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OverviewCreativity, 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. Full Product DetailsAuthor: Florence R. Sullivan (University of Massachusetts, Amherst)Publisher: Taylor & Francis Ltd Imprint: Routledge Dimensions: Width: 15.20cm , Height: 1.50cm , Length: 22.90cm Weight: 0.294kg ISBN: 9781138788831ISBN 10: 113878883 Pages: 200 Publication Date: 22 February 2017 Audience: Professional and scholarly , College/higher education , Professional & Vocational , Tertiary & Higher Education Format: Paperback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsIntroduction: Creativity, Technology and Learning in the K12 Context Section I – Theoretical Foundations: Creativity, Learning and Play Chapter One: Perspectives on Creativity Chapter Two: The Role of Play in Learning and Creativity Section II – Pedagogies for Enabling Creativity Chapter Three: Constructionism Chapter Four: Discovery Learning Chapter Five: Multimodal Learning Chapter Six: Problem and Project Based Learning Section III – Creativity Across the Curriculum: A Review of the Research Literature Chapter Seven: Creativity as Design Chapter Eight: Creativity as Expression Chapter Nine: Creativity as Problem Solving Chapter Ten: The Whole Child in the Age of GlobalizationReviewsThis book provides a much needed and well-grounded perspective of what education in the 21st century can and should look like. Sullivan offers compelling evidence to academics and educators on how to think and teach about creativity and technology in classrooms.</p> --Yasmin Kafai, Professor, University of Pennsylvania and author of <i>Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy</p></i> This book provides a much needed and well-grounded perspective of what education in the 21st century can and should look like. Sullivan offers compelling evidence to academics and educators on how to think and teach about creativity and technology in classrooms. -Yasmin Kafai, Professor, University of Pennsylvania and author of Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy This ambitious and interdisciplinary book brings together pedagogical theory, semiotics, play, creativity, and philosophy. The goal is to develop a coherent understanding of how to best use technology to enhance creative learning. This valuable book helps educators understand how to align educational technology with theoretical and empirical research on creativity and learning. -Dr. Keith Sawyer, Morgan Distinguished Professor in Educational Innovations, University of North Carolina at Chapel Hill This book provides a much needed and well-grounded perspective of what education in the 21st century can and should look like. Sullivan offers compelling evidence to academics and educators on how to think and teach about creativity and technology in classrooms. -Yasmin Kafai, Professor, University of Pennsylvania and author of Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy This ambitious and interdisciplinary book brings together pedagogical theory, semiotics, play, creativity, and philosophy. The goal is to develop a coherent understanding of how to best use technology to enhance creative learning. This valuable book helps educators understand how to align educational technology with theoretical and empirical research on creativity and learning. -Dr. Keith Sawyer, Morgan Distinguished Professor in Educational Innovations, University of North Carolina at Chapel Hill This book provides a much needed and well-grounded perspective of what education in the 21st century can and should look like. Sullivan offers compelling evidence to academics and educators on how to think and teach about creativity and technology in classrooms. -Yasmin Kafai, Professor, University of Pennsylvania and author of Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy This ambitious and interdisciplinary book brings together pedagogical theory, semiotics, play, creativity, and philosophy. The goal is to develop a coherent understanding of how to best use technology to enhance creative learning. This valuable book helps educators understand how to align educational technology with theoretical and empirical research on creativity and learning. -Dr. Keith Sawyer, Morgan Distinguished Professor in Educational Innovations, University of North Carolina at Chapel Hill Author InformationFlorence R. Sullivan is Associate Professor of Learning Technology at the University of Massachusetts, Amherst (U.S.). Tab Content 6Author Website:Countries AvailableAll regions |