33. Likely to be mathletes,
physics buffs, tech-
heads, or hackers,
although they could be
evidence based wonks.
Likely to be mathletes,
physics buffs, tech-
heads, or hackers,
although they could be
evidence based wonks.
34. Likely to get excited
by machines or
systems.
Likely to get excited
by machines or
systems.
65. 1.
Don't be afraid to fall in love with something and
pursue it with intensity.
2.
Know, understand, take pride in, practice, develop,
exploit and enjoy your greatest strengths.
3.
Learn to free yourself from the expectations of others
and to walk away from the games they impose on you.
Free yourself to play your own game.
4.
Find a great teacher or mentor who will help you.
5.
Don't waste energy trying to be well rounded.
6.
Do what you love and can do well.
7.
Learn the skills of interdependence.
MANIFESTO:
A Guide for Developing a Creative Career
- E. Paul Torrance
80. CREATIVITY & INNOVATION
COMMUNICATION & COLLABORATION
RESEARCH & INFORMATION FLUENCY
CRITICAL THINKING, PROBLEM SOLVING, &
DECISION MAKING
DIGITAL CITIZENSHIP
TECHNOLOGY OPERATIONS & CONCEPTS
81.
82. !
!
!
!
We
are
educa)ng
people
out
of
their
crea)vity.
!
Crea)vity
is
as
important
in
educa)on
as
literacy.
Sir Ken Robinson
84. 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)
96. 1. IDENTIFY A TECH TOOL
5. EVALUATE
4. WATCH IT GROW
3. GIVE IT TIME
2. PROVIDE A PURPOSE
5
STEP
TECHNOLOGY
INTEGRATION
PLAN
(Besnoy, Housand, & Clark, 2008)
101. 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)
116. 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
117. 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
120. 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
121. 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
122. Not surprisingly,
by comparison school strikes
many young people as
slow, boring, and frankly
out of touch.
- Seymour Papert
151. !
“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.”
152. “As
a
gifted
learner
I
feel
that
I
am
different;
I
am
a
leader;
and
I
am
powerful!”
153. “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.”
154. “Giftedness
is
being
different
in
your
own
way
and
to
capture
beautiful
moments
in
life
for
something
cool.
Then
your
differences
will
shine!”
155. “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.”
170. 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
182. The biggest mistake of past
centuries in teaching has been to
treat all children as if they were
variants of the same individual
and thus to feel justified in
teaching them all the same
subjects in the same way.
- Howard Gardner