Technology And Creativity
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Author | : Jesper Strandgaard Pedersen |
Publisher | : Springer |
Total Pages | : 304 |
Release | : 2019-07-12 |
Genre | : Business & Economics |
ISBN | : 3030175669 |
This edited book explores the digital challenge for cultural-creative organizations and industries, and its impact on production, meaning-making, consumption and valuation of cultural-creative products and experiences. Discussing digital changes such as user-generated content, social media, business model innovation and product development, the chapters challenge deep-seated definitions of creative individuals, organizations and industries, offering insights into how this creative aspect is argued and legitimized. Placing an emphasis on research that deals with the digital challenge, this collection theorizes its significance for the nature and dynamics of creative industries as well as its impact on the mediation of experiences and the creation and consumption of cultural-creative products.
Author | : Subrata Dasgupta |
Publisher | : Oxford University Press, USA |
Total Pages | : 264 |
Release | : 1996 |
Genre | : Computers |
ISBN | : |
Taking readers on a fascinating tour through the history of modern technology and the nature of human creativity, Dasgupta offers a brilliant, groundbreaking exploration of how cognitive psychology can shed light on the technological mind. With its rare combination of an intimate, often conversational writing style and clear expositions of difficult concepts, the book will be of interest to all who have pondered the nature of human creativity. 16 illustrations.
Author | : Scott Watson |
Publisher | : Oxford University Press |
Total Pages | : 349 |
Release | : 2011-08-25 |
Genre | : Education |
ISBN | : 0199742774 |
It has never been easier or more fun for students to compose, improvise, arrange, and produce music than with today's technology. Perfect for pre- or in-service music educators, Using Technology to Unlock Musical Creativity offers both a pedagogical framework and a description of the technology tools for engaging students in creative musical projects.
Author | : Punya Mishra |
Publisher | : Springer |
Total Pages | : 124 |
Release | : 2017-12-04 |
Genre | : Education |
ISBN | : 3319702750 |
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.
Author | : Philip Hayward |
Publisher | : Indiana University Press |
Total Pages | : 260 |
Release | : 1990 |
Genre | : Art |
ISBN | : 9780861962662 |
Addressing how technology and creativity interrelate in the arts and culture of the late 20th century, this anthology combines a general introduction with a set of case studies from a range of international critics.
Author | : Daria Bylieva |
Publisher | : Springer Nature |
Total Pages | : 1009 |
Release | : 2021-10-25 |
Genre | : Computers |
ISBN | : 3030897087 |
This book requires an interdisciplinary understanding of creativity, ideal for the formation of a digital public culture. Educating students, young professionals and future engineers is to develop their capacity for creativity. Can creativity be learned? With this question, the relations of technology and art appear in a new light. Especially the notion of "progress" takes on a new meaning and must be distinguished from innovation. The discussion of particular educational approaches, the exploration of digital technologies and the presentation of best practice examples conclude the book. University teachers show how the teaching of creativity reinforces the teaching of other subjects, especially foreign languages.
Author | : Mesquita, Anabela |
Publisher | : IGI Global |
Total Pages | : 439 |
Release | : 2011-05-31 |
Genre | : Computers |
ISBN | : 1609605764 |
"This book presents a careful blend of conceptual, theoretical and applied research in regards to the relationship between technology and humans, exploring the importance of these interactions, aspects related with trust, communication, data protection, usability concerning organizational change, and e-learning"--Provided by publisher.
Author | : Mesquita, Anabela |
Publisher | : IGI Global |
Total Pages | : 425 |
Release | : 2011-03-31 |
Genre | : Technology & Engineering |
ISBN | : 1609605209 |
"This book provides empirical research findings and best practices on creativity and innovation in business, organizational, and social environments"--Provided by publisher.
Author | : Nelson Zagalo |
Publisher | : Springer |
Total Pages | : 269 |
Release | : 2015-04-02 |
Genre | : Computers |
ISBN | : 1447166817 |
This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digital data transmission which makes the connection between people, ideas and creative processes easy to achieve within collaborative and co-creative environments. Since we rely on our senses to understand our world, perhaps of more significance is that technologies through 3D printing are returning from the digital to the physical world. Written by an interdisciplinary group of researchers this thought provoking book will appeal to academics and students from a wide range of backgrounds working or interested in the technologies that are shaping our experiences of the future.
Author | : Nettrice R. Gaskins |
Publisher | : MIT Press |
Total Pages | : 207 |
Release | : 2021-08-10 |
Genre | : Education |
ISBN | : 0262542668 |
A novel approach to STEAM learning that engages students from historically marginalized communities in culturally relevant and inclusive maker education. The growing maker movement in education has become an integral part of both STEM and STEAM learning, tapping into the natural DIY inclinations of creative people as well as the educational power of inventing or making things. And yet African American, Latino/a American, and Indigenous people are underrepresented in maker culture and education. In this book, Nettrice Gaskins proposes a novel approach to STEAM learning that engages students from historically marginalized communities in culturally relevant and inclusive maker education. Techno-vernacular creativity (TVC) connects technical literacy, equity, and culture, encompassing creative innovations produced by ethnic groups that are often overlooked. TVC uses three main modes of activity: reappropriation, remixing, and improvisation. Gaskins looks at each of the three modes in turn, guiding readers from research into practice. Drawing on real-world examples, she shows how TVC creates dynamic learning environments where underrepresented ethnic students feel that they belong. Students who remix computationally, for instance, have larger toolkits of computational skills with which to connect cultural practices to STEAM subjects; reappropriation offers a way to navigate cultural repertoires; improvisation is firmly rooted in cultural and creative practices. Finally, Gaskins explores an equity-oriented approach that makes a distinction between conventional or dominant pedagogical approaches and culturally relevant or responsive making methods and practices. She describes TVC habits of mind and suggests methods of instructions and projects.