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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.
Florence R. Sullivan is Associate Professor of Learning Technology at the University of Massachusetts, Amherst (U.S.).
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