The small number of universities in Indonesia that can be considered as World-Class University (WCU) is due to: bureaucratic university governance, facilities that are still depend on the government subsidies, as well as university management that is not yet professional, autonomous and independent, not to mention the discrimination of policy treatment on private university. This problem should be resolved immediately, considering that in the current global competition era, every country including Indonesia is in desperate need of competent human resources, and it cannot be denied that university is a container that should be able to provide human resources that can directly dive into various work fields. Research methodology used to analyze and solve the problem in this paper is qualitative method with case study approach. Lesson learned from the case study of Telkom University is it is necessary to supervise not only state-owned universities, but also private ones, offering them guidance and support. Private universities should be given equal treatments. The author of this article recommends that a long-term master plan about the number of universities in Indonesia which classified into two types (state university and private university) should be drawn. The management pattern of universities should embrace the concept of "higher education as industry" as practiced in many developed countries. Continuous benchmarking and international cooperation should be made. Academic autonomy should be encouraged. In principle, a big private university, such as Telkom University, that has potential to be WCU, still needs some guidance and assistance.
Creative startup are currently growing rapidly in Indonesia, as well as in the city of Bandung. The main user characteristics of the creative startup have a unique and space preference that can develop fresh and new ideas. The characteristics of the user will affect the design especially on the character of the design. This paper will analyze the relevance of interior design that can accommodate users with creative startup characteristics and how to present interior design that can stimulate and create creative ideas for users. The research method is qualitative research, by doing field observation and questionnaire dissemination. This paper uses a sample of co-working space users in Bandung, as well as creative startup that stand in 5 dominant sector in Bandung. The results showed the required space of co-working space with preference on interior element.
Minat baca masyarakat Indonesia masih sangat rendah, terutama pada anak-anak. Banyak faktor yang mempengaruhi minimnya minat baca, salah satunya adalah kurangnya fasilitas yang menyediakan tempat bacaan untuk anak-anak. Demikian juga yang terjadi di Masjid Al-Aniah, yang berada dalam suatu komplek Cluster Perumahan dengan jumlah jiwa hampir 1800 jiwa, yang mempunyai ruang baca yang tidak tertata dengan baik, tidak nyaman, rak penyimpanan yang tidak teratur serta belum mencerminkan desain karakter anak baik pada warna, ergonomic, layout dll. Urgensi penelitian ini adalah bagaimana desain interior perpustakaan atau ruang baca dapat mendorong dan memotivasi anak gemar dan senang membaca. Penelitian ini bertujuan merancang ruang baca anak sebagai alternative untuk mingkatkan minat baca, dapat diwujudkan dengan menciptakan perancangan ruang yang sesuai dengan kebutuhan karakteristik pada anak..Metode pengabdian masyarakat dilakukan dengan metode kaualitatif dengan studi kasus di Masjid Al Aniah Bandung, yang dilakukan dengan wawancara, observasi langsung dan diskusi dengan ketua DKM dan Marbot. Hasil dari penelitian ini rancangan ruang baca di lantai 2 dengan menerapkan lay out, sirkulasi zoning blocking area yang dapat memberikan rasa aman dan anyaman pada anak anak. Ruang bacaan dirancang dengan menerapkan usur-unsur desain yang sesuai dengan karakteristik anak, seperti, unsur warna, unsur bentuk dan furniture yang dapat mendukung aktifitas anak seperti belajar, membaca buku, bermain permainan edukatif, dan melakukan kegiatan seni.
