Values Education and Global Citizenship:
Towards the Achievement of Sustainable
Development Goals and Humanity[Study Case: INDOPED Project]
Dr.Abi Sujak, Director
SEAMEO SEAMOLEC
abi.sujak@seamolec.org

The Europe 2020 Strategy
EU’s Agenda for Growth and Jobs
Targets:• Employment: 75% of people aged 20–64
to be in work
• R&D Investment: 3% of the EU's GDP• Climate change and energy• greenhouse gas emissions 20% lower
than 1990 levels• 20% of renewables energy• 20% increase in energy efficiency• Education• rates of early school leavers below10%• at least 40% of people aged 30–34
having completed higher education• Poverty and social exclusion• at least 20 million fewer people in –or at risk of – poverty/social exclusion

Key Features:
Mutually reinforcing“Research,Development, andInnovation” to create
jobs, help
employability, reducepoverty, and provide
cleaner technology

https://ec.europa.eu/info/business-economy-euro/economic-and-fiscal-policy-coordination/eu-economic-governance-monitoring-prevention-correction/european-semester/framework/europe-2020-strategy_en

“Future Professionals”‘ensure’Innovative
Ideas

Innovative
Products/Services

Innovation
Pedagogy
Innovation
Competencies

Creating Innovation in
working-life activities

Innovation Pedagogy• Innovation pedagogy is a learning approach that defines in a newway how knowledge is assimilated, produced and used in amanner that can create innovations.
• It aims to enable the development of innovation competences,alongside with the study field specific competences, providing
students the ability to participate into the innovation processes inworking life.
• Cornerstones of Innovation Pedagogy• Activating learning and teaching methods• Working-life orientation• Integration between studies and applied RDI activities• Flexible curriculum• Multidisciplinary• Internationalization• Entrepreneurship• Versatile and development-oriented assessment
https://www.tuas.fi/en/about-us/operations-and-organization/innovation-pedagogy/

Innovation Competences

1) Individual2) Interpersonal3) Networking

https://www.fincoda.eu/

INDOPED (2016-2018)
Modernizing Indonesian Higher Education
with Tested European Pedagogical Practices• INDOPED aim is to raise the teaching capacity of Indonesian Universityteachers.
• By introducing and sharing different innovative pedagogical methods
from European university to Indonesian University partners, it isexpected to bring added value to current Indonesian educationalsystem and bridge the gap between what is taught in the university andwhat is required by business and industry.
• In those learning methods, students put as a center of learning process
and multidisciplinary pedagogical approaches have been used to allow
students to prepare for challenges on the labor market.
• During the INDOPED project, tested European active learning practices
is being adjusted and implemented in the Indonesian partneruniversities.
• 10 different active learning practices which have been chosen andpiloted in Indonesian Universities with 100 teachers and nearly 3000
students.
http://www.indoped.eu/

INDOPED LearningApproaches
1. Project Hatchery
2. Innovation Camp
3. Gamification
4. Learning byTeaching
5. Learning to Learn

6. Learning by Case
7. Project Module
8. Project Market
Research
9. Storytelling
10. Assessment Rubric

What is Project Hatchery?
• Learning Objectives• Learning Process• Interpret problem in
different
perspectives• Generateinnovative ideas• Communicateeffectively• Collaborate inmultidisciplinary team• Creative process using
design thinking• Field and in classactivities

Project Hatchery, by Sukma Putra, Binus University
Presented at 2nd INDOPED Webinar

Execution of the Project Hatchery study unit @TUAS
Teacher tutors

1015

Teacher tutor

Studenttutor 1

ClientStudenttutor 2

Studenttutor 3

Studenttutor 4

40-50

500

Project Hatchery, by Meiju Keinänen, TUAS
Presented at 2nd INDOPED Webinar

Project Hatchery @Binus University

Project Hatchery @Binus University

What is Innovation Camp?

(normally…)• 12 – 48 intensive hours with creative processes, idéa
development, presentations,….
• Cooperate in teams with fellow students from anotherfaculty/discipline• Collaborating with a company, public authority, NGO or…
• Ups and downs• A lot of fun• Competition

Innovation Camp,by Jesper Nørskov, Business Academy Aarhus
Presented at 2nd INDOPED Webinar

Why do camps?
What do students learn?
1. Develop ideas with students with another educational
background
2. Evaluate ideas
3. To develop concepts
4. To present and sell the ideas
5. Use your knowledge in a different context
6. Create value for external partners / own companyEverybody gets new tools or sharpen the old tools

Innovation Camp,by Jesper Nørskov, Business Academy Aarhus
Presented at 2nd INDOPED Webinar

Camp Themes

Innovation Camp,by Jesper Nørskov, Business Academy Aarhus
Presented at 2nd INDOPED Webinar

