Author: | Mark Gura | ISBN: | 9781564846020 |
Publisher: | International Society for Technology in Education | Publication: | July 21, 2016 |
Imprint: | International Society for Technology in Education | Language: | English |
Author: | Mark Gura |
ISBN: | 9781564846020 |
Publisher: | International Society for Technology in Education |
Publication: | July 21, 2016 |
Imprint: | International Society for Technology in Education |
Language: | English |
To adequately prepare students for success, our schools must encourage students to evolve and develop as creative individuals. Today's educators are challenged to establish an instructional practice that will support the development of student creativity, as well as meet curricular goals and assessments. In this book, author Mark Gura shows that creativity can be developed and that, thanks to the variety of technology resources available, doing so is not only possible, but practical and effective. Offering rich examples and ready-to-implement activities, the book describes how to develop creativity by: establishing a creativity-friendly learning environment; weaving maker, STEAM, robotics and gaming into instruction; encouraging motivation, entrepreneurship, curiosity and play; and using technology tools and resources to support student creativity.
To adequately prepare students for success, our schools must encourage students to evolve and develop as creative individuals. Today's educators are challenged to establish an instructional practice that will support the development of student creativity, as well as meet curricular goals and assessments. In this book, author Mark Gura shows that creativity can be developed and that, thanks to the variety of technology resources available, doing so is not only possible, but practical and effective. Offering rich examples and ready-to-implement activities, the book describes how to develop creativity by: establishing a creativity-friendly learning environment; weaving maker, STEAM, robotics and gaming into instruction; encouraging motivation, entrepreneurship, curiosity and play; and using technology tools and resources to support student creativity.