
Creative Technologies Education
Description
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With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills for the future workplace and foster their enjoyment of learning through design. Bridging theory and practice, this collaborative work synthesises global research to provide actionable strategies for teachers. From multimedia and game design to Augmented Reality, robotics, 3D fabrication and more, it offers practical insights into how students can use cutting-edge technologies to design, invent, and solve problems creatively. The constructively sequenced and interconnected chapters feature evidence-based principles and real-world vignettes across all levels of schooling.
Written by a team of academic experts, this open-access resource is a must-read for educators, researchers, and anyone passionate about unlocking the creative potential of the next generation using technology. Further resources can be found here: https://creativeteched.net/resources.
Reviews / Votes
"This book is not only a roadmap but an invitation-to explore, experiment, and reimagine what is possible with technology for creative education. May it inspire you to embrace a future-forward view on learning and technology-with curiosity, purpose, and a commitment to empowering learners as creators."Danah Henriksen, Associate Professor of Leadership & Innovation , Mary Lou Fulton Teachers College, Arizona State University, USA
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Other editions
Additional editions


Persons
Belinda von Mengersen is an Associate Professor of Design Technologies who explores technology's transformative potential to enrich creative, socio-critical, material, and speculative design practices.
Content
2. Philosophy, Theory, and Pedagogy of Technologies Education
3. Creativity and Creative Thinking
4. Systems Thinking, Design Thinking, Computational Thinking and Critical Thinking
5. Students as Creative Designers with Technology
6. Students as Multimodal Designers and Authors
7. Students as Designers with Augmented Reality
8. Students as Designers with Virtual Reality
9. Students as Designers of Digital Games
10. Students as Designers with Robotics and Control Systems
11. Students as Designers with 3D Design and Fabrication Technologies
12. Students as Makers using Technologies
13. Students as Digital Designers in Engineering
14. Inclusive Technologies Education
15. Assessment in Creative Technologies Education
16. Creative Technologies Education - Lessons Learnt and Future Directions
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File format: ePUB
Copy protection: Adobe-DRM (Digital Rights Management)
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