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_aMishra, Punya. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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_aCreativity, Technology & Education: Exploring their Convergence _h[electronic resource] / _cby Punya Mishra, Danah Henriksen. |
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_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2018. |
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300 |
_aXVII, 124 p. _bonline resource. |
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_aSpringerBriefs in Educational Communications and Technology, _x2196-498X |
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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. | |
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_aHenriksen, Danah. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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