80,9 % yang berarti aplikasi sangatlah memuaskan dimata penggunanya.
Industrial revolution 4.0 accelerates the need for resources with contextual skills relevant to technological advances. Renewable energy is one of the global issues that need to be followed up into one of the concerns in education. The STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning concept is seen as a learning innovation that accommodates the skills needed in the era of the industrial revolution 4.0. In addition, through the design thinking approach, students are facilitated to realize creativity or ideas in solving surrounding problems. This study aims to reconstruct the STEAM learning model with a combination of design thinking approaches to renewable energy learning materials. This research uses a descriptive qualitative approach to data sources from the literature. The analysis tool used is Miles and Huberman interactive model data analysis. The purpose of this research is to formulate a combined framework of the STEAM learning model and design thinking that can be applied to renewable energy learning materials.
Batik is one of the cultural heritages that have been established by UNESCO as a Cultural Heritage Humanity’s Oral and Non-material (Masterpieces of the Oral and Intangible Heritage of Humanity) since October 2009. Art Batik is the art over the cloths to clothe the beginning only used by the family empires only. The advancement of science in the field of information and communication technology, especially the use of handheld devices Android smartphone has changed the perspective and lifestyle in carrying out daily activities. This impacted on the traditional arts activities. The less the interest of the public to learn or just know about the background of this application that combines the advancement of science in the field of technology to load content such as batik, especially in Ngawi Regency so that people can preserve it.. This application is made into a games interactive education format mockup use software Marvell and is designed to run on devices with operating systems Android and if the teacher want to explain with the students, the teachers can use STEAM learning model.
The industrial revolution 4.0 accelerates the need for resources with contextual skills that are relevant to technological advances. Renewable energy is a global issue that needs to be followed up as a concern in education. The concept of STEAM learning is seen as a learning innovation that accommodates the skills needed in the era of the industrial revolution 4.0. In addition, through a design thinking approach, students are facilitated to realize creativity or ideas in solving problems around them. This study aims to reconstruct the STEAM learning model with a combination of design thinking approaches in renewable energy learning materials. This study uses a descriptive qualitative approach with data sources from the literature. The analytical tool used is the Miles and Huberman interactive model data analysis. The expectation from this research is the formulation of a combination framework between the STEAM learning model and design thinking that can be applied to learning renewable energy materials. Keywords: Design Thinking, Renewable Energy, STEAM
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.