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Judul : Literasi Digital dan Digital Workplace Terhadap E-Leadership Tenaga Pendidikan dan Kependidikan Penulis : Adri Daswin Ukuran : 15.5 x 23 cm Tebal : 166 Halaman No ISBN : 978-623-497-250-4 Tahun Terbit : Januari 2023 Sinopsi Buku Di era revolusi industri 4.0 yang serba cepat ini diperlukan para pemimpin yang memiliki strategi yang tepat dalam menjalankan kepemimpinan agar tujuan yang telah digariskan oleh organisasi dapat tercapai, salah satunya merupakan E-leadership. E-leadership adalah pemimpin yang mengarahkan orang-orang dari jarak jauh untuk melakukan pekerjaan untuk mencapai tujuan organisasi. Mereka menggunakan teknologi baru untuk meningkatkan pekerjaan mereka, untuk menemukan model bisnis baru, untuk berkomunikasi dengan pengikut. Seiring dengan kemajuan teknologi saat ini leadership tidak hanya sebatas memimpin secara tatap muka. Namun dituntut memimpin dilakukan dalam jaringan internet dengan menggunakan berbagai aplikasi dalam internet tanpa bertatap muka secara langsung. Dengan hal tersebut pada literasi digital dan digital workplace tentunya akan sangat berpegaruh terhadap e-leadership tenaga pendidik dan kependidikan.
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ÒIÕm happy to have been a part of history, however small my role was.Ó The words of Wardiman Djojonegoro reveal Indonesian history the way only a man who worked alongside Ali Sadikin, B. J. Habibie and Soeharto can. The modest 85-year-old, a former education minister and current foundation chairman at the Habibie Center, recalls the younger days of a Òbig villageÓ Jakarta and says it was the countryÕs third president who taught him the keys to national development. This is what Peter Zack, a reporter for the Jakarta Globe, wrote on 18 April 2009. In the present English translation of his 2014 memoir, Standing on the Shoulders of Giants: Reminiscences of Working with Three Great Indones...
This book has been written to provide a current, practical, Australian-based approach to designing and developing curriculum. The demands of schools and educational systems today are such that teachers with practical curriculum skills are highly valued and this book provides a vital source for teachers who wish to build their skills in the field of curriculum design and development. The book addresses the needs of curriculum developers by examining the nature of the curriculum process and how it can be applied in schools. A particular strength is the way in which the chapters are structured around a model of curriculum development. As the model unfolds the reader is familiarised with the var...
OSCT Indonesia is a company established in 2011 by Bayu Satya based on his concern about oil spill disasters in the seas. Before that, this entrepreneur from Palembang, South Sumatra, had been involved for decades in the world of manufacturing oil spill response equipment with the brand Slickbar Indonesia. The idea for establishing OSCT Indonesia was motivated by the reality that many companies are not able to buy, store, and operate oil spill response equipment in their operational headquarters. Even though, the risk of oil spill disasters is always lurking when not expected. An oil spill disaster in the seas creates a chain of terrible impacts that are so destructive. The environment is da...
This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2017 Conferences on Human Factors and Wearable Technologies and AHFE 2017 Conferences on Human Factors and Game Design, held on July 17-21, 2017, in Los Angeles, California, USA, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.
A book written by an Iraqi about Iraq and Iraqis to make them comprehensible. It explains the diversity and the lingering antiquity that shape the country in simple terms and through facts and anecdotes. It looks at the occupation, the chaos and lawlessness that followed and their effect on the lives of people and individuals. It also provides a look into the "Triangle of Death" - one of the most volatile regions in the country - from the inside, showing some of the intricacies of tribal relations. But, above all, this book is about people. It aims to illustrate how ordinary people dealt with the traumatic situation, why civil war was so hard to ignite and why there is still hope. It may help the reader understand the failure to understand that led to failure.