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Contact Name
Adam Mudinillah
Contact Email
adammudinillah@staialhikmahpariangan.ac.id
Phone
+6285379388533
Journal Mail Official
adammudinillah@staialhikmahpariangan.ac.id
Editorial Address
Jorong Kubang Kaciak Dusun Kubang Kaciak, Kelurahan Balai Tangah, Kecamatan Lintau Buo Utara, Kabupaten Tanah Datar, Provinsi Sumatera Barat, Kodepos 27293.
Location
Kab. tanah datar,
Sumatera barat
INDONESIA
Journal of Loomingulisus ja Innovatsioon
ISSN : 30479452     EISSN : 30481007     DOI : 10.70177/innovatsioon
Journal of Loomingulisus ja Innovatsioon is an international peer-reviewed open-access journal dedicated to interchange for the results of high-quality research in all aspect of creativity and innovation. The scope of Journal of Loomingulisus ja Innovatsioon is not only in the form of study, research, or development, but also book review. But also focused on: developing creativity, innovation and leadership in various fields. The journal publishes state-of-art papers in fundamental theory, experiments, and simulation, as well as applications, with a systematic proposed method, sufficient review on previous works, expanded discussion, and concise conclusion. As our commitment to the advancement of science and technology, the Journal of Loomingulisus ja Innovatsioon follows the open access policy that allows the published articles freely available online without any subscription. Submitted papers must be written in English for initial review stage by editors and further review process by minimum two international reviewers.
Arjuna Subject : Umum - Umum
Articles 5 Documents
Search results for , issue "Vol. 2 No. 3 (2025)" : 5 Documents clear
Design Thinking in STEM Classrooms: A Mixed-Methods Study on Enhancing Student Creativity Rahayu, Ninik Sri; Huda, Nurul; Sari, Ira Wulan; Nampira, Ardi Azhar
Journal of Loomingulisus ja Innovatsioon Vol. 2 No. 3 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/innovatsioon.v2i3.2355

Abstract

Fostering creativity within Science, Technology, Engineering, and Mathematics (STEM) education remains a critical challenge, as traditional pedagogies often prioritize convergent thinking over innovative problem-solving. This study investigates the impact of integrating design thinking methodologies into STEM classrooms to enhance student creativity. The primary objective was to quantitatively measure changes in students’ creative abilities and to qualitatively explore their experiences and perceptions of the design thinking process. This research employed a sequential explanatory mixed-methods design. Initially, 120 secondary school students participated in a quasi-experimental study, completing pre-and-post Torrance Tests of Creative Thinking (TTCT). Subsequently, semi-structured interviews were conducted with a purposive sample of 20 students to provide deeper insights into the quantitative results. The findings revealed a statistically significant increase in students’ TTCT scores, particularly in the dimensions of fluency and originality. In conclusion, the integration of design thinking presents a robust pedagogical framework for systematically nurturing creativity in STEM disciplines, equipping students with essential skills for future innovation.    
Gamification for Social Innovation: A Behavioral Experiment in Urban Youth Entrepreneurship Augustinah, Ferdianty; Thai, Aom; Lek, Siri
Journal of Loomingulisus ja Innovatsioon Vol. 2 No. 3 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/innovatsioon.v2i3.2356

Abstract

Engaging urban youth in social entrepreneurship presents a significant challenge, often hindered by perceived complexity and a lack of motivational frameworks. This study investigates the potential of gamification to foster social innovation and entrepreneurial behaviors among this demographic. The primary objective was to experimentally measure the impact of a gamified intervention on the pro-social entrepreneurial intentions and idea generation quality of urban youth. This research employed a behavioral experiment with a pre-test/post-test control group design, involving 150 urban youths aged 18-24. The experimental group interacted with a gamified digital platform designed to guide them through social venture creation, incorporating points, badges, and collaborative leaderboards. In contrast, the control group used a non-gamified version of the same platform. The results revealed that participants in the gamified condition demonstrated significantly higher levels of engagement, produced more innovative and viable social solutions, and reported a greater increase in entrepreneurial self-efficacy compared to the control group. In conclusion, gamification serves as a powerful and effective strategy to lower entry barriers and motivate urban youth, channeling their creativity toward developing impactful social innovations and fostering a new generation of community-focused entrepreneurs.  
AI-Augmented Creative Writing: Evaluating Machine-Human Collaboration in Narrative Innovation Dara, Ardi Azhar; Li, Zhang; Jing, Wang
Journal of Loomingulisus ja Innovatsioon Vol. 2 No. 3 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/innovatsioon.v2i3.2357

