Buch, Englisch, 280 Seiten, Format (B × H): 175 mm x 250 mm, Gewicht: 667 g
Students as Digital Designers
Buch, Englisch, 280 Seiten, Format (B × H): 175 mm x 250 mm, Gewicht: 667 g
ISBN: 978-1-032-78529-5
Verlag: Routledge
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world.
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.
Zielgruppe
Postgraduate, Professional Practice & Development, Professional Reference, and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Grundschulen, Hauptschulen
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Weiterführende Schulen
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Allgemeine Didaktik Naturwissenschaften, Mathematik (Unterricht & Didaktik)
Weitere Infos & Material
1. The Critical Need for Creative Technologies Education
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