Ediana Sutjiredjeki
Politeknik Negeri Bandung

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Overcoming the Challenges of Commercializing Research’s Products :A Qualitative Research on the Experience of Higher Education in Indonesia Carolina Magdalena Lasambouw; Ediana Sutjiredjeki; Neneng Nuryati
Soshum: Jurnal Sosial dan Humaniora Vol 10 No 3 (2020): Nov 2020
Publisher : Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/soshum.v10i3.2050

Abstract

The research products produced by tertiary institutions are intellectual property that benefits the community and provide an economic contribution. Even Universities are encouraged to increase their research products’ economic value because innovation considers successful when commercialized. Higher Education is direct to produce innovative products with high added value so that these products can be beneficial to the community and commercialized. However, not all innovation results are successful or can be commercialized, although, in principles, the commercialization of research products is no different from standard products’ commercialization. This paper outlines various efforts undertaken by universities/polytechnics in Indonesia to increase research output commercialization. The purpose of interviews is to determine how universities respond to the challenges of expanding the commercialization of their research output. The participants were the heads of research institutes and community service from twenty-one (21) tertiary institutions in Indonesia, consisting of nine (9) universities and twelve (12) polytechnics. The finding shows that only a few university and polytechnic have commercialized their research products; however, most higher education keeps doing their best to increase their capability to commercialize their research products. This study’s two implications are: 1) researchers need to involve “user” needs before developing a research proposal. 2) Management at the university needs to facilitate the commercialization of the academicians’ research products.
Developing Lecturers’ Research Performance Monitoring and Evaluation System: A Study from Politeknik Negeri Bandung Carolina Magdalena Lasambouw; Ediana Sutjiredjeki; Neneng Nuryati
Soshum: Jurnal Sosial dan Humaniora Vol 9 No 1 (2019): March 2019
Publisher : Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.802 KB) | DOI: 10.31940/soshum.v9i1.1219

Abstract

Currently, research performance becomes one of the criterias to determine a university’s rank. This performance is highly dependent on the individual lecturer's research performance. Hence, continuous evaluation of individual lecturer's research performance becomes very important. Lecturer’s performance evaluation is generally done through Lecturer Performance Planning (LPP) and Lecturer Performance Achievement (LAP). However, LPP/LAP does not reflect the actual achievement and overall performance of inidividual lecturer. Thus, a monitoring and evaluation system on the research performance of individual lecturer is necessary to address the issue. The findings presented on this research paper were developed using mixed methods. The qualitative approach was done through observation and interview to gather information on individual research performance. A valid and reliable questionnaire was also developed based on the data obtained from 128 lecturers in Polban who were selected based on purposive random sampling. The collected data were tabulated and described descriptively. Accordingly, a Performance Monitoring Framework of Individual Researcher has also been developed. The final output of this research is an individual research performance mapping. This mapping will be useful for designing research policy to improve the capacity and quality of individual lecturer's performance, which in turn will contribute to improving research performance of related institution.
PENINGKATAN LITERASI INFORMASI UNTUK MENDUKUNG PEMBERDAYAAN PEREMPUAN DI DESA SARIWANGI KECAMATAN PARONGPONG KABUPATEN BANDUNG BARAT Neneng Nuryati; Ediana Sutjiredjeki; Carolina Magdalena Lasambouw
Jurnal Difusi Vol 1 No 1 (2018): Jurnal Difusi
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (362.812 KB) | DOI: 10.35313/difusi.v1i1.1017

Abstract

Peran perempuan dalam memajukan kesejahteraan keluarga dan bangsa sangat penting, terutama bagi Indonesia yang jumlah penduduknya perempuan > laki-laki. Guna mendukung pemberdayaan perempuan telah dilaksanakan Peningkatan Literasi Informasi untuk Ibu-ibu Kader PKK dan Pengurus Pokja Desa Sariwangi. Desa ini adalah satu di antara tujuh desa di Kecamatan Parongpong yang berpenduduk 16.318 jiwa, dan tergabung dalam 4.125 Kepala Keluarga, sekitar 700 di antaranya tergolong keluarga pra-sejahtera. Peningkatan Literasi Informasi merupakan kegiatan Pengabdian Masyarakat Politeknik Negeri Bandung bekerjasama dengan Kelurahan Sariwangi. Tujuannya adalah meningkatkan kompetensi Literasi Informasi 21 Kader PKK dan Pengurus Pokja untuk mendukung tugas mereka mengelola 13 Posyandu multifungsi. Peningkatan Literasi dilaksanakan selama 6 minggu melalui pelatihan menggunakan metode partisipatori-kolaborasi. Kompetensi yang diharapkan dikuasai oleh peserta, yaitu menentukan sifat dan cakupan informasi, mengakses informasi secara efektif menggunakan komputer, mengevaluasi informasi secara kritis, menggunakan informasi untuk merancang program, dan mengkomunikasikan informasi menggunakan kata-kata sendiri yang tepat. Berdasarkan evaluasi, keterampilan Literasi Informasi 21 orang ibu-ibu rumah tangga kader PKK dan Pengurus Pokja di Desa Sariwangi telah berhasil ditingkatkan. Kesulitan merencanakanprogram PKK, dan menyusun pelaporan dapat diatasi melalui pencarian informasi yang lengkap, relevan dan akurat. Bukti keberhasilan adalah telah disusun 15 Rencana Program Kerja PKK yang siap dilaksanakan untuk tahun anggaran 2018. Kata kunci: Kompetensi, Literasi Informasi, Pemberdayaan Perempuan, Desa
APPLICATION OF GAMIFICATION IN ETHNIC EXCELLENCE-BASED CHARACTER EDUCATION PROGRAMS Carolina M Lasambouw; Neneng Nuryati; Ediana Sutjiredjeki; Moh. Farid N.; Sumeru Sumeru; Sri N Yuliawati; Ade Hodijah
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 2 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i22022p103-114

Abstract

This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.