Creative Technologies Education : Students as Digital Designers

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Creative Technologies Education : Students as Digital Designers

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  • 製本 Hardcover:ハードカバー版/ページ数 262 p.
  • 言語 ENG
  • 商品コード 9781032785295
  • DDC分類 370.118

Full Description

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.

The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC BY-NC-ND) 4.0 license.

Contents

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

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