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Creative Outlets Arkansas AGATE 2014

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Presented by Brian Housand, PhD …

Presented by Brian Housand, PhD
http://brianhousand.com

Arkansas Gifted Conference 2014
Hot Springs, AR
February 2014

bit.ly/agate2014

Today’s young people have unprecedented access to powerful tools designed for creative production. Yet, students are often being asked to unplug rather than meaningfully connect with technology. This session explores a virtual playground designed to get teachers and students plugged into new outlets for promoting creative productive giftedness.

Published in: Education, Technology

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  • 1. PLUGGING INTO CREATIVE! OUTLETS bit.ly/agate2014 DR. BRIAN HOUSAND http://brianhousand.com
  • 2. brianhousand.com
  • 3. 2014 ARKANSAS NEBRASKA CALIFORNIA NORTH CAROLINA GEORGIA MONTANA SOUTH CAROLINA TEXAS WASHINGTON CONNECTICUT ALABAMA KANSAS FLORIDA MARYLAND
  • 4. #gtchat #agate14
  • 5. CREATIVITY + TECHNOLOGY STAGES IN THE CREATIVE PROCESS THE FUTURE
  • 6. 5 STEP TECHNOLOGY INTEGRATION PLAN 5. EVALUATE 4. WATCH IT GROW 3. GIVE IT TIME 2. PROVIDE A PURPOSE 1. IDENTIFY A TECH TOOL (Besnoy, Housand, & Clark, 2008)
  • 7. TYPE I TYPE II GENERAL EXPLORATORY ACTIVITIES METHODOLOGICAL TRAINING / HOW-TO ACTIVITIES ! ! TYPE III INDEPENDENT OR SMALL GROUP INVESTIGATIONS PRODUCTS AND/OR PERFORMANCES (Renzulli, 1977)
  • 8. Plugging Into Creative Outlets Brian C. Housand Angela M. Housand ! Gifted Education Communicator Spring 2011 Vol. 42, No. 1
  • 9. Computers serve best when they allow everything to CHANGE (Papert, 1993)
  • 10. ! !   Sir Ken Robinson ! ! !       We  are  educa)ng  people     Crea)vity  is  as  important   out  of  their  crea)vity.   in  educa)on  as  literacy.  
  • 11. Rather than running the risk of having our students become ! WALKING ENCYCLOPEDIAS! we need to TEACH them how to ! THINK CREATIVELY. (Sternberg,  2006)
  • 12. www.p21.org Learning and Innovation Skills Creativity and Innovation! Critical Thinking and Problem Solving! Communication and Collaboration
  • 13. 1. Creativity and Innovation! 2. Communication and Collaboration! 3. Research and Information Fluency! 4. Critical Thinking, Problem Solving, and! Decision Making! 5. Digital Citizenship! 6. Technology Operations and Concepts! bit.ly/nets-profiles
  • 14. PK - 2 Identify, research, and collect data on an environmental issue using digital resources and propose a solution.
  • 15. 3-5 Produce a media-rich digital story about a significant local event based on first-person interviews.
  • 16. 6-8 Create original animations or videos documenting school, community, or local events.
  • 17. 9 - 12 Design, develop, and test a digital learning game to demonstrate knowledge and skills related to curriculum content.
  • 18. ? Differentiated Curriculum. Adaptation of content, process, and concepts to meet a higher level of expectation appropriate for advanced learners. Curriculum can be differentiated through acceleration, complexity, depth, challenge, and CREATIVITY (VanTassel-Baska & Wood, 2008).
  • 19. Don’t tell someone to BE CREATIVE.! Get moving.! Take a break. ! Reduce screen time.! Explore other cultures.! Follow a passion.! Ditch the suggestion box.
  • 20. Pianos ! NOT Stereos (Resnick, 1996)
  • 21. SAMR
  • 22. SUBSTITUTION Tech acts as a direct tool substitute, with no functional change.
  • 23. AUGMENTATION Tech acts as a direct tool substitute, with functional improvement.
  • 24. MODIFICATION Tech allows for signficant task redesign.
