In the beginning of the fourth industrial revolution, competition in acquiring and retaining best talents in concert with talents' unfamiliarity of what they will face and obtain in the course of working at a company are two major problems. It is essential for a company to make its employees satisfied and pleased with their jobs. These very satisfaction and pleasure are hoped to serve as a key for motivating employees to perform and contribute their best for the company. Numerous research studies have proven the positive effect of work well-being on job performance, but the findings came with inconsistencies and controversies. This fact has caused reluctance in a good many companies to invest in their employees' work well-being. A survey of 509 millennial employees in the Indonesian startup digital industry was conducted in this research. The results show that employee's work well-being had a significant, positive effect on job performance. Theoretically, this research has contributed in responding to inconsistencies in literature. It is hoped that this research will also offer practical contribution to individual employees as well as human resources department and increase company executives' confidence in making organization-related strategic decisions to attain sustainable performance. Finally, we propose a number of intervention suggestions for performance improvement through work well-being.
The purpose of this paper is to suggest an empirical model to assess personal characteristics and creative behaviour among creative workers in Indonesia’s creative industries. It is critical for people to do their best to ensure and realise that creativity is one of the most important elements in order to achieve high performance. Although a few previous studies have focused on the understanding of how the myriad of interacting potential creators can foster their performance, the characteristics and behaviour patterns of Indonesia’s creative workers are not well identified yet. Considering this, a new measure has been developed and evaluated with a group of creative workers (N = 220). This study presents data supporting the reliability (internal consistency) and validity (criterion and construction) of this multidimensional instrument. The results of factor analysis indicated a fivefactor solution. These factors demonstrated adequate internal consistency and correlations with the established measures of the Big-Five personality (e.g. the NEO-FFI of Costa & McCrae 1992). It was found that the most important elements determining the characteristics of creative people are enthusiasm, a low depression level, self-discipline, trust, and ideas.
This study explored the role of creative style preference on employees’ involvement in creative behavior and the moderating effect of creative style preference on the relationship between organisational culture and employees’ creative behavior. The study sample included 128 creative industry workers from 6 small and medium enterprises in Indonesia. Data was collected at Jakarta in early 2018 and gathered by using a questionnaire consisted of 2 cultural behavior dimension to measure workers’ creative behavior, namely presenting creative, concrete and practical ideas and presenting creative suggestions. Questionnaire was using Likert scale and the result was analysed with Exploratory Factor Analysis (EFA) method. The analysis indicted that the two distinct dimensions of creative behavior (presenting creative and practical ideas and presenting creative suggestions) were determined workers’ creative behavior. These two dimensions reflected the level of incremental improvement and presenting radical ideas in their activities. It is concluded that Indonesia’ creative industry workers are creative people who contributed to the productivity of an organization. It is suggested that organisations should create an organizational culture that motivates workers to improve their creativity level.
Identification of creativity skill development among undergraduate art and design students was assessed using a computer software creativity simulation. This software has been developed and evaluated with two groups of Art and Design students of a private university in Indonesia. The study presents preliminary findings of an examination creative behavioral model. This examination presents data supporting reliability and validity of the instrument. Student learning of creativity skill was evident using the creative potential simulation software. Results of a factor analysis indicated a five factor solution of creative characteristics and behavior. Discussion of findings and the benefits of computer simulations for learning and assessment of creativity skills are presented.
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