Creativity, Technology, and Learning provides a comprehensive introduction to theories and research on creativity in education and, in particular, to the role of digital-learning technologies in enabling creativity across classroom learning environments. Topical coverage includes play, constructionism, multimodal learning and project-/problem-based learning. Creativity is uniquely positioned throughout the book as an integral component of the educational process and also as a foundational aspect of self-actualization, thriving communities, and humane societies.
Through in-depth, empirically based discussions of the philosophical, curricular and pedagogical elements of creativity, Sullivan demonstrates how creativity can be fostered across the curriculum through the use of digital-learning technologies in design, personal expression and problem-solving activities.
Table of Contents
Introduction: Creativity, Technology and Learning in the K12 Context
Section I – Theoretical Foundations: Creativity, Learning and Play
Chapter One: Perspectives on Creativity
Chapter Two: The Role of Play in Learning and Creativity
Section II – Pedagogies for Enabling Creativity
Chapter Three: Constructionism
Chapter Four: Discovery Learning
Chapter Five: Multimodal Learning
Chapter Six: Problem and Project Based Learning
Section III – Creativity Across the Curriculum: A Review of the Research Literature
Chapter Seven: Creativity as Design
Chapter Eight: Creativity as Expression
Chapter Nine: Creativity as Problem Solving
Chapter Ten: The Whole Child in the Age of Globalization
Florence R. Sullivan is Associate Professor of Learning Technology at the University of Massachusetts, Amherst (U.S.).
This book provides a much needed and well-grounded perspective of what education in the 21st century can and should look like. Sullivan offers compelling evidence to academics and educators on how to think and teach about creativity and technology in classrooms.
—Yasmin Kafai, Professor, University of Pennsylvania and author of Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy
This ambitious and interdisciplinary book brings together pedagogical theory, semiotics, play, creativity, and philosophy. The goal is to develop a coherent understanding of how to best use technology to enhance creative learning. This valuable book helps educators understand how to align educational technology with theoretical and empirical research on creativity and learning.
—Dr. Keith Sawyer, Morgan Distinguished Professor in Educational Innovations, University of North Carolina at Chapel Hill