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This collection, edited and written by the leading scholars and experts of innovation and maker education in Finland, introduces invention pedagogy, a research-based Finnish approach for teaching and learning through multidisciplinary, creative design and making processes in formal school settings. The book outlines the background of, and need for, invention pedagogy, providing various perspectives for designing and orchestrating the invention process while discusses what can be learnt and how learning happens through inventing. In addition, the book introduces the transformative, school-level innovator agency needed for developing whole schools as innovative communities. Featuring informative case study examples, the volume explores the theoretical, pedagogical, and methodological implications for the research and practice of invention pedagogy in order to further the field and bring new perspectives, providing a new vision for schools for decades to come. Intermixing the results of cutting-edge research and best practice within STEAM-education and invention pedagogy, this book will be essential reading for researchers, students, and scholars of design and technology education, STEM education, teacher education, and learning sciences more broadly.
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"Book Summary In this book two fields meet, Technology Education with its long history, and Maker Education, a relative new shoot in the educational field. Both focus on learning through making and both value agency and motivation of learners. The purpose of this book is to understand and analyze the kind of informal and formal educational activities that take place under the umbrella of the Maker Movement and then relate this to the field of Technology Education to uncover what researchers, innovators and teachers in this field can learn from the principles, ideas and practices that are central to the Maker Movement and vice versa. The book contains two types of chapters. The first type is case study chapters that span from Mexico, China, Korea, Denmark, the Netherlands to Kenya and from primary to tertiary level, showing a variety of good practices in maker education including both formal and informal contexts. In the subsequent thematic chapters, dedicated authors have used the case studies to reflect on themes such as curriculum reform, social learning, materiality, spatial thinking, informal versus formal learning as well as the sustainability of learning and relate what is happening in Maker Education with Technology Education to imagine possible futures for Maker Education"--
Maker movement in education. --- Technology --- Study and teaching.
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"The first rigorous and systematic theory of Do-It-Yourself (DIY) electronic culture"--
Art and electronics. --- Maker movement. --- Arts --- Technology --- Experimental methods. --- Social aspects. --- ART / Digital --- TECHNOLOGY & ENGINEERING / Electronics / General --- SOCIAL SCIENCE / Media Studies --- Electronics and art --- Electronics --- Experimental methods in the arts --- Avant-garde (Aesthetics) --- Social movements
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In Making Things and Drawing Boundaries, critical theory and cultural practice meet creativity, collaboration, and experimentation with physical materials as never before. Foregrounding the interdisciplinary character of experimental methods and hands-on research, this collection asks what it means to "make" things in the humanities. How is humanities research manifested in hand and on screen alongside the essay and monograph? And, importantly, how does experimentation with physical materials correspond with social justice and responsibility? Comprising almost forty chapters from ninety practitioners across twenty disciplines, Making Things and Drawing Boundaries speaks directly and extensively to how humanities research engages a growing interest in "maker" culture, however "making" may be defined.
Digital media. --- Digital humanities. --- Humanities --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Data processing --- Information technology --- Digital media --- Digital humanities --- E-books --- Information storage and retrieval systems --- Creation (Literary, artistic, etc.) --- Maker movement --- Social movements --- Creative ability in art --- Creative ability in literature --- Art --- Imagination --- Inspiration --- Literature --- Creative ability --- Originality --- Humanities computing --- DH
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