UNIVERSITI TUN HUSSEIN ONN MALAYSIA FAKULTI PENDIDIKAN TEKNIKAL DAN VOKASIONAL PERANCANGAN KULIAH LECTURE PLAN MAKLUMAT KURSUS (COURSE INFORMATION) SEMESTER / SESI (SEMESTER / SESSION) : 2/20152016 KOD KURSUS (COURSE CODE) NAMA KURSUS (COURSE TITLE) : BBP10402 : CREATIVITY AND INNOVATION BEBAN AKADEMIK PELAJAR (STUDENT ACADEMIC LOAD) : Kategori Aktiviti (Category of Activities) Pembelajaran bersemuka (Face-to-face learning) Pembelajaran kendiri (Independent study) Pentaksiran rasmi (Formal assessment) Aktiviti Pembelajaran Jumlah Jam/ Semester (Learning Activities) (Total Hours/ Semester) Kuliah (Lecture) 14 Tutorial / Amali (Tutorial / Practical) 42 Aktiviti pembelajaran berpusatkan pelajar lain 7 (Other student centered learning activities) Penyediaan tugasan, projek dan lain-lain 6 (Preparing assignment, project and others) Ulangkaji 2 (Revision) Persediaan bagi pentaksiran 2 (Preparation for assessment) Pentaksiran berterusan 7 (Continuous assessment) Peperiksaan akhir - (Final examination) JUMLAH JAM BELAJAR PELAJAR (JBP) 80 (TOTAL STUDENT LEARNING TIME (SLT)) Kursus Pra-syarat (Prerequisite Course) : None Nama Staf Akademik (Name of Academic Staff) : 1. Dr. Mohd Erfy Ismail 2. Dr. Irwan Mahazir Ismail 3. Dr. Johnson Lim Soon Chong Disediakan oleh (Prepared by): Disahkan oleh (Approved by): Tandatangan (Signature): Nama (Name): Dr. Mohd Erfy Ismail Tandatangan (Signature): Nama (Name): Dr. Saifullizam Puteh Tarikh (Date): 03 Februari 2016 Tarikh (Date): 03 Februari 2016
MATLAMAT (GOALS): To train students with relevant knowledge and skills in creativity and innovation needed in the fields of science and technology. SINOPSIS (SYNOPSIS): This course focuses on developing a creative person who will eventually think strategically, creatively and critically. The knowledge and skills acquired throughout the course will later be applied by the students in solving problems and making decisions in the future. In this course, students will be exposed to various creativity and problem solving techniques. Some of the skills to be covered throughout the course are problem solving, techniques in creativity and techniques in innovation. HASIL PEMBELAJARAN (LEARNING OUTCOMES): The course is designed to assist the student to be able to: (1) Indentify problems and solutions to help innovate and improve current practices, inventions and designs (PLO1, C3) (2) Use information and communication technology effectively in oral presentation (PLO5, P3) (3) Demonstrate leadership and equal responsibility when working in groups on an assigned task (PLO9, A3) ISI KANDUNGAN (CONTENT): MINGGU (WEEK) KANDUNGAN (CONTENT) 1 1.0 Introduction to Creativity and Innovation. (4 hours) 1.1 Definition and Concept of Creativity 1.2 Definition and Concept of Innovation 1.3 The Need for Creativity and Innovation 1.4 Stimulants to Creativity 1.5 Obstacles to Creativity 2 2.0 Creativity and Innovation in the Real World (4 hours) 2.1 Video viewing entitled Designing Competition 2.2 Observation and opinions on the inventions 2.3 Gathering information related to the production of the Inventions 3-4 3.0 Problem Definition (8 hours) 3.1 Identifying possible problems 3.2 Determining the objective 5-6 4.0 Problem Statement (8 hours) 4.1 Stating the problem 7-8 5.0 Information Gathering (8 hours) 5.1 Survey 5.2 Facts finding 5.3 The nature of the problem identified 9-10 6.0 Converging (4 hours) 6.1 Idea selection 6.2 Ground Rules for Converging Tools for Converging 11 7.0 Diverging (4 hours) 7.1 Idea generation 7.2 Ground Rules for Diverging Tools for Diverging 12 8.0 Creative Problem Solving (8 hours) 8.1 Concept of Creative Problem Solving PENTAKSIRAN (ASSESSMENT) Quiz 1 Progress Report Quiz 2 Progress Report
8.2 Five stages in Creative Problem Solving 13 9.0 Application of process 9.1 Presentation of ideas Creative Solution Report & 9.2 Poster presentation/exhibition Creative Solution Model 14 10.0 Project Presentation and Report Submission Project Presentation TUGASAN / PROJEK (ASSIGNMENT / PROJECT): Seperti lampiran (As attached) PENTAKSIRAN (ASSESSMENT): 1. Laporan Kemajuan (Progress Report) : 20 % (CLO2) 2. Model Penyelesaian Kreatif (Creative Solution Model) 3. Laporan Penyelesaian Kreatif (Creative Solution Report) : 20 % (CLO2) : 20 % (CLO1) 4. Kuiz (Quiz) : 20 % (CLO1) 5. Penglibatan Pelajar (Student Participation) : 10 % (CLO2) 6. Pembentangan Project (Project Presentation) : 10 % (CLO3) Jumlah (Total) : 100 % RUJUKAN (REFERENCES): Main references 1. Bernacki, E. (2002). Wow! That s a Great Idea!. Prentice Hall, Singapore. 2. De Bono, E. (2003). Serious Creativity 1: Lateral Thinking Tools, Techniques and Application. Allscript Books, Singapore. 3. De Bono, E. (2003). Serious Creativity 2: Lateral Thinking Tools, Techniques and Application. Allscript Books, Singapore. Other references 1. Ceserani, J. &Greatwood, P. (1995). Innovation and Creativity. Kogan Page, London. 2. Ceserani, J. &Greatwood, P. (2001). Innovation and Creativity. Creast Publishing House, New Delhi. 3. Clegg, B. & Birch, P. (2002). Crash Course in Creativity. Kogan Page, London. 4. De Bono, E. (1998). Edward De Bono Supermind Pack: Expand Your Thinking Power with Strategic & Mental Exercise. DK Publishing Incorporated. 5. Lumsdaine, E., Lumsdaine, M. &Shelnut, J. W. (1999). Creative Problem Solving and Engineering Design. McGraw-Hill, USA. 6. Tanner, D. (1997). Total Creativity. APTT Publications.
