This guide aims to promote co-creative uses of technologies and contribute to #5c21 development: critical thinking, collaboration, creativity, problem solving and computational thinking.
- Original Author: Romero & Vallerand (2016)
- Education Level: Elementary School, Middle School, Professional Development
- Content Types: Lesson Plan, Reference Guide, Textbook
- Curricular Areas: Computer Science, Engineering, Language Arts, Mathematics, Music, Science, Social Studies, Teacher Education, Technology, Visual Arts, Other
- Keywords: robotics, Creative Computing, 3D, Makeymakey, maker, creative programming
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.
The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
There are a lot of ideas and concepts that inspired me. I will keep it in my collections and read through it.
All the best!
Fanghua (Joshua)