This document discusses creativity, failure, and innovation in technology education. It provides information about how students at different primary school levels (early, middle, upper) approach design tasks and develop their design thinking. For early primary students, design processes are flexible and initial designs may differ significantly from final products. Middle primary students recognize processes used and how they could be improved. They draw on resources to inform design. Upper primary students identify issues and research alternative designs. The document also covers models of the creative process, techniques to inspire creativity like brainstorming, and how innovation involves new solutions rather than just improvements. Failure is presented as an opportunity to learn.
Adviser : Asst. Prof. Dr.Charuni Samat
Member : Miss Tita Karkhammart 563050424-2
Miss Tiwawna Racho 563050425-0
Miss Pimchanok Matawong 563050431-5
Miss Rapeepan Siriwongkan 563050434-9
Mr.Poramin Attane 563050175-7
Mr.Supakorn Saamsak 563050439-9
Miss Chayanit Panpa 563050170-7
COMPUTER EDCATION
KHONKAEN UNIVERSITY
Adviser : Asst. Prof. Dr.Charuni Samat
Member : Miss Tita Karkhammart 563050424-2
Miss Tiwawna Racho 563050425-0
Miss Pimchanok Matawong 563050431-5
Miss Rapeepan Siriwongkan 563050434-9
Mr.Poramin Attane 563050175-7
Mr.Supakorn Saamsak 563050439-9
Miss Chayanit Panpa 563050170-7
COMPUTER EDCATION
KHONKAEN UNIVERSITY
Thoughts around Creativity in Education and the Potential of ICT Enhanced Lea...Hazel Owen
Thoughts around Creativity in Education and the Potential of ICT Enhanced Learning and Teaching - this Slideshare attempts to look at the 'big picture' of creativity in education (using Ken Robinson's TED Talk as a point of inspiration), and then ties into why and how ICT might be used to help engage learners in ways that encourage creativity. It also introduces some of the Te Puna Ako: Centre for Teaching and Learning Innovation Team at Unitec NZ.
Zagami, J. & Becker, S. (2016, September). ACCE Leadership Forum. Forum conducted at the Australian Council for Computers in Education Conference, Brisbane, Australia.
Zagami, J. (2016, October). Digital Solutions Response. Presentation at the accessIT - ACS Qld State Conference 2016, Brisbane, Australia. Retrieved from http://www.slideshare.net/j.zagami/digital-solutions-response
Teaching the Technologies learning area using a thinking skills approachJason Zagami
Presentation by Dr Jason Zagami to the QSITE2015 conference on 24 September 2015 at Townsville, Queensland.
Zagami, J. (2015, September) Teaching the Technologies learning area using a thinking skills approach. Presentation presented to QSITE2015 conference, Townsville, Queensland, Australia. http://www.slideshare.net/j.zagami/teaching-the-technologies-learning-area-using-a-thinking-skills-approach
The Technologies learning area provides an opportunity to develop in students five distinct but complementary ways of thinking about and understanding the world: Systems Thinking, Design Thinking, Computational Thinking, Futures Thinking, and Strategic Thinking. This session will explore approaches to teaching the Technologies learning area through problem-solving activities that develop these thinking approaches.
Trends, challenges and developments in technologies that will influence the f...Jason Zagami
Keynote presentation by Dr Jason Zagami to the ASLA conference on 29 September 2015 at Brisbane, Queensland.
Zagami, J. (2015, September) Trends, challenges and developments in technologies that will influence the future of libraries. Keynote presentation presented to ASLA conference, Brisbane, Queensland, Australia. http://www.slideshare.net/j.zagami/trends-challenges-and-developments-in-technologies-that-will-influence-the-future-of-libraries
Technology in the early childhood classroomnueldavidwest
The use of technology in the early childhood classroom and how it affects children positively. Children are positively motivated to learn better with the use of technology in the classroom.
Meetup creative design literature philosophy methodology frameworkKai Bruns
Overview of 16 texts within the Design Thinking literature with examples of how to think of design thinking as innovation methodology or philosophy with concrete examples how to translate insights from literature into the teaching and training of design thinking abilities, skills and methods.
