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Creativity and Failure
Technologies Education
5:45
Students have gained a
variety of experiences
prior to coming to school.
Design experiences relate
to the creation of a range
of products using various
construction materials.
Early primary learners

Years F–2
•Fine motor skills are still developing.
•Products designed and developed
are interesting and innovative, if not
always functional.
•Design processes are very flexible.
•Initial draft design ideas differ
significantly from eventual products.
Early primary learners

Years F–2
• Design tasks allow students to
draw on information and
knowledge they already have or
can locate easily in the familiar
environment of their school and
classroom.
• They design products
predominantly for their own use
and have some consideration of
the needs of others.
Early primary learners

Years F–2
Early primary learners

Years F–2
Students:
•record their design ideas using
simple annotated drawings
•identify the basic features and
functions of their products
•compare their final products
with their initial design ideas
and discuss the reasons for
any differences.
Students:
•‘work technologically’ to
design products to meet their
needs and the needs of others
•work cooperatively to create
shared designs
•devise and follow production
procedures to create products
that reflect their design ideas.
Middle primary learners

Years 3–4
Students:
•recognise processes that they
have used to design and develop
their products
•determine how they might alter
these processes if they were
undertaking the design task
again
•recognise that different solutions
can be designed for, and are often
used by, different users.
Middle primary learners

Years 3–4
Middle primary learners
recognise the need to draw
on a range of resources to
inform the design process.
This may involve resources
such as reference books,
peers and the Internet.
Middle primary learners

Years 3–4
Students:
•judge the effectiveness of their
own and others’ products and
processes
•record their ideas in a
Technology project folio that
contains information about
progressive design and
development of their products.
Middle primary learners

Years 3–4
Students:
•communicate their ideas
using presentations, models
and technical terms
•consult with others to inform
some of their design ideas
•draw on the practical expertise
of others to inform their design
and construction processes.
Upper primary learners

Years 5–6
Students:
•identify and clarify the
issues surrounding
design challenges
•research a range of
alternative design ideas.
Upper primary learners

Years 5–6
Creativity
Creativity
Creativity is the process of having
original ideas that have value
6:00
Creativity is the process of producing something that is
both original and worthwhile. Wallas (1926) presented one
of the first models of the creative process where creative
insights and illuminations may be explained by a process
consisting of 5 stages:
Creativity
preparation
preparatory work on a problem that focuses the
individual's mind on the problem and explores the
problem's dimensions
Creativity
incubation
where the problem is internalised into the unconscious
mind and nothing appears externally to be happening
Creativity
intimation
the creative person gets a "feeling"
that a solution is on its way
Creativity
illumination or insight
where the creative idea bursts forth from its preconscious
processing into conscious awareness
Creativity
verification
where the idea is consciously verified, elaborated, and
then applied
Creativity
1:22
The best way to have a good idea is to have lots of ideas
Linus Pauling
Creativity
2:53
There are three groups of creativity techniques:
Aleatoricism introduces chance into the creative process;
Improvisation encourages spontaneity and free thought;
and
problem solving has a wide range of tools and
methodologies that can support creativity.
Creativity Techniques
1:24
Problem solving creativity techniques include:
TRIZ;
Brainstorming and Brainwriting;
Six Thinking Hats;
Think outside the box;
SWOT analysis;
USIT;
Five Ws;
Thought experiments; and
Dilemmas.
Creativity Techniques
4:18
It is better to have enough ideas for some of them to be
wrong, than to be always right by having no ideas at all.
Edward de Bono
Creativity
More general approaches for inspiring creativity include:
Linking (word association);
Black Box (inputs and outputs);
Parallels (past solutions);
Variation (focus on a single tool);
Additive Examples (combinations).
Creativity Techniques
0:57
Innovation is the development of new solutions, products,
services, and ways of doing.
Innovation is not just improvement but doing something
different rather than doing the same thing better.
Through Technologies education, students develop the
ability to be innovative, using their design thinking
processes and creativity to develop novel innovations to
solve problems and develop opportunities.
Innovation
3:45
1:14
Failure
3:26
Griffith University
Dr Jason Zagami
www.zagami.info