The 3-Zone Innovation Process
Content (Experts & Mentors)
Structured Process (Lead Facilitator)
Tools, Equipment, Facilities (Organizer)

Preparation(Teams)Dynamic
Process(Co-Facilitator)

Yellow Zone
(Teams)Dynamic
Process(Co-Facilitator)

Green Zone(Teams)
DynamicProcess(Co-Facilitator)

Red Zone(Teams)
Dynamic
Process(Co-Facilitator)

Showtime(Teams)

GET READY:• Agreement (core values,expectation, objectives)• Resources Mapping (selfunderstanding, roles,needs, facilities provided,constraints)

CAMP SESSION1:• Understanding scope,
context, and situation• Frame and reframe
problem/challenge• Research and Validate
information

CAMP SESSION 2:• Inspiration finding• Idea generation• Idea development

CAMP SESSION 3:• Idea selection• Conceptualization• Argumentationbuilding• Prototype• Pitching practiceEvaluation(Evaluators)

FINAL PITCH:• Pitching• Winner
AnnouncementInnovation Camp,
by Ina A. Murwani, Binus University
Presented at 2nd INDOPED Webinar

Innovation Campby Yogyakarta State University,
25-27 November 2016
• Participants from Yogyakarta:• 5 - 7 students @team, 12 teams, Indonesian students,
11 study programs• 1 leader, 1 coordinator, 6 facilitators, 5 observers, 2experts, 5 judges• Location:• Desa Wisata Kembang Arumwith traditional huts at a rivernear to the volcano Merapi• Stakeholders:• BORDA(Bremen Overseas R&D Association)• Local District Government of Depok,SlemanInnovation Campby Yogyakarta State University,
The challenge:“How can you create non-monetary incentives for people toreduce, reuse and recycle solid waste in their houses andneighbourhoods in Depok, Sleman, Yogyakarta?”

Working Group

Facilitation

Presentation

Gamification
Application of game mechanisms
in non-gaming environment (courses @university)

to increase MOTIVATION and ENGAGEMENT
In learning (all stages of education)

TO HAVE A PLEASURE FROM UPLEASANT ACTIVITY(LEARNING)
Gamification by Joanna Mytnik, Ph.D. & Wojciech Glac, Ph.D.
University of Gdansk, Presented at 1st INDOPED Webinar

• Objective: to gain
knowledge andtransform from astone into human• The Rules: to be realhuman, Malinkundang as players
must do all level intasks in order toaccumulate pointsof real human.

INDOPED International Webinars• Objectives:• To disseminate tested European pedagogical practices, not limited toIndonesian but also to Southeast Asia educators• To share the result of implementation pilot that have been conducted inIndonesian Universities partners assisted by European Universities partners.
• To inspire teachers and lectures from Indonesia and also Southeast Asiacountries to enhance their teaching learning process by utilizing those tested
learning methods.

• Date• 1st Webinar: 20-24 February 2017, 15.00 – 17.00 Jakarta Time• 2nd Webinar: 13-15 November 2017, 14.00 – 17.00 Jakarta Time• Recorded Video• 1st Webinar:
http://webinar.seamolec.org/webinar1/video• 2nd Webinar
http://webinar.seamolec.org/video

Distribution of 2nd Webinar ParticipantsImpact on Innovation Competences
BAROMETER

3.6
3.5

3.5

3.5

3.5

3.4

3.4
3.3

3.2

3.2
3.1
3.0

3.0

2.9
2.8
2.7
individualinterpersonal

networkingImpact on
Learning to Learn Competences
Learning to learn
ability to work systematically

3.8
3.7

ability to continue work despite a previous
failure3.8
3.9

ability to lead a classroom discussion

3.0

ability to reach for information/knowledge
in various sources
ability to spot the innovative/creative
solutions

3.0

3.5
3.5
3.4
3.5
3.8
3.5

engagement in the learning process

3.8
4.0

motivation to acuire knowledge

0.0 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5
2

1

Impact on Interractive Learning
Dinamics and Relationships

cooperate with a teacher

3.1

3.7

4.3
4.3

cooperate with your peers
3.9
3.6

have fun while studying
rispect different opinions, perpsectives andvalues

4.1
4.2

work well under the preasure

3.2
0

21
123

3.7
45

Summary Remarks• Individual: Students have become more critical learners
shifting from transmisive system to pragmatic taking more
control over their learning and developing competences• Individual: The methods increased their engagement andflow/fun of learning, they helped them to take more
initiative, lead discussion, be independent in findinginformation, cope with pressure, manage time
• Interpersonel: Students have learnt to appreciate theteachers as tutors, facilitators rather than the only source ofknowledge, they are more open to collaborate and have afriendly relationship• Students increased their individual (creative ideas) andinterpersonal (dialogical) innovation competences

Thank you for your attention…