Thoughts around Creativity in Education and the Potential of ICT Enhanced Lea...Hazel Owen
Thoughts around Creativity in Education and the Potential of ICT Enhanced Learning and Teaching - this Slideshare attempts to look at the 'big picture' of creativity in education (using Ken Robinson's TED Talk as a point of inspiration), and then ties into why and how ICT might be used to help engage learners in ways that encourage creativity. It also introduces some of the Te Puna Ako: Centre for Teaching and Learning Innovation Team at Unitec NZ.
Zagami, J. & Becker, S. (2016, September). ACCE Leadership Forum. Forum conducted at the Australian Council for Computers in Education Conference, Brisbane, Australia.
Zagami, J. (2016, October). Digital Solutions Response. Presentation at the accessIT - ACS Qld State Conference 2016, Brisbane, Australia. Retrieved from http://www.slideshare.net/j.zagami/digital-solutions-response
Teaching the Technologies learning area using a thinking skills approachJason Zagami
Presentation by Dr Jason Zagami to the QSITE2015 conference on 24 September 2015 at Townsville, Queensland.
Zagami, J. (2015, September) Teaching the Technologies learning area using a thinking skills approach. Presentation presented to QSITE2015 conference, Townsville, Queensland, Australia. http://www.slideshare.net/j.zagami/teaching-the-technologies-learning-area-using-a-thinking-skills-approach
The Technologies learning area provides an opportunity to develop in students five distinct but complementary ways of thinking about and understanding the world: Systems Thinking, Design Thinking, Computational Thinking, Futures Thinking, and Strategic Thinking. This session will explore approaches to teaching the Technologies learning area through problem-solving activities that develop these thinking approaches.
Trends, challenges and developments in technologies that will influence the f...Jason Zagami
Keynote presentation by Dr Jason Zagami to the ASLA conference on 29 September 2015 at Brisbane, Queensland.
Zagami, J. (2015, September) Trends, challenges and developments in technologies that will influence the future of libraries. Keynote presentation presented to ASLA conference, Brisbane, Queensland, Australia. http://www.slideshare.net/j.zagami/trends-challenges-and-developments-in-technologies-that-will-influence-the-future-of-libraries
Technology in the early childhood classroomnueldavidwest
The use of technology in the early childhood classroom and how it affects children positively. Children are positively motivated to learn better with the use of technology in the classroom.
Meetup creative design literature philosophy methodology frameworkKai Bruns
Overview of 16 texts within the Design Thinking literature with examples of how to think of design thinking as innovation methodology or philosophy with concrete examples how to translate insights from literature into the teaching and training of design thinking abilities, skills and methods.
This presentation was given by David Waugh at the international conference “Fostering creativity in children and young people through education and culture” in Durham, United Kingdom on 4-5 September 2017.
Helping teachers to think about their design problem: a pilot study to stimul...davinia.hl
Hernández-Leo D, Agostinho S, Beardsley M, Bennett S, Lockyer L. Helping teachers to think about their design problem: a pilot study to stimulate design thinking. Paper presented at: 9th annual International Conference on Education and New Learning Technologies EDULEARN17; 2017 July 3-5; Barcelona, Spain, pp. 5681-5690. Open access: http://hdl.handle.net/10230/32247
The “Creative Thinking for the 21st Century” presentation, given at the AFACCT Conference in January 2015, examined how educators can embed 21st century skills into their teaching curriculum. The goal was to show that by using innovative teaching and learning processes students gain skills in collaboration and team building, enhanced communication through presentation, and applied analysis of information. Teaching and learning strategies to engage students to think differently about their own learning and to move beyond critical thinking to creative thinking was emphasized.
Management of creativity; Stimulating individual creativity ... Lateral thinking , Checklists, Morphological analysis;; Stimulating group creativity ... Brainstorming, Slipwriting;; Edward De Bono's Six Thinking Hats...
Design Thinking For Intergroup Empathy: Creative Techniques in Higher EducationStefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Design Thinking Presentation at AppState Free Learning Conference 2018Stefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Student will be able to learn the basic concepts of deign thinking along with 5 phases of Design Thinking Process. This PPT covers the following topics: Introduction to design thinking, Need for design thinking, Design and Business, The Design Process, Design Brief, Visualization, Four Questions & Ten Tools, Explore
STEEP Analysis, Strategic Priorities, Activity System, Stakeholder Mapping, Opportunity Framing.
