Creative Outlets TAGT 2012

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    brianhousand.com

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    GEEK

    RESEARCHER

    GIFTED

    EDUCATOR

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    201

    2

    I

    M

    PA

    C

    T

    Informing &

    Motivating

    PeopleAbout

    Creativity &

    Technology

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    Hawaii

    Minnesota

    North CarolinaCalifornia

    Georgia

    New York

    MontanaPennsylvania

    Nova Scotia

    ConnecticutVirginia

    Colorado

    Texas

    Indiana

    201

    2

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    2013 IDAHONORTH CAROLINA

    GEORGIA

    CALIFORNIA

    TEXAS

    PENNSYLVANIA

    CONNECTICUT

    INDIANA

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    Todays Meet

    todaysmeet.com/2012tagt

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    STAGES IN THE

    CREATIVE

    PROCESS

    A REVOLUTION

    IN LEARNING AND

    TEACHING

    CREATIVITY

    +

    TECHNOLOGY

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    1. IDENTIFY A TECH TOOL

    5. EVALUATE

    4. WATCH IT GROW

    3. GIVE IT TIME

    2. PROVIDE A PURPOSE

    5STEPTECHNOLOGYINTEGRATIONPLAN

    (Besnoy, Housand, & Clark, 2008)

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    TYPE III

    INDEPENDENT OR SMALL GROUP INVESTIGATIONSPRODUCTS AND/OR PERFORMANCES

    TYPE I

    GENERALEXPLORATORY

    ACTIVITