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001 978-3-319-70275-9
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020 _a9783319702759
_9978-3-319-70275-9
024 7 _a10.1007/978-3-319-70275-9
_2doi
050 4 _aLC8-6691
072 7 _aJNV
_2bicssc
072 7 _aEDU039000
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072 7 _aYPMT
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082 0 4 _a371.33
_223
100 1 _aMishra, Punya.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aCreativity, Technology & Education: Exploring their Convergence
_h[electronic resource] /
_cby Punya Mishra, Danah Henriksen.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2018.
300 _aXVII, 124 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringerBriefs in Educational Communications and Technology,
_x2196-498X
505 0 _aChapter 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 YouTube 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.
520 _aIn 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 YouTube 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. .
650 0 _aEducation.
650 1 4 _aEducational Technology.
_0http://scigraph.springernature.com/things/product-market-codes/O21000
650 2 4 _aLearning & Instruction.
_0http://scigraph.springernature.com/things/product-market-codes/O22000
700 1 _aHenriksen, Danah.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319702742
776 0 8 _iPrinted edition:
_z9783319702766
830 0 _aSpringerBriefs in Educational Communications and Technology,
_x2196-498X
856 4 0 _uhttps://doi.org/10.1007/978-3-319-70275-9
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