7. Rather than running the risk of
having our students become
W A L K I N G
ENCYCLOPEDIAS
we need to TEACH them how to
THINK CREATIVELY.
(Sternberg, 2006)
17. TYPE III
INDEPENDENT OR SMALL GROUP INVESTIGATIONS
PRODUCTS AND/OR PERFORMANCES
TYPE I
GENERAL
EXPLORATORY
ACTIVITIES
TYPE II
METHODOLOGICAL
TRAINING /
HOW-TO ACTIVITIES
(Renzulli, 1977)
69. 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.
CREATIVITY
COMPUTER
USE
INTERNET
USE
CELL
PHONE
USE
VIDEO
GAME
PLAY
70. 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.
CREATIVITY
VIDEO
GAME
PLAY
71.
72.
73. 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
74. 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
75. Not surprisingly,
by comparison school strikes
many young people as
slow, boring, and frankly
out of touch.
- Seymour Papert
122. flickr five frames
1. Establish characters and location
2. Create a situation with possibilities
3. Involve the characters in the situation
4. Build to probable outcomes
5. Have a logical BUT surprising end