  • 25. REDEFINITION Tech allows for the creation of new tasks, previously inconceivable.
  • 26. Substitution! Augmentation! Modification! Redefinition
  • 27. DANGER If#you#don’t#read#much,# you#really#don’t#know#much.# YOU #ARE TOOLISHNESS! AHEAD DANGEROUS! ! --Jim Trelease
  • 28. GRAHAM WALLAS PREPARATION INCUBATION ILLUMINATION VERIFICATION
  • 29. PLUGGING INTO CREATIVE! OUTLETS bit.ly/agate2014 DR. BRIAN HOUSAND http://brianhousand.com
  • 30. INCUBATION
  • 31. Games are the most elevated form of investigation.
  • 32. 20%
  • 33. COMPUTER USE INTERNET USE CREATIVITY CELL PHONE USE VIDEO GAME PLAY Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376.
  • 34. VIDEO GAME PLAY CREATIVITY Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376.
  • 35. DECEPTIVELY SIMPLE ADDICTIVE NOT YOUR CHOICE WHEN YOU PLAY CHALLENGING FOR ALL THE WRONG REASONS SINISTER MUSIC COMPETITION WITH FRIENDS MAKES YOU A SPAMMER $$$ THERE IS NO END REALITY Miles Dyer
  • 36. Video games teach children what computers are beginning to teach adults--that some forms of learning are fast-paced, immensely compelling, and rewarding. - Seymour Papert
  • 37. The fact that they are enormously demanding of one's time and require new ways of thinking remains a small price to pay (and is perhaps even an advantage) to be vaulted into the future. - Seymour Papert
  • 38. Not surprisingly, by comparison school strikes many young people as slow, boring, and frankly out of touch. - Seymour Papert
  • 39. REAL GAMES VS. EDUCATIONAL GAMES
  • 40. “There is nothing that is NOT possible.”
  • 41. SURVIVAL OR CREATIVE
  • 42. UNLIMITED You can make it into whatever you want it to be.
  • 43. FOR aLL INTENTS aND PURPOSES, IT IS A SPACE WHERE YOU ARE GOD
  • 44. I f y ou are i mpati ent th en th i s may not be th e gAme for y ou
  • 45. PRODUCERS CONSUMERS
  • 46. stemchallenge.org
  • 47. www.truthandtrolls.com
  • 48. www.pinkiesquare.com
  • 49. 66
  • 50. www.roblox.com
  • 51. gamestarmechanic.com
  • 52. code.org/learn
  • 53. ILLUMINATION
  • 54. five frames http://www.flickr.com/groups/visualstory/
  • 55. flickr five frames 1st photo: establish characters and location
  • 56. flickr five frames 2nd photo: create a situation with possibilities of what might happen
  • 57. flickr five frames 3rd photo: involve the characters in the situation
  • 58. flickr five frames 4th photo: build to probable outcomes
  • 59. flickr five frames 5th photo: have a logical but surprising end
  • 60. instagram DMD WordFoto Over 360 snapchat
  • 61. ! “Gifted  means  you  have  abilities  to  do  stuff  others  may  not  be  able  to  do,  even  if  they  are  not   easy.    This  tree  is  growing  in  the  shade  under  a  step….that’s  not  easy.”
  • 62. “As  a  gifted  learner  I  feel  that  I  am  different;     I  am  a  leader;  and  I  am  powerful!”  
  • 63. “Giftedness  is  you  are  special     and  stand  out  from  others     because  of  your  talent.”
  • 64. “We  all  have  an  impact  on  the  world.       Although  we’re  small,  someday  we     will  do  something  great.    It  means  to     be  inspiring,  creative,  helpful,  and  smart.       Although  being  gifted  has  its  problems,     Being  gifted  is  very  special.”  
  • 65. “We  are  all  different.    Everyone  has  different  abilities;  some   people  may  enjoy  learning.    Being  gifted  is  being  yourself.”
  • 66. “Being  gifted  isn’t   different;     it’s  unique.”
  • 67. “Giftedness  is   being  different  in   your  own  way  and   to  capture   beautiful  moments   in  life  for   something  cool.     Then  your   differences  will   shine!”
