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Presented by Brian Housand, PhD <br>http://brianhousand.com <br><br>Arkansas Gifted Conference 2014 <br>Hot Springs, AR <br>February 2014 <br><br>bit.ly/agate2014 <br><br>Today’s young people have unprecedented access to powerful tools designed for creative production. Yet, students are often being asked to unplug rather than meaningfully connect with technology. This session explores a virtual playground designed to get teachers and students plugged into new outlets for promoting creative productive giftedness.
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PLUGGING INTO CREATIVE? OUTLETS DR. BRIAN HOUSAND http://brianhousand.com bit.ly/agate2014
ARKANSAS NEBRASKA CALIFORNIA NORTH CAROLINA GEORGIA MONTANA SOUTH CAROLINA TEXAS WASHINGTON CONNECTICUT ALABAMA KANSAS FLORIDA MARYLAND 2014
#gtchat #agate14
THE FUTURE CREATIVITY + TECHNOLOGY STAGES IN THE CREATIVE PROCESS
5 STEP TECHNOLOGY INTEGRATION PLAN 5. EVALUATE 4. WATCH IT GROW 3. GIVE IT TIME 2. PROVIDE A PURPOSE 1. IDENTIFY A TECH TOOL (Besnoy, Housand, & Clark, 2008)
TYPE I GENERAL EXPLORATORY ACTIVITIES TYPE II METHODOLOGICAL TRAINING / HOW-TO ACTIVITIES ? ? TYPE III INDEPENDENT OR SMALL GROUP INVESTIGATIONS PRODUCTS AND/OR PERFORMANCES (Renzulli, 1977)
Plugging Into Creative Outlets Brian C. Housand Angela M. Housand ? Gifted Education Communicator Spring 2011 Vol. 42, No. 1
Computers serve best when they allow everything to CHANGE (Papert, 1993)
? ? Sir Ken Robinson ? ? ? We are educa)ng people out of their crea)vity. Crea)vity is as important in educa)on as literacy.
Rather than running the risk of having our students become ? W A L K I N G ENCYCLOPEDIAS? we need to TEACH them how to? THINK CREATIVELY. (Sternberg, 2006)
www.p21.org Learning and Innovation Skills Creativity and Innovation? Critical Thinking and Problem Solving? Communication and Collaboration
1. Creativity and Innovation? 2. Communication and Collaboration? 3. Research and Information Fluency? 4. Critical Thinking, Problem Solving, and? Decision Making? 5. Digital Citizenship? 6. Technology Operations and Concepts? bit.ly/nets-profiles
PK - 2 Identify, research, and collect data on an environmental issue using digital resources and propose a solution.
3 - 5 Produce a media-rich digital story about a significant local event based on first-person interviews.
6 - 8 Create original animations or videos documenting school, community, or local events.
9 - 12 Design, develop, and test a digital learning game to demonstrate knowledge and skills related to curriculum content.
? Differentiated Curriculum. Adaptation of content, process, and concepts to meet a higher level of expectation appropriate for advanced learners. Curriculum can be differentiated through acceleration, complexity, depth, challenge, and CREATIVITY (VanTassel-Baska & Wood, 2008).
Don’t tell someone to BE CREATIVE.? Get moving.? Take a break. ? Reduce screen time.? Explore other cultures.? Follow a passion.? Ditch the suggestion box.
Pianos ? NOT Stereos (Resnick, 1996)
SUBSTITUTION Tech acts as a direct tool substitute, with no functional change.
AUGMENTATION Tech acts as a direct tool substitute, with functional improvement.
MODIFICATION Tech allows for signficant task redesign.
REDEFINITION Tech allows for the creation of new tasks, previously inconceivable.
Substitution? Augmentation? Modification? Redefinition
DANGER If#you#don’t#read#much,# you#really#don’t#know#much.# # YOU ARE DANGEROUS! ! AHEAD TOOLISHNESS? --Jim Trelease
GRAHAM WALLAS PREPARATION INCUBATION ILLUMINATION VERIFICATION
PLUGGING INTO CREATIVE? OUTLETS DR. BRIAN HOUSAND http://brianhousand.com bit.ly/agate2014
COMPUTER USE INTERNET USE CREATIVITY CELL PHONE USE VIDEO GAME PLAY 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.
VIDEO GAME PLAY CREATIVITY 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.
DECEPTIVELY SIMPLE ADDICTIVE NOT YOUR CHOICE WHEN YOU PLAY CHALLENGING FOR ALL THE WRONG REASONS SINISTER MUSIC COMPETITION WITH FRIENDS MAKES YOU A SPAMMER $$$ THERE IS NO END REALITY Miles Dyer