AbstrakKaum muda milenial rentan mengalami disorientasi, dislokasi, individualistik bahkan ada yang terpapar ideologi berbasis kebencian SARA dan terorisme. Hal ini disebabkan oleh sistem pembelajaran wawasan kebangsaan yang disampaikan di Perguruan Tinggi belum sepenuhnya sesuai dengan karakter milenial dan belum menggunakan alternatif media pembelajaran interaktif. Penggunaan smartphone/gadget oleh mahasiswa menjadi sebuah peluang dalam menunjang pembelajaran yang dilakukan secara virtual dan interaktif. Kondisi pandemi yang melanda saat ini menjadikan smartphone sebagai media yang penting yang digunakan dalam komunikasi dan pembelajaran. Penelitian ini bertujuan 1) mengembangkan bahan ajar tentang wawasan kebangsaan melalui media mobile learning berbasis android, 2) bahan ajar yang menghadirkan konten menarik berbentuk visual yang bisa diwujudkan dalam kegiatan pembelajaran. Metode penelitian menggunakan penelitian Research & Development (R&D) dengan tahapan penelitian yang dilaksanakan diawali identifikasi masalah, analisa, desain dan development. Hasil riset berupa rancangan prototipe mobile learning berbasis android dengan konten bahan ajar yang dikemas dalam aplikasi dengan visualisasi unsur warna, tipografi dan ilustrasi. Manfaat yang dihasilkan dari aplikasi adalah fleksibilitasnya yang bisa dibuka dimana saja dan kapan saja, tentunya sesuai dengan situasi pandemi saat ini. Alternatif ini dapat menjadi solusi metode pembelajaran yg terus dikembangkan kedepannya. Kata Kunci: milenial, mobile learning, pandemi covid19, wawasan kebangsaan AbstractMillennial youth are susceptible to disorientation, dislocation, individualism, and ideology. Some of them even expose to ideologies based on SARA hatred and terrorism. One of the causes of this situation is the national perception learning system communicated at universities is not entirely in line with the millennial character and has not used alternative interactive learning media. The use of smartphones/gadgets by students is an opportunity to support virtual and interactive learning. The current pandemic conditions have made smartphones an essential medium for communication and learning. This study aims to 1) develop teaching materials about national insight through android-based mobile learning media, 2) teaching materials that present interesting content in the form of visuals that embody learning activities. The research method used was Research & Development (R&D) research along with the stages of research carried out starting with problem identification, analysis, design, and development. The outcome of the research is an Android-based mobile learning prototype design with teaching material content that wraps in an application with visualization of color elements, typography, and illustrations. The benefits result from the application is its flexibility that it can be opened anywhere and anytime, indeed, in accordance with the current pandemic situation. This alternative can be a solution for learning methods that will continue to be advance in the future. Keywords: millennial, mobile learning, national insight, covid19 pandemic
The public health index is part of the Regional Government's plan, also the Sustainable Development Goal number 3. To assist public health improvement, a community service was carried out with partner Citra Sehat Clinic, Sadang Serang, Bandung City. The activity was carried out through preparation, implementation, and evaluation. The preparation stage was conducted through surveys, observations, literature collection, and interviews. The implementation phase consisted of installing furniture and tools, workshops on the use of tools and queuing systems, and optimizing the use of social media. The evaluation stage was in the form of questionnaire feedback to partners. All stages were carried out collaboratively involving interior design, visual communication design, and information technology (IT). The results of the service are in the form of an e-kiosk, examples of social media content, and training. Efforts to improve public health in the digital era must use technology for data storage and public health media literacy. Design and IT collaboration can provide comprehensive solutions to problems in society. The provision of design and IT-based facilities needs to be accompanied by training on their use to be sustainable. Keywords: design, information technology, clinic, public health Abstrak Indeks kesehatan masyarakat merupakan bagian dari RKP Pemerintah Daerah, juga tujuan Sustainable Development Goals nomor 3. Dalam rangka membantu upaya peningkatan kesehatan masyarakat, dilakukan pengabdian masyarakat dengan mitra Klinik Citra Sehat Sadang Serang, Kota Bandung. Pengabdian masyarakat dilakukan melalui tahapan persiapan, pelaksanaan, dan evaluasi. Tahap persiapan berupa survey, observasi, pengumpulan literatur, dan wawancara. Tahap pelaksanaan terdiri dari kegiatan pemasangan mebel dan alat, workshop penggunaan alat dan sistem antrian, serta optimasi penggunaan media sosial. Tahap evaluasi berupa kuisioner feedback kepada mitra. Seluruh tahapan dilakukan secara kolaboratif melibatkan ilmu desain interior, desain komunikasi visual, dan teknologi informasi (IT). Hasil pengabdian berupa e-kiosk, contoh konten media sosial, dan pelatihan. Upaya peningkatan kesehatan masyarakat di era digital perlu memanfaatkan teknologi untuk penyimpanan data dan media literasi kesehatan masyarakat. Kerjasama desain dan IT mampu memberikan solusi komprehensif pada permasalahan di masyarakat. Pemberian fasilitas berbasis desain dan IT perlu disertai dengan pelatihan penggunaannya agar dapat berkelanjutan. Kata kunci: desain, teknologi informasi, klinik, kesehatan masyarakat
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