KEHADIRAN / PERATURAN SEMASA KULIAH (ATTENDANCE / REGULATIONS DURING LECTURE) 1. Pelajar mesti hadir tidak kurang dari 80% masa pertemuan yang ditentukan bagi sesuatu kursus termasuk kursus Hadir Wajib (HW) dan kursus Hadir Sahaja (HS). Students must attend not less than 80% of the contact hours specified for a course including Compulsory Attendance (HW) course and Attendance Only (HS) course. 2. Pelajar yang tidak memenuhi perkara 1 di atas tidak dibenarkan menghadiri kuliah dan menduduki sebarang bentuk pentaksiran selanjutnya. Markah sifar 0 akan diberikan kepada pelajar yang gagal memenuhi perkara 1. Manakala untuk kursus HW, pelajar yang gagal memenuhi perkara 1 akan diberi gred Hadir Gagal (HG). Students who do not fulfill item 1 of the above are not allowed to attend further lecture and sit for any form of assessment. Zero 0 mark will be given to students who fail to comply with item 1. As for HW course, students who fail to comply with item 1 will be given Failure Attendance (HG) grade. 3. Pelajar perlu patuh kepada peraturan berpakaian yang berkuatkuasa dan menjaga disiplin diri masingmasing untuk mengelakkan dari tindakan tatatertib diambil terhadap pelajar. Students should adhere to the dress regulations in effect and must discipline themselves to avoid from any disciplinary actions. 4. Pelajar perlu mematuhi peraturan keselamatan sepanjang aktiviti pembelajaran dan pengajaran. Students should adhere to the safety regulations throughout the learning and teaching activities. MATRIK HASIL PEMBELAJARAN KURSUS DAN HASIL PEMBELAJARAN PROGRAM (MATRIX OF COURSE LEARNING OUTCOMES AND PROGRAMME LEARNING OUTCOMES) Dilampirkan. (Attached).
MATRIK HASIL PEMBELAJARAN KURSUS DAN HASIL PEMBELAJARAN PROGRAM MATRIX OF COURSE LEARNING OUTCOMES AND PROGRAMME LEARNING OUTCOMES Fakulti (Faculty) : Fakulti Pendidikan Teknikal Dan Vokasional Matrik ini perlu digunakan bersama: (This matrix is to be used with) Program (Programme) : Sarjana Muda Pendidikan Vokasional Dengan Kepujian 1. Objektif Pendidikan Program (PEO) (Programme Educational Objectives (PEO)) Kod Kursus (Course Code) : Creativity and Innovation 2. Hasil Pembelajaran Program (PLO) (Programme Learning Outcomes (PLO)) Nama Kursus (Course Title) : BBP 10402 Bil. (No.) 1. 2. 3. Hasil Pembelajaran Kursus (Course Learning Outcomes) Identify problems and solutions to help innovate and improve current practices, inventions and designs (PLO1, C3) Use information and communication technology effectively in oral presentation (PLO5, P3) Demonstrate leadership and equal responsibility when working in groups on an assigned task (PLO9, A3) PLO1 C3 PLO2 Pematuhan kepada PLO (Compliance to PLO) PLO3 PLO4 PLO5 P3 PLO6 PLO7 PLO8 PLO9 A3 PLO10 PLO11 PLO12 PLO13 Kaedah Penyampaian (Method of Delivery) Kaedah Pentaksiran (Method of Assessment) Tugasan & Kuiz Tugasan,Kuiz, Laporan Projek & Perbentangan Projek Laporan Projek & Perbentangan Projek KPI 70% mencapai gred C dankeatas Jumlah (Total) 40 50 10 Taksonomi Pembelajaran (Learning Taxonomy) Kognitif (Cognitive) Psikomotor (Psychomotor) Afektif (Affective) C1 Pengetahuan (Knowledge) P1 Persepsi (Perception) A1 Menerima (Receiving) C2 Pemahaman (Comprehension) P2 Set (Set) A2 Memberikan Maklum Balas (Responding) C3 Aplikasi (Application) P3 Respons Berpandu (Guided Response) A3 Menilai (Valuing) C4 Analisis (Analysis) P4 Mekanisme (Mechanism) A4 Mengorganisasi (Organising) C5 Sintesis (Synthesis) P5 Respons Ketara Kompleks (Complex Overt Response) A5 Menghayati Nilai (Internalising) C6 Penilaian (Evaluation) P6 Adaptasi (Adaptation) P7 Lakuan Tulen (Origination)