Innovation in Play Environments

Innovation in Play Environments

Author: Paul F. Wilkinson

Publisher: Routledge

Published: 2017-12-06

Total Pages: 361

ISBN-13: 1351667866

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Children treat play as an end in itself while adults treat it as a means which may serve several developmental functions. Although traditional educational thinking had emphasised academic work rather than play as the important learning tool at the time, opinion was changing rapidly. Originally published in 1980, these essays drawn from papers given at the International Playground Association’s Seventh World Conference, concentrate on the planning and design of play programmes and play environments. The book reviews the historical approach to play, play in the home, play in institutional settings, handicapped children, planning for play in extreme climatic conditions and play environments beyond the traditional playground. It also considers the child and the urban environment, discussing high-rise residential environments, and the street and the city.


Educational Research and Innovation Teachers as Designers of Learning Environments The Importance of Innovative Pedagogies

Educational Research and Innovation Teachers as Designers of Learning Environments The Importance of Innovative Pedagogies

Author: Paniagua Alejandro

Publisher: OECD Publishing

Published: 2018-04-09

Total Pages: 210

ISBN-13: 9264085378

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Pedagogy is at the heart of teaching and learning. Preparing young people to become lifelong learners with a deep knowledge of subject matter and a broad set of social skills requires a better understanding of how pedagogy influences learning. Focusing on pedagogies shifts the perception of ...


The Literacy of Play and Innovation

The Literacy of Play and Innovation

Author: Christiane Wood

Publisher: Routledge

Published: 2020-09-30

Total Pages: 186

ISBN-13: 9780367663193

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The Literacy of Play and Innovation provides a portrait of what innovative education looks like from a literacy perspective. Through an in-depth case study of a "maker" school's innovative design--in particular, of four early childhood educator's classrooms--this book demonstrates that children's inspiration, curiosity, and creativity is a direct result of the school environment. Presenting a unique, data-driven model of literacy, play, and innovation taking the maker movement beyond STEM education, this book helps readers understand literacy learning through making and the creative approaches embedded in early literacy classroom practices.


Play, Playfulness, Creativity and Innovation

Play, Playfulness, Creativity and Innovation

Author: Paul Patrick Gordon Bateson

Publisher: Cambridge University Press

Published: 2013-07-11

Total Pages: 167

ISBN-13: 1107015138

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Examines the role of playfulness in animal and human development, highlighting its links to creativity and, in turn, to innovation.


Educate to Innovate

Educate to Innovate

Author: University of Illinois at Urbana-Champaign

Publisher: National Academies Press

Published: 2015-04-07

Total Pages: 189

ISBN-13: 0309368820

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Robust innovation in the United States is key to a strong and competitive industry and workforce. Efforts to improve the capacity of individuals and organizations to innovate must be a high national priority to ensure that the United States remains a leader in the global economy. How is the United States preparing its students and workers to innovate and excel? What skills and attributes need to be nurtured? The aim of the Educate to Innovate project is to expand and improve the innovative capacity of individuals and organizations by identifying critical skills, attributes, and best practices - indeed, cultures - for nurturing them. The project findings will enable educators in industry and at all levels of academia to cultivate the next generation of American innovators and thus ensure that the U.S. workforce remains highly competitive in the face of rapid technological changes. Educate to Innovate summarizes the keynote and plenary presentations from a workshop convened in October 2013. The workshop brought together innovators and leaders from various fields to share insights on innovation and its education. This report continues on to describe the specific skills, experiences, and environments that contribute to the success of innovators, and suggests next steps based on discussion from the workshop.


Learner-Centered Innovation

Learner-Centered Innovation

Author: Katie Martin

Publisher: Impress, LP

Published: 2018-02-06

Total Pages: 356

ISBN-13: 9781948334150

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When we tell kids to complete an assignment, we get compliance. When we empower learners to explore and learn how to make an impact on the world, we inspire problem solvers and innovators.


In Celebration of Play

In Celebration of Play

Author: Paul F. Wilkinson

Publisher: Routledge

Published: 2017-12-06

Total Pages: 416

ISBN-13: 1351674099

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Play is the child’s way of learning about, adapting to and integrating with his or her environment. In addition to adequate sports and recreation facilities children need a wide variety of opportunities, choices and raw materials that they can use as they see fit for free constructive creative play. Originally published in 1980, these essays, drawn from papers given at the International Playgrounds Association’s Seventh World Congress, focus on the social significance of play. However, both the Association and the book itself are not solely concerned with ‘playgrounds’ in the formal sense; rather, they are concerned with the wide range of play environments that are – or should be – available to children. It is recognised that play opportunities can exist for the child in and around the home (playrooms, backyards), the school and public park (traditional, adventure and creative playgrounds), the institution (day-care centres, hospitals), and the city qua city (the streets and shopping centres). This work is concerned with all these environments, considering the developmental aspects of play in a social context. The varied contributions from researchers and play leaders from several countries, consider such topics as the importance of play, development through play, leadership training and special groups.


Designing for Play

Designing for Play

Author: Ms Barbara E Hendricks

Publisher: Ashgate Publishing, Ltd.

Published: 2013-06-28

Total Pages: 268

ISBN-13: 1409482332

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10 years ago Barbara Hendricks brought together thinking from child development and child psychology perspectives on play with practical issues confronted by designers and policy makers. The result was a beautifully-crafted, well-illustrated guide challenging established notions of play provision. This second edition brings the text up to date from 2001 to 2010 with added discussion about new ideas for play area designs and what has not worked in the past decade.


Urban Play

Urban Play

Author: Fabio Duarte

Publisher: MIT Press

Published: 2021-08-03

Total Pages: 225

ISBN-13: 0262362260

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Why technology is most transformative when it is playful, and innovative spatial design happens only when designers are both tinkerers and dreamers. In Urban Play, Fábio Duarte and Ricardo Álvarez argue that the merely functional aspects of technology may undermine its transformative power. Technology is powerful not when it becomes optimally functional, but while it is still playful and open to experimentation. It is through play--in the sense of acting for one's own enjoyment rather than to achieve a goal--that we explore new territories, create new devices and languages, and transform ourselves. Only then can innovative spatial design create resonant spaces that go beyond functionalism to evoke an emotional response in those who use them. The authors show how creativity emerges in moments of instability, when a new technology overthrows an established one, or when internal factors change a technology until it becomes a different technology. Exploring the role of fantasy in design, they examine Disney World and its outsize influence on design and on forms of social interaction beyond the entertainment world. They also consider Las Vegas and Dubai, desert cities that combine technology with fantasies of pleasure and wealth. Video games and interactive media, they show, infuse the design process with interactivity and participatory dynamics, leaving spaces open to variations depending on the users' behavior. Throughout, they pinpoint the critical moments when technology plays a key role in reshaping how we design and experience spaces.