  • 68. “Giftedness   means  you  can   be  talented  in   some  things  but   not  at  others;   you  swing  back   and  forth  at  the   things  you  are   good  at  and  the   things  you  are   not.”
  • 69. “Being  gifted  is  like   flying  in  the  sky;     free  to  learn.”
  • 70. “Cracked  mud  is  like  a  puzzle;     like  the  parts  of  the  brain.       When  put  together,  makes  a   gifted  person.”
  • 71. “Being  gifted   means  being   creative  in   your  own   special  way.”
  • 72. bighugelabs.com/ poster.php
  • 73. FORM LINE COLOR SCALE FONT
  • 74. GarageBand djay DM1
  • 75. iMovie Trailers
  • 76. Googleable
  • 77. diy.org
  • 78. REMIX CONTENT + CREATIVITY + TECHNOLOGY RECIPES
  • 79. “There is no such thing as a new idea. It is impossible. We simply take a lot of old ideas and put them into a sort of mental kaleidoscope. We give them a turn and they make new and curious combinations.”
  • 80. 1. Pick an existing work. ! literature art film music
  • 81. 2. Consider changes based on a new time period and / or a changing audience.
  • 82. 3. Develop the product. ! Script Movie Trailer Advertising Poster
  • 83. 4. Create the explanation. ! How did this “improve” the original?
  • 84. CHANGE THE SETTING
  • 85. CHANGE THE AUDIENCE
  • 86. CHANGE THE NARRATOR
  • 87. CHANGE THE GENRE
  • 88. SETTING! GENRE! NARRATOR! AUDIENCE
  • 89. “We don’t have the option of turning away from the future. No one gets to vote on whether technology is going to change our lives.” ! Bill Gates   The Road Ahead
  • 90. THP Summer 2013 Teaching for High Potential Quality Classroom Practice for High-Abillity Students Brian C. Housand, Ph.D. East Carolina University www.brianhousand.com The 21 Century is SO Yesterday st Brian Housand is an Assistant Professor at East Carolina University in the department of Elementary Education. “The world is moving at a tremendous rate. No one knows where. We must prepare our children, not for the world of the past, not for our world, but for their world, the world of the future.” — John Dewey T he admonition that we should be preparing our students for the 21st century is everywhere. There are numerous books, blogs, and content resources promoting and espousing the virtues of 21st century learning. If one examines the titles and descriptions of presentations at any gifted or general education conference, reference to 21st century learning is prevalent. Most of us in gifted education have regularly advocated for teaching trace their origins back at least 30 years. In 1983, the National Science Board Commission on Precollege Education in Mathematics, Science and Technology published a report entitled, Educating Americans for the 21st Century: A Plan of Action for Improving Mathematics, Science, and Technology Education for All American Elementary and Secondary Students So that their Achievement is the Best in the World by 1995. This publication outlined many of the same initia-
  • 91. ENGAGING CURIOSITY
  • 92. ENGINEERING SERENDIPITY
  • 93. UNDERSTANDING DESIGN
  • 94. CONSTRUCTING SYNTHESIS
  • 95. Creativity is just connecting things. When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s because they were able to connect experiences they’ve had and SYNTHESIZE new things. - Steve Jobs, 1995
  • 96. GT = GOOD TEACHING
  • 97. GOOD TEACHING “It doesn’t matter what you cover; it matters how much you develop THE CAPACITY TO DISCOVER
  • 98. tyvm brianhousand.com
  • 99. ALL YOU GOT IS THIS MOMENT THE 21ST CENTURY IS YESTERDAY YOU CAN CARE ALL YOU WANT EVERYBODY DOES YEAH THAT’S OKAY