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Creativity and Failure

  • 3. Students have gained a variety of experiences prior to coming to school. Design experiences relate to the creation of a range of products using various construction materials. Early primary learners
 Years F–2
  • 4. •Fine motor skills are still developing. •Products designed and developed are interesting and innovative, if not always functional. •Design processes are very flexible. •Initial draft design ideas differ significantly from eventual products. Early primary learners
 Years F–2
  • 5. • Design tasks allow students to draw on information and knowledge they already have or can locate easily in the familiar environment of their school and classroom. • They design products predominantly for their own use and have some consideration of the needs of others. Early primary learners
 Years F–2
  • 6. Early primary learners
 Years F–2 Students: •record their design ideas using simple annotated drawings •identify the basic features and functions of their products •compare their final products with their initial design ideas and discuss the reasons for any differences.
  • 7. Students: •‘work technologically’ to design products to meet their needs and the needs of others •work cooperatively to create shared designs •devise and follow production procedures to create products that reflect their design ideas. Middle primary learners
 Years 3–4
  • 8. Students: •recognise processes that they have used to design and develop their products •determine how they might alter these processes if they were undertaking the design task again •recognise that different solutions can be designed for, and are often used by, different users. Middle primary learners
 Years 3–4
  • 9. Middle primary learners recognise the need to draw on a range of resources to inform the design process. This may involve resources such as reference books, peers and the Internet. Middle primary learners
 Years 3–4
  • 10. Students: •judge the effectiveness of their own and others’ products and processes •record their ideas in a Technology project folio that contains information about progressive design and development of their products. Middle primary learners
 Years 3–4
  • 11. Students: •communicate their ideas using presentations, models and technical terms •consult with others to inform some of their design ideas •draw on the practical expertise of others to inform their design and construction processes. Upper primary learners
 Years 5–6
  • 12. Students: •identify and clarify the issues surrounding design challenges •research a range of alternative design ideas. Upper primary learners
 Years 5–6
  • 14. Creativity Creativity is the process of having original ideas that have value
  • 15. 6:00
  • 16. Creativity is the process of producing something that is both original and worthwhile. Wallas (1926) presented one of the first models of the creative process where creative insights and illuminations may be explained by a process consisting of 5 stages: Creativity
  • 17. preparation preparatory work on a problem that focuses the individual's mind on the problem and explores the problem's dimensions Creativity
  • 18. incubation where the problem is internalised into the unconscious mind and nothing appears externally to be happening Creativity
  • 19. intimation the creative person gets a "feeling" that a solution is on its way Creativity
  • 20. illumination or insight where the creative idea bursts forth from its preconscious processing into conscious awareness Creativity
  • 21. verification where the idea is consciously verified, elaborated, and then applied Creativity
  • 22. 1:22
  • 23. The best way to have a good idea is to have lots of ideas Linus Pauling Creativity
  • 24. 2:53
  • 25. There are three groups of creativity techniques: Aleatoricism introduces chance into the creative process; Improvisation encourages spontaneity and free thought; and problem solving has a wide range of tools and methodologies that can support creativity. Creativity Techniques
  • 26. 1:24
  • 27. Problem solving creativity techniques include: TRIZ; Brainstorming and Brainwriting; Six Thinking Hats; Think outside the box; SWOT analysis; USIT; Five Ws; Thought experiments; and Dilemmas. Creativity Techniques
  • 28. 4:18
  • 29. It is better to have enough ideas for some of them to be wrong, than to be always right by having no ideas at all. Edward de Bono Creativity
  • 30. More general approaches for inspiring creativity include: Linking (word association); Black Box (inputs and outputs); Parallels (past solutions); Variation (focus on a single tool); Additive Examples (combinations). Creativity Techniques
  • 31. 0:57
  • 32. Innovation is the development of new solutions, products, services, and ways of doing. Innovation is not just improvement but doing something different rather than doing the same thing better. Through Technologies education, students develop the ability to be innovative, using their design thinking processes and creativity to develop novel innovations to solve problems and develop opportunities. Innovation
  • 33. 3:45
  • 34. 1:14
  • 36. 3:26
  • 37. Griffith University Dr Jason Zagami www.zagami.info