Empowering Creativity: Inclusive Innovation and Entrepreneurial Transformation with Disabled Union Through Batik Art


Book Description

The book begins with an explanation of the concept of inclusive innovation, defined as the development and implementation of new ideas, products, services, and processes that aim to meet the needs and improve the well-being of marginalized or underserved populations. Inclusive innovation seeks to ensure that the benefits of innovation are shared across society, including those who are often excluded from mainstream economic and technological progress, including students with disabilities. This concept is critical to creating a more just and equitable society. By focusing on the needs of underserved populations and ensuring that the benefits of innovation are shared widely, inclusive innovation can drive sustainable development and improve the quality of life for all. Addressing challenges and promoting strategies that support inclusivity in the innovation process will be key to achieving these goals. The book highlights the role of students with disabilities in developing innovative solutions, emphasizing their contribution to fostering inclusivity in society. The book provides examples of innovations that were originally designed for people with disabilities but were later universally adopted, highlighting the importance of products that are universally designed to accommodate all abilities.




“INCLUSIVE INNOVATION: ENTREPRENEURIAL TRANSFORMATION THROUGH THE BEAUTY OF BATIK”


Book Description

In a world that continues to develop and change, inclusive innovation is the key to creating sustainable and equitable transformation. The book “Inclusive Innovation: Entrepreneurial Transformation through the Beauty of Batik” reveals how the beauty and craft of batik, a deep Indonesian cultural heritage, can be the main driver for inclusive and globally competitive entrepreneurial change by combining innovation theory with real entrepreneurial practice, this book explores how batik, long valued as a traditional art, can be adapted and modernized to meet contemporary market demands without sacrificing cultural values and local wisdom. With various inspiring case studies, readers are invited to see how batik craftsmen and entrepreneurs in various regions of Indonesia have transformed, utilizing technology, innovative designs and inclusive business models.




All Our Futures


Book Description

National Advisory Committee on Creative and Cultural Education was established in 1998 "to make recommendations to the Secretaries of State on the creative and cultural development of young people through formal and informal eduction: to take stock of current provision and to make proposals for principles, policies and practice" (-- p. 4). This is its report.




Culture: urban future


Book Description

Report presents a series of analyses and recommendations for fostering the role of culture for sustainable development. Drawing on a global survey implemented with nine regional partners and insights from scholars, NGOs and urban thinkers, the report offers a global overview of urban heritage safeguarding, conservation and management, as well as the promotion of cultural and creative industries, highlighting their role as resources for sustainable urban development. Report is intended as a policy framework document to support governments in the implementation of the 2030 Agenda for Sustainable Urban Development and the New Urban Agenda.




Game Science in Hybrid Learning Spaces


Book Description

Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.




Innovation and Entrepreneurship


Book Description

Innovation and Entrepreneurship 3rd Edition is an accessible text on innovation and entrepreneurship aimed specifically at undergraduate students studying business and management studies, but also those on engineering and science degrees with management courses. The text applies key theories and research on innovation and entrepreneurship and then reviews and synthesises those theories and research to apply them in a much broader and contemporary context, including the corporate and public services, emerging technologies and economies, and sustainability and development and creating and capturing value from innovation and entrepreneurship. In this third edition the authors continue to adopt an explicit process model to help organise the material with clear links between innovation and entrepreneurship. This text has been designed to be fully integrated with the Innovation Portal at www.innovation-portal.info, which contains an extensive collection of additional resources for both lecturers and students, including teaching resources, case studies, media clips, innovation tools, seminar and assessment activities and test questions.




Learning to Think Spatially


Book Description

Learning to Think Spatially examines how spatial thinking might be incorporated into existing standards-based instruction across the school curriculum. Spatial thinking must be recognized as a fundamental part of Kâ€"12 education and as an integrator and a facilitator for problem solving across the curriculum. With advances in computing technologies and the increasing availability of geospatial data, spatial thinking will play a significant role in the information-based economy of the twenty-first century. Using appropriately designed support systems tailored to the Kâ€"12 context, spatial thinking can be taught formally to all students. A geographic information system (GIS) offers one example of a high-technology support system that can enable students and teachers to practice and apply spatial thinking in many areas of the curriculum.




Proceedings of the 15th European Conference on Game Based Learning ECGBL 2021


Book Description

These proceedings represent the work of contributors to the 15th European Conference on Games Based Learning (ECGBL 2021), hosted by The University of Brighton on 23-24 September 2021. The Conference Chair is Dr Panagiotis Fotaris and the Programme Chairs are Dr Cate Grundy and Dr Marcus Winter, all from University of Brighton, UK. ECGBL is now a well-established event on the academic research calendar and now in its 15th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The conference was due to be held at The University of Brighton, UK but due to the global Covid-19 pandemic it was moved online to be held as a virtual event. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Pete Jenkins, CEO of Gamification+ Ltd, on the topic of Seven Steps to Gamification Success. The second day of the conference will open with an address by Diana Laurillard, Professor of Learning with Digital Technology at UCL Knowledge Lab, University College London, who will talk about A Constructionist approach to games for conceptual change. With an initial submission of 163 abstracts, after the double blind, peer review process there are 88 Academic research papers, 12 PhD research papers, 1 Masters Research papers and 10 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Belgium, Brazil, Canada, Croatia, Cyprus, Denmark, Finland, France, Germany, Greece, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Malta, Mexico, Netherlands, Norway, Portugal, Republic of China, Taiwan, Romania, Russia, Scotland, Slovakia, South Africa, Spain, Sweden, Switzerland, Taiwan, UK and USA




The Field Illustrated


Book Description




Youth Employment in Sub-Saharan Africa


Book Description

"The series is sponsored by the Agence Francaise de Developpement and the World Bank."