Techno-Vernacular Creativity and Innovation

Techno-Vernacular Creativity and Innovation

Author: Nettrice R. Gaskins

Publisher: MIT Press

Published: 2021-08-10

Total Pages: 207

ISBN-13: 0262542668

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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.


Challenges and Opportunities for Transforming From STEM to STEAM Education

Challenges and Opportunities for Transforming From STEM to STEAM Education

Author: Thomas, Kelli

Publisher: IGI Global

Published: 2020-01-10

Total Pages: 326

ISBN-13: 1799825191

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The addition of the arts to STEM education, now known as STEAM, adds a new dimension to problem-solving within those fields, offering students tools such as imagination and resourcefulness to incorporate into their designs. However, the shift from STEM to STEAM has changed what it means for students to learn within and across these disciplines. Redesigning curricula to include the arts is the next step in preparing students throughout all levels of education. Challenges and Opportunities for Transforming From STEM to STEAM Education is a pivotal reference source that examines the challenges and opportunities presented in redesigning STEM education to include creativity, innovation, and design from the arts including new approaches to STEAM and their practical applications in the classroom. While highlighting topics including curriculum design, teacher preparation, and PreK-20 education, this book is ideally designed for teachers, curriculum developers, instructional designers, deans, museum educators, policymakers, administrators, researchers, academicians, and students.


Creativity in Engineering

Creativity in Engineering

Author: David H Cropley

Publisher: Academic Press

Published: 2015-01-24

Total Pages: 348

ISBN-13: 0128003189

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Creativity is like an iceberg - the resulting new idea, or novel solution is only 10% of the effort. The other 90% is the complex interplay of thinking skills and strategies, personal and motivational properties that activate these skills and strategies, and the social and organizational factors of the environment that influence the creative process. Creativity in Engineering focuses on the Process, Person, Product, and Place to understand when and why creativity happens in the engineering environment and how it can be further encouraged. Special Features: - Applies findings in creativity research to the engineering arena - Defines engineering creativity and differentiates it from innovation - Discusses personality and motivational factors that impact creativity - Clarifies the role of creativity in the design process - Details the impact of thinking skills and strategies in creativity - Identifies the role the organization and environment plays in encouraging creativity - Discusses the 4P's of Creativity: Person, Product, Process, and Place - Provides tactics and tools that will help users foster creativity in engineering environments - Identifies how creativity results in innovative new solutions to problems - Applies creativity research and knowledge to the engineering space


Inspiring Innovation and Creativity in Young Learners

Inspiring Innovation and Creativity in Young Learners

Author: Allison Bemiss

Publisher: Routledge

Published: 2019-10

Total Pages: 0

ISBN-13: 9781618218971

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When we imagine young children becoming the innovators of the future, we envision them conducting science experiments to cure diseases, writing the next great novel, or creating a revolutionary digital tool that brings the world together. But how do we help our youngest learners bridge the gap from play-based learning to innovation? This book shares six easy-to-understand, yet powerful, steps that teachers can take to transform the learning experience into one in which critical and creative thinking are encouraged. This text features specific strategies, organisers, thinking starters (or curiosity catchphrases), and STEAM mini-lessons that can be used by teachers and other educational stakeholders to promote innovative thinking in children in Pre-K through grade 3. Topics of innovation addressed in this book include growth mindset, building empathy, making inferences, curiosity, developing meaningful connections with previous learning, self-reflection, and revision.


The Digital Edge

The Digital Edge

Author: S. Craig Watkins

Publisher: NYU Press

Published: 2018-12-11

Total Pages: 310

ISBN-13: 1479854115

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How black and Latino youth learn, create, and collaborate online The Digital Edge examines how the digital and social-media lives of low-income youth, especially youth of color, have evolved amidst rapid social and technological change. While notions of the digital divide between the “technology rich” and the “technology poor” have largely focused on access to new media technologies, the contours of the digital divide have grown increasingly complex. Analyzing data from a year‐long ethnographic study at Freeway High School, the authors investigate how the digital media ecologies and practices of black and Latino youth have adapted as a result of the wider diffusion of the internet all around us--in homes, at school, and in the palm of our hands. Their eager adoption of different technologies forge new possibilities for learning and creating that recognize the collective power of youth: peer networks, inventive uses of technology, and impassioned interests that are remaking the digital world. Relying on nearly three hundred in-depth interviews with students, teachers, and parents, and hundreds of hours of observation in technology classes and after school programs, The Digital Edge carefully documents some of the emergent challenges for creating a more equitable digital and educational future. Focusing on the complex interactions between race, class, gender, geography and social inequality, the book explores the educational perils and possibilities of the expansion of digital media into the lives and learning environments of low-income youth. Ultimately, the book addresses how schools can support the ability of students to develop the social, technological, and educational skills required to navigate twenty-first century life.


