University with all its capabilities must synergize with industry and government, so as to be able to produce new innovations, and create development strategies that are guided by tertiary institutions to respond to development challenges in various fields. Development The application of the Penta Helix model in education, especially vocational education, has not been studied much. The vocational field, especially those related to the creative economy, which is a priority for vocational education in Indonesia, needs to be studied more deeply. Therefore, this research will study the Penta Helix model in the Product Design Department of Samarinda State Polytechnic as vocational education in the creative economy field. The purpose of this study is to analyze the extent to which the Penta Helix innovation model is applied in the Product Design Study Program. especially in synergy with industry, government, mass media, and society in the creative economy of product design. This research method is to use the snowball technique, this technique is a multilevel technique, based on the snowball analogy. The results of the study found that the Penta Helix concept, especially in the field of vocational education, can be applied through the empowerment of the three main elements of the helix, namely academia, government and industry. The support of the mass media and the public is very important to strengthen the concept of Penta Helix synergy to improve the creative economy.
Meja tracing adalah suatu komponen yang digunakan untuk mempermudah pelajar SMK jurusan Multimedia di SMKN 2 Tenggarong dalam membuat karya. Menggambar adalah tahap awal dari proses atau produksi animasi. Alat ini dibutuhkan untuk menghasilkan gambar yang lebih bersih. Dalam membuat animasi 2D, terutama secara manual dibutuhkan alat yang dinamakan meja lampu atau meja kaca, sebagai alat pendukung agar lebih mudah menggambar dalam jumlah banyak. Kemunculan meja tersebut membantu mempercepat percontohan gambar. Karena aktivitas yang dilakukan pelajar SMK jurusan Multimedia ini tidak hanya menggambar animasi, tetapi juga menggunakan komputer, yang mana dilengkapi dengan laci keyboard dan area untuk meletakkan CPU. Dengan metode perancangan yang sudah dilakukan antaranya, pengumpulan data, analisa data, konsep desain, alternatif desain, pengembangan alternatif terpilih, serta desain akhir, maka didapatka hasil akhir perancangan meja gambar dengan desain futuristik sesuai dengan karakteristik pengguna. Dengan dibuatnya meja kerja yang sesuai fungsi dan estetis diharapkan dapat membantu aktivitas harian untuk pelajar jurusan Multimedia di SMKN 2 Tenggarong, sehingga tercipta desain yang lebih baik.
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