Zagami, J. & Becker, S. (2016, September). ACCE Leadership Forum Summary. Presentation at the Australian Council for Computers in Education Conference, Brisbane, Australia.
Horizon Report K12: What are the trends, challenges and developments in techn...Jason Zagami
Zagami, J. (2016, June) Horizon Report K12: What are the trends, challenges and developments in technology. Keynote presentation presented to Digital Technologies Summit 2016: Initial Teacher Education, Brisbane, Queensland, Australia. https://www.griffith.edu.au/conference/digital-technologies-summit-2016
Teaching the Technologies learning area using a thinking skills approachJason Zagami
Presentation to the Digital Technologies 2015 EdTechSA on 16 July 2015
The Technologies learning area provides an opportunity to develop in students five distinct but complementary ways of thinking about and understanding the world: Systems Thinking, Design Thinking, Computational Thinking, Futures Thinking, and Strategic Thinking. This session will explore approaches to teaching the Technologies learning area through problem-solving activities that develop these thinking approaches.
Secondary Worlds and Computer Gaming in EducationJason Zagami
Zagami, J. (2014, October). Secondary Worlds and computer gaming in Education. Paper presented at the Australian Council for Computers in Education Conference, Adelaide, Australia. Retrieved from http://acec2014.acce.edu.au/sites/2014/files/attachments/ACEC2014%20Secondary%20Worlds%20and%20computer%20gaming%20in%20Education.docx
Fantasy worlds have long enthralled and engaged our imaginations with Tolkien defining those of sufficient detail as Secondary Worlds, distinct from the Primary World of our everyday experience. Within such worlds we can imaginatively explore beyond the narratives provided us and by combining such worlds with the interactivity of games, particularly computer games, extending this ability to explore persistent Secondary Worlds that we can influence and change, share experiences with others, and contribute to the mythologies of these worlds. This rich exploration provides opportunities to learn by enhancing the mental models constructed by our explorations of Secondary Worlds and transferring this learning to the mental models held of similar concepts in the Primary World. Two case studies are briefly detailed to clarify the concepts presented, firstly the use of a Year 8 Social Studies simulation of the world of StatecraftX in which empire building, resource management, and refugee dilemmas provided a context for student engagement with a Secondary World and transfer concepts developed in world to those under study; and secondly, the use of the Secondary world of the Simpsons, particularly the Springfield Primary School, as a familiar Secondary World setting in which to explore teacher education situations and transfer learning to real world practice.
Is Computer Gaming the new ICT to be integrated into school curriculum?Jason Zagami
Zagami, J. (2014, October). Is computer gaming the new ICT to be integrated into school curriculum?. Paper presented at the Australian Council for Computers in Education Conference, Adelaide, Australia. Retrieved from http://acec2014.acce.edu.au/sites/2014/files/attachments/ACEC2014%20Is%20Computer%20Gaming%20the%20new%20ICT
%20to%20be%20integrated%20into%20school%20curriculum.docx
Just as the integration of ICT into the curriculum took time and faced initial obstacles, so too does the integration of computer games into the curriculum. Emerging from a mixed methods research project focusing on learning and teaching with digital games in Australian classrooms, four distinct approaches to educational games are developed: Game Play as a process, Game Building as a process, Game Play as a context, and Game Building as a context. The SAMR model was applied to consider these as progressive adoptions of computer gaming that achieve increasingly transformative learning processes. Then within the use of games as contexts for learning, a Secondary Worlds model was used to then consider these contexts at Philosophic, Epic and Naïve levels. Finally, the TPACK model was extended to include computer games as a GPACKS evaluation model of the appropriate use of computer games for various curriculum content, pedagogical approaches, and student gaming preferences.
Australian Digital Technologies LeadersJason Zagami
Australian Digital Technologies Leaders
Presentation by Dr Jason Zagami to the Australian Digital Technologies Leaders (EdTechSA) on 13 April 2014 in Adelaide, SA.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
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
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
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
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
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
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