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108 result(s) for "Mishra, Punya"
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Creativity, technology & education : exploring their convergence
In this collection of beautifully written essays, Mishra, Henriksen, and the Deep-play Research Group challenge myths about technology and creativity, debate time-honored instructional practices, and play with new ideas for schools to care for and nurture, rather than constrain, creativity. These essays are provocative ... refreshing, [and] insightful --Dr. Yong Zhao, Foundation Distinguished Professor, University of Kansas and Fellow, Mitchell Institute for Health and Education Policy, Victoria University, Australia. What is creativity? Why is it important? What does it look like across different disciplines and contexts? What role does technology play, if any, in the creative process? And finally, what do creativity and technology have to do with education? These are the questions that underlie the collection of articles in this book. These essays provide a broad analytic frame for thinking about creativity, technology and education and describe classroom examples as well as strategies for evaluating creative artifacts and creative environments. All of these are grounded in specific examples from across a wide range of disciplines and contexts--art, mathematics, engineering, computer science, graphic design, architecture, science to name just a few. The final essays take a broader perspective on creativity and technology focusing both on our highly inter-connected YouTube world but also possibilities for the future. Creativity, Technology & Education: Exploring their Convergence is a vital resource for educators and practitioners as they seek to incorporate creative work and thoughtful pedagogy in their personal and professional lives. .
Creativity and technology in teaching and learning
Internationally, creativity is a widely discussed construct that is pivotal to educational practice and curriculum. It is often situated alongside technology as a key component of education futures. Despite the enthusiasm for integrating creativity with technologies in classrooms, there is a lack of common ground within and between disciplines and research about how creativity relates to technology in teaching and learning—especially in the uncertain space of classroom implementation. This article provides a critical thematic review of international literature on creativity and technology in the context of educational practice. We identify four essential domains that emerge from the literature and represent these in a conceptual model, based around: (1) Learning in regard to creativity, (2) Meanings of creativity, (3) Discourses that surround creativity, and (4) the Futures or impacts on creativity and education. Each of these clusters is contextualized in regard to emerging technologies and the developing scope of twenty-first century skills in classroom implementation. We offer conclusions and implications for research and practice.
Computational thinking in compulsory education: Towards an agenda for research and practice
Computational Thinking is considered a universal competence, which should be added to every child’s analytical ability as a vital ingredient of their school learning. In this article we further elaborate on what Computational Thinking is and present examples of what needs to be taught and how. First we position Computational Thinking in Papert’s work with LOGO. We then discuss challenges in defining Computational Thinking and discuss the core and peripheral aspects of a definition. After that we offer examples of how Computational Thinking can be addressed in both formal and informal educational settings. In the conclusion and discussion section an agenda for research and practice is presented.
Infusing Creativity and Technology in 21st Century Education: A Systemic View for Change
In this article, we explore creativity alongside educational technology, as fundamental constructs of 21st century education. Creativity has becoming increasingly important, as one of the most important and noted skills for success in the 21st century. We offer a definition of creativity; and draw upon a systems model of creativity, to suggest creativity emerges and exists within a system, rather than only at the level of individual processes. We suggest that effective infusion of creativity and technology in education must be considered in a three-fold systemic manner: at the levels of teacher education, assessment and educational policy. We provide research and practical implications with broad recommendations across these three areas, to build discourse around infusion of creative thinking and technology in 21st century educational systems.
Designing theory
Theoretical work is essential to the progress of any discipline. Theories, models, and frameworks are underdetermined representations of a phenomenon that help us understand and take action in a domain. However, the field of learning design and technology (LDT) has traditionally struggled with developing a solid theoretical foundation that is useful for both research and practice. We propose viewing theory building as an act of design might address these challenges. After defining key constructs and describing two approaches to theory development, we describe three design perspectives that might be useful for theory development: Lawson and Dorst’s (Design expertise, Elsevier, Amsterdam, 2009) view of design as a combination of analytical (problem-based) and creative (solution-based) moves, Schön’s (The reflective practitioner: how professionals think in action, Basic Books, New York, 1983) reflection-in-action, and design as dialogic interpretation (Snodgrass and Coyne in Des Issues 9(1):56–74, https://doi.org/10.2307/1511599 , 1992). We use a case study to illustrate each perspective. We conclude with implications of a design approach to theory creation, including how design perspectives enable scholars to design possible futures.
Who speaks for the university? Social fiction as a lens for reimagining higher education futures
This paper combines social fiction and academic analysis to envision hopeful futures for higher education. At the heart of the exploration is Phoebe Wagner’s speculative fiction piece, University, Speaking , which personifies a university grappling with environmental, political, and social change. Phoebe Wagner’s first-person narrative highlights the power of collective voice, the importance of centering community, and the urgent need to cultivate resilience and adaptability. Through analysis of key themes, this paper connects Phoebe Wagner’s fictional vision to contemporary research on the multi-faceted and complex challenges facing universities today. By integrating artistic and academic perspectives, this paper discusses new possibilities for universities navigating disruption and change.
Fostering System-Level Perspective Taking when Designing for Change in Educational Systems
A core element of systems thinking is perspective taking. Perspectives help people distinguish between salient and irrelevant information, take particular types of actions, and make sense of the world. In this article, we consider what systems thinking and perspective taking means for designers in education. First, we present a framework, the five spaces for design in education, to illustrate design work in education. The framework presents five spaces for design: artifacts, processes, experiences, systems, and culture. We claim that most—if not all—educators participate in design work; however, the design spaces they work in vary. Consequently, educational designers often fail to consider the perspectives of those working in different spaces, resulting in failed reform efforts. We illustrate this concept through the technology integration attempts of the Los Angeles Unified School District. We argue more effective design in education occurs when designers both recognize their own design perspective and are aware of other perspectives.