Abstract

This study examines how artificial intelligence (AI) can augment human creativity in the field of narrative writing through a collaborative approach. The research addresses the growing influence of AI-based tools in creative industries and the need to understand their role in enhancing innovation rather than replacing human authorship. The study aims to evaluate the effectiveness of machine-human collaboration in generating original and innovative storylines. Using a mixed-methods design, twenty creative writing teams were engaged in structured workshops combining generative AI tools with traditional writing processes. Data were collected from narrative outputs, participant observations, and post-workshop interviews, and analyzed using thematic coding and comparative quality assessment. Findings indicate that AI-assisted teams produced more diverse narrative structures and demonstrated a significant increase in creative risk-taking compared to control groups. The results suggest that AI can serve as a valuable co-creator when guided by intentional human direction. This research concludes that rather than replacing writers, AI technologies can strengthen creative processes, supporting a hybrid model where human judgment shapes and refines machine-generated contributions.  
Creative Leadership in Digital Startups: A Longitudinal Case Study in Innovation Management Sulistyorini, Sulistyorini; Zahir, Roya; Ali, Zara
Journal of Loomingulisus ja Innovatsioon Vol. 2 No. 3 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/innovatsioon.v2i3.2358

Abstract

In the hyper-competitive digital economy, the survival and growth of startups are intrinsically linked to their capacity for continuous innovation. While leadership is acknowledged as a critical driver of innovation, there is a limited understanding of how creative leadership specifically manifests and evolves over time within the volatile startup environment. This study aims to address this gap by longitudinally exploring the dynamics of creative leadership and its influence on innovation management processes within a digital startup. It seeks to identify the key leadership behaviors that foster a sustainable innovation culture and to understand how these behaviors adapt to the startup’s developmental stages. Employing a qualitative longitudinal case study approach, this research tracked a single digital startup over a three-year period. Data were collected through semi-structured interviews with the founding team and employees, direct observation of team meetings, and an analysis of internal documents related to project development and strategic planning. Key practices identified include fostering psychological safety, championing nascent ideas, and strategically allocating resources for experimentation. These leadership practices directly correlated with the development of an agile and resilient innovation management system. The study concludes that effective creative leadership in digital startups is contingent on the leader’s ability to adapt their style to the organization’s evolving needs.  
Virtual Reality in Creative Education: An Experimental Study on Engagement and Concept Mastery Syarofa, Najwa; Khan, Ali; Iqbal, Kiran
Journal of Loomingulisus ja Innovatsioon Vol. 2 No. 3 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/innovatsioon.v2i3.2359

Abstract

The integration of immersive technologies into educational settings has introduced new possibilities for enhancing creativity, engagement, and understanding of abstract concepts. Virtual Reality (VR), as one of the most advanced digital tools, offers interactive three-dimensional environments that can transform traditional teaching approaches. This study aims to examine the effects of VR-based learning on student engagement and concept mastery within creative education courses. An experimental research design was implemented with 80 undergraduate students randomly assigned to an experimental group using VR applications and a control group using conventional multimedia. The intervention focused on design-thinking modules over a six-week period. Data were collected using engagement observation checklists, concept mastery tests, and post-intervention questionnaires, and analyzed through descriptive and inferential statistics. Results revealed that the experimental group demonstrated significantly higher engagement levels and achieved better scores in conceptual understanding than the control group. Students reported that VR facilitated exploration, provided a more stimulating learning environment, and encouraged active participation in problem-solving activities.  

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