6. 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)
11. ?Differentiated Curriculum. Adaptation of
content, process, and concepts to meet a higher
level of expectation appropriate for advanced
learners. Curriculum can be differentiated through
acceleration, complexity, depth, challenge, and
CREATIVITY (VanTassel-Baska & Wood, 2008).
16. Creativity is just
connecting things.
When you ask creative people
how they did something, they feel
a little guilty because they didn’t
really do it, they just saw
something. It seemed obvious to
them after a while.
That’s because they were able to
connect experiences they’ve had
and
SYNTHESIZE
new things.
- Steve Jobs, 1995
17. An idea is nothing
more or less than
a new combination
of old elements.
new combination
old elements
James Webb Young, 1940
A Technique for Producing Ideas
18. The capacity to bring
old elements into
new combinations
depends largely on
the ability to see
relationships.
new combination
old elements
James Webb Young, 1940
A Technique for Producing Ideas
19. They must know how to link apparently
unconnected elements to create something new.
People who hope to thrive in the Conceptual Age
must understand the connection between
diverse, and seemingly separate disciplines.
-- Daniel Pink in AWhole New Mind
23. 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)
33. 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
34. 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
35.
36.
37. 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
38. 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
39. Not surprisingly,
by comparison school strikes
many young people as
slow, boring, and frankly
out of touch.
- Seymour Papert
68. 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