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Creativity, technology, and learning : theory for classroom practice / Florence R. Sullivan.
- Format:
- Book
- Author/Creator:
- Sullivan, Florence R., author.
- Language:
- English
- Subjects (All):
- Creative thinking--Study and teaching.
- Creative thinking.
- Thought and thinking--Study and teaching.
- Thought and thinking.
- Creative teaching.
- Creative ability in children.
- Cognition in children.
- Educational technology.
- Physical Description:
- x, 200 pages ; 24 cm
- Place of Publication:
- New York : Routledge, Taylor & Francis Group, 2017.
- Summary:
- Creativity, Technology, and Learning provides a comprehensive introduction to theories and research on creativity in education and, in particular, to the role of digital-learning technologies in enabling creativity across classroom learning environments. Topical coverage includes play, constructionism, multimodal learning and project-/problem-based learning. Creativity is uniquely positioned throughout the book as an integral component of the educational process and also as a foundational aspect of self-actualization, thriving communities, and humane societies. Through in-depth, empirically based discussions of the philosophical, curricular and pedagogical elements of creativity, Sullivan demonstrates how creativity can be fostered across the curriculum through the use of digital-learning technologies in design, personal expression and problem-solving activities. Book jacket.
- Contents:
- Part I Theoretical Foundations of Creativity and Play 9
- 1 Perspectives on Creativity in School-Age Children 11
- Comparison of Three Approaches to Creativity Research 12
- The Cognitive-Psychology View of Creativity 13
- Divergent Thinking 13
- Problem Finding 16
- Insight and Prior Knowledge 17
- Everyday Creativity 17
- The Social-Psychology View of Creativity 18
- Broad Influences on Creativity 18
- Local Influences on Creativity 19
- The Sociocultural View of Creativity 21
- Productive Talk 21
- Collaborative Dialogic Inquiry 22
- Summary 29
- 2 The Role of Play in Learning and Creativity 33
- Play in the Cognitive and Social Development of Young Children 34
- Adolescent Development of Thinking in Concepts, Imagination, and Identity 36
- A Philosophical View of Imagination 37
- The Potential of Narrative Video Games for Student Learning and Development 39
- Educational Role-Playing Games 40
- Transformational Play 41
- Playful Talk as Supportive of Learning and Creativity 42
- Identity Exploration and Construction 42
- Group Regulation 43
- Creative Elaboration and Expansion of Ideas 44
- Types of Play with Computational-Learning Technologies 45
- Analogizing Play 46
- Anthropomorphizing Play 47
- Summary 48
- Part II Pedagogies for Enabling Creativity 51
- 3 Constructionism 53
- Papert's Theory of Constructionism 53
- Piaget's Theory of Constructivism 56
- Social Constructionism 57
- Modes of Thinking 59
- Re-Considering Constructionism 61
- Constructionism as Pedagogy 62
- Constructionist-Learning Technologies 62
- Constructionist-Learning Environments 65
- Scratch and Collaborative Creativity 67
- Summary 71
- 4 Project-Based Learning 75
- Educating for Democratic Citizenship 75
- Freedom of Intelligence 77
- Continuity of Experience 77
- Interaction 78
- Relating Project-Based Learning to Creativity 80
- Scaffolding Project-Based Learning Through Technology 82
- Content-Knowledge Scaffolds 83
- Problem-Solving Scaffolds 87
- Metacognitive Scaffolds 91
- Summary 92
- 5 Multimodal Learning 96
- Peirce's Trichotomous View of the Semiotic Process 97
- Sign Significance 98
- Transmediation 99
- Social Semiotics 100
- Semionc Resources 101
- AfFordances of the Mode: Meaning Potentials 101
- Elements of Sign Interpretation and Production 105
- Perspectives on Identity 109
- Semiotic Change 110
- Summary 111
- Part III Creativity Across the Curriculum 113
- 6 Creativity as Design 115
- Design Activity in the World 116
- Curricular Approaches to Design Education 117
- U.K. Design and Technology Curriculum 117
- U.S. Engineering Design Standards 120
- Creativity and Design 121
- Framing of a Problem 122
- Design Techniques 123
- Social and Collaborative View of Design 124
- Pedagogical Considerations for Implementing Design Activities 125
- Supportive Teachers 125
- Supportive Curriculum 126
- Supportive Environments 128
- Hindrances in Implementation 129
- PK-12 Design Activities in Formal and Informal Learning Environments 130
- Design and Technology Education 130
- Engineering Design Challenges 132
- Informal Learning Environments and Design Activities 135
- Culturally Situated Design Tools 136
- Summary 136
- 7 Creativity as Problem Solving 140
- The Relationship Between Problem Solving and Creativity 141
- Problem Finding 141
- Idea Generation 143
- Invented Strategies 148
- Creative Problem Solving in PK-12 Settings 149
- The Early Grades 149
- The Upper Grades 154
- Summary 159
- 8 Creativity as Expression 162
- New Merlin and Multiliteracies 162
- Transformation-Creating Knowledge, Identities, and New Forms of Expression 163
- Participatory Culture, the Social Web, and Teen Worlds 165
- Teaching and Learning in a New Media-Based, Language Arts Classroom 168
- Remixing: A Practice of Critical Creativity 169
- Digital Storytelling and Learning 170
- Constructing a Positive Identity 172
- Developing Foundational and New Literacies 173
- Teaching to Support Student Creativity in Digital Storytelling 175
- Summary 178
- 9 The Whole Child in the Age of Globalization 183
- Effects of Education for Global Competitiveness 184
- The Detrimental Impact of Educational Policy Developments 184
- Techno-Rationalism Approach to Teaching and Learning 185
- Technological Innovation and Creativity: A Way Forward 188
- Online, Available-for-Download, Creative Technologies 188
- The Maker Movement 191
- Concluding Thoughts 192.
- Notes:
- Includes bibliographical references and index.
- ISBN:
- 9781138788824
- 1138788821
- 9781138788831
- 113878883X
- OCLC:
- 957743852
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