creative outlets winter edufest
TRANSCRIPT
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PLUGGING INTO
CREATIVEOUTLETS
DR. BRIAN HOUSAND
http://brianhousand.combit.ly/winter-edufest
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brianhousand.com
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IDAHO
CALIFORNIANORTH CAROLINA
GEORGIA
TEXASPENNSYLVANIA
CONNECTICUT
INDIANA
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#gtchat
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STAGES IN THE
CREATIVE
PROCESS
A REVOLUTION
IN LEARNING AND
TEACHING
CREATIVITY
+
TECHNOLOGY
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(Papert, 1993)
Computers
serve bestwhen they
allow everything
to
CHANGE
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(Resnick, 1996)
NOT
Stereos
Pianos
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www.p21.org
Learning and Innovation Skills
Creativity and Innovation
Critical Thinking and Problem Solving
Communication and Collaboration
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1. Creativity and Innovation
2. Communication and Collaboration
3. Research and Information Fluency4. Critical Thinking, Problem Solving, and
Decision Making
5. Digital Citizenship
6. Technology Operations and Concepts
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Identify, research, and
collect data on anenvironmental issue using
digital resources andpropose a solution.
PK - 2
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Produce a media-rich
digital story about asignificant local event
based on first-personinterviews.
3 - 5
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Create original animations
or videos documentingschool, community, or local
events.
6 - 8
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Design, develop, and test a
digital learning game todemonstrate knowledge
and skills related tocurriculum content.
9 - 12
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?Differentiated Curriculum. Adaptation ofcontent, process, and concepts to meet a higherlevel of expectation appropriate for advanced
learners. Curriculum can be differentiated through
acceleration, complexity, depth, challenge, andCREATIVITY (VanTassel-Baska & Wood, 2008).
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Dont tell someone to BE CREATIVE.
Get moving.
Take a break.
Explore other cultures.
Follow a passion.Reduce screen time.
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If#you#dont#read#much,#you#really#dont#know#much.#
#YOU ARE
DANGEROUS!
DANGER
--Jim Trelease
TOOLISHNESS
AHEAD
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GRAHAM WALLAS
PREPARATION
INCUBATION
ILLUMINATION
VERIFICATION
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PLUGGING INTO
CREATIVEOUTLETS
DR. BRIAN HOUSAND
http://brianhousand.combit.ly/winter-edufest
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INCUBATION
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Games are the most elevated form of investigation.
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20%
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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
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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
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ILLUMINATION
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Instagram
DMD Panorama
WordFoto
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http://www.flickr.com/groups/visualstory/
five frames
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flickr five frames
1st photo:establish
characters and location
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flickr five frames
2nd photo:create a situation
with possibilities ofwhat might happen
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flickr five frames
3rd photo:involve the characters
in the situation
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flickr five frames
4th photo:build to
probable outcomes
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flickr five frames
5th photo:have a logical
but surprising end
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GarageBand
jamwithchrome.com
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Googleable
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FLIPPING
THE CLASSROOM
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brianhousand.com