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Inovasi Teknologi Informasi pada MBKM

Inovasi Teknologi Informasi pada MBKM

Dipresentasikan pada Lokakarya Kurikulum Merdeka Belajar dan Kampus Merdeka Universitas Muhammadiyah Sidoarjo

@hepidad

July 12, 2021
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  1. The Outline Why - Which - Next Why MBKM matter?

    Which Innovation to Adopt? Next Step?
  2. 04 From the ministry ... Culture of Learning Culture of

    Innovations = Growth Mindsets Key Points +
  3. "Universities not only need to adopt education with the recent,

    emerging technologies. But also educate with problem solver mindset through Project Based Learning across multi-discipline" Irwan A. Kautsar and Riyanarto Sarno,"A Supportive Tool for Project Based Learning and Laboratory Based Education," International Journal on Advanced Science, Engineering and Information Technology, vol. 9, no. 2, pp. 630-639, 2019. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.9.2.7067.
  4. The Outline Why - Which - Next Why MBKM matter?

    Which Innovation to Adopt ? Next Step?
  5. https://miro.medium.com/max/4096/1*isBnGX0r4BQRDZsiWeJsnQ.jpeg Diffusion of Innovation (DOI) Theory, developed by E.M. Rogers

    in 1962 URL: https://sphweb.bumc.bu.edu/otlt/MPH-Modules/SB/BehavioralChangeTheories/BehavioralChangeTheories4.html Diffusion of Innovation (DOI) Theory by E.M. Rogers in 1962
  6. 14 7 Emerging Tech Intelligence Ability to sense or predict

    the change of environtment Ubiquity Ability to having omnipresent/embedded with everyday objects and sorroundings. Natural Interface Ability to align with nature actions/traits. Ie. biometric sensor(Gesture, Voice, Eye tracking), humidity, climate. Albert H. Segars, Seven Technologies Remaking the World, MIT SMR, 2018
  7. "7 tech is game changer. Change the way we work

    and consume (commerce), our well-being (health), intellectual evolution (learning/education), and natural world (environtment)" Albert H. Segars, Seven Technologies Remaking the World, MIT SMR, 2018
  8. "7 tech is game changer. Change the way we work

    and consume (commerce), our well-being (health), intellectual evolution (learning/education), and natural world (environtment)" Albert H. Segars, Seven Technologies Remaking the World, MIT SMR, 2018 During and Post Covid is also still game changer
  9. 02 The Outline Why - Which - Next Why MBKM

    matter? Which Innovation to Adopt? Next Step ?
  10. 22 The Next Steps *Priority on Self-Need SaaS and Post

    Covid Cultures Phase 1 Create "Marketplace" Phase 2 the A Team, Prototyping, MVP* Phase 3 Campus Incubator/ Early investor, Closed Market Phase 4 Take Off, Scale Up. Sukuk Regional, National, International
  11. Suatu produk digital (x) yang mahasiswa butuh? Subscription: 10K IDR/year?

    1% Market = 890.000.000/year 1% Market with 10 Developers? = 89.000.000/year Simply Math
  12. Irwan A. Kautsar and Riyanarto Sarno,"A Supportive Tool for Project

    Based Learning and Laboratory Based Education," International Journal on Advanced Science, Engineering and Information Technology, vol. 9, no. 2, pp. 630-639, 2019. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.9.2.7067.
  13. Irwan A. Kautsar and Riyanarto Sarno,"A Supportive Tool for Project

    Based Learning and Laboratory Based Education," International Journal on Advanced Science, Engineering and Information Technology, vol. 9, no. 2, pp. 630-639, 2019. [Online]. Available: http://dx.doi.org/10.18517/ijaseit.9.2.7067.
  14. Hello. Saya Irwan. #dulunyajugamahasiswa Born at 1982 2004-2008 → S.Kom

    → Teknik Informatika, ITS 2009-2012 → M.Kom → Teknik Informatika, ITS 2012-2016 → Ph.D → Computer Science, Kumamoto University, Jepang. bit.ly/hepidad