In this collection of beautifully written essays, Mishra, Henriksen, and the Deep-play Research Group challenge myths about technology and creativity, debate time-honored instructional practices, and play with new ideas for schools to care for and nurture, rather than constrain, creativity. These essays are provocative … refreshing, [and] insightful —Dr. Yong Zhao, Foundation Distinguished Professor, University of Kansas and Fellow, Mitchell Institute for Health and Education Policy, Victoria University, Australia.
What is creativity? Why is it important? What does it look like across different disciplines and contexts? What role does technology play, if any, in the creative process? And finally, what do creativity and technology have to do with education? These are the questions that underlie the collection of articles in this book.
These essays provide a broad analytic frame for thinking about creativity, technology and education and describe classroom examples as well as strategies for evaluating creative artifacts and creative environments. All of these are grounded in specific examples from across a wide range of disciplines and contexts—art, mathematics, engineering, computer science, graphic design, architecture, science to name just a few. The final essays take a broader perspective on creativity and technology focusing both on our highly inter-connected You Tube world but also possibilities for the future.
Creativity, Technology & Education: Exploring their Convergence is a vital resource for educators and practitioners as they seek to incorporate creative work and thoughtful pedagogy in their personal and professional lives.
Jadual kandungan
Chapter 1. Intro by Punya Mishra & Danah Henriksen.- Part I. Setting the frame.- Chapter 2.Crayons are the Future.- Chapter 3. A New Definition of Creativity.- Chapter 4.A Systems View of Creativity in a You Tube World.- Part II. Combinatorial creativity and (in)disciplined learning.- Chapter 5.On Being (In)Disciplined.- Chapter 6.Twisting Knobs and Connecting Things.- Chapter 7.Revisited & Remixed.- Part III. Putting in context.- Chapter 8. Square-peg, Round-hole, Good Engineering.- Chapter 9.Of Art and Algorithms.- Chapter 10.Creativity in Mathematics and Beyond.- Part IV.The architectures of creativity.- Chapter 11.A Room of Their Own.- Chapter 12.The Architecture of Creative Learning Environments.- Chapter 13.Deep Convergence.
Mengenai Pengarang
Punya Mishra is Associate Dean of Scholarship & Innovation and Professor in the Mary Lou Fulton Teachers College at Arizona State University. He also has an affiliate faculty position in the Herberger Institute for Design and the Arts. He is nationally and internationally recognized for his work on the theoretical, cognitive and social aspects related to the design and use of educational technologies. His more recent work has focused on educational innovation, creativity and aesthetics. Punya is a gifted, creative and engaging public speaker, as well as an accomplished visual artist and poet.
Danah Henriksen is an Assistant Professor of Educational Leadership and Innovation at Arizona State University. Her current work and research highlight aspects of creativity, thinking skills, and design thinking for education. Her work has been published in both peer-reviewed journals as well as practitioner venues. She has co-edited special issues on creativity and technology for both the Journal of Technology and Teacher Education and Tech Trends. She teaches courses on educational psychology, systems change and leadership, design thinking and creativity in educational settings.