STEM by Design

STEM by Design

Author: Anne Jolly

Publisher: Routledge

Published: 2016-06-10

Total Pages: 176

ISBN-13: 1317395786

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How do you create effective STEM classrooms that energize students, help them grow into creative thinkers and collaborators, and prepare them for their futures? This practical book from expert Anne Jolly has all the answers and tools you need to get started or enhance your current program. Based on the author’s popular MiddleWeb blog of the same name, STEM by Design reveals the secrets to successful lessons in which students use science, math, and technology to solve real-world engineering design problems. You’ll learn how to: Select and adapt quality existing STEM lessons that present authentic problems, allow for creative approaches, and engage students in meaningful teamwork; Create your own student-centered STEM lessons based on the Engineering Design Process; Assess students’ understanding of basic STEM concepts, their problem-solving abilities, and their level of engagement with the material; Teach STEM in after-school programs to further build on concepts covered in class; Empower girls to aspire to careers in STEM and break down the barriers of gender bias; Tap into STEM's project-based learning style to attract and engage all students. Throughout this user-friendly book, you’ll find design tools such as checklists, activities, and assessments to aid you in developing or adapting STEM lessons. These tools, as well as additional teacher resources, are also available as free downloads from the book’s website, http://www.stem-by-design.com.


STEAM Education

STEAM Education

Author: Myint Swe Khine

Publisher: Springer

Published: 2019-01-30

Total Pages: 192

ISBN-13: 3030040038

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This book looks at the value of integrating the arts and sciences in the school curriculum. It argues that this will help students further their understanding of analytical concepts through the use of creativity. The authors illustrate how schools can work towards presenting common practices, concepts, and content. Coverage features case studies and lessons learned from classrooms across the United States. The notion of STEAM (Science, Technology, Engineering, Arts, and Mathematics) is an emerging discipline unique in its desire to provide a well-rounded approach to education. The chapters of this volume examine STEAM in a variety of settings, from kindergarten to higher education. Readers will learn about the practical considerations involved when introducing the arts and creativity into traditionally left brain processes. This includes best practices for creating and sustaining successful STEAM initiatives in any school, college, or university. For instance, one chapter discusses novel approaches to teach writing with the scientific method in order to help students better present their ideas. The authors also detail how the arts can engage more diverse learners, including students who are not traditionally interested in STEM subjects. They provide three concrete examples of classroom-tested inquiries: designing a prosthetic arm for a child, making a paleontology investigation, and taking a closer look at the arts within roller coaster engineering. This book is an invaluable resource for teachers and teacher trainers, university faculty, researchers, and school administrators. It will also be of interest to science, mathematics, engineering, computer science, information technology, arts and design and technology teachers.


Computer Applications for Security, Control and System Engineering

Computer Applications for Security, Control and System Engineering

Author: Tai-hoon Kim

Publisher: Springer

Published: 2012-11-07

Total Pages: 505

ISBN-13: 3642352642

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This book constitutes the refereed proceedings of the International Conferences on Security Technology, SecTech 2012, on Control and Automation, CA 2012, and CES-CUBE 2012, the International Conference on Circuits, Control, Communication, Electricity, Electronics, Energy, System, Signal and Simulation; all held in conjunction with GST 2012 on Jeju Island, Korea, in November/December 2012. The papers presented were carefully reviewed and selected from numerous submissions and focus on the various aspects of security technology, and control and automation, and circuits, control, communication, electricity, electronics, energy, system, signal and simulation.


Promoting Language and STEAM as Human Rights in Education

Promoting Language and STEAM as Human Rights in Education

Author: Zehlia Babaci-Wilhite

Publisher: Springer

Published: 2018-12-18

Total Pages: 251

ISBN-13: 9789811328794

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This book argues that integrating artistic contributions – with an emphasis on culture and language – can make Science, Technology, Engineering and Mathematics (STEM) subjects more accessible, and therefore promote creativity and innovation in teaching and learning at all levels of education. It provides tools and strategies for managing interdisciplinary learning and teaching based on successful collaborations between researchers, practitioners and artists in the fields of the Arts and STEM subjects. Based on contributions by educators, scientists, scholars, linguistics and artists from around the globe, the book highlights how we can demonstrate teamwork and collaboration for innovation and creativity in STEAM subjects in the classroom and beyond. The book reflects the core of human rights education, using local languages and local knowledge through art as a tool for teaching human rights at school, and bringing to light questions on diversity, ecology, climate change, environmental issues, health and the future of human beings, as well as power relations between non-dominant (minorities) and dominant (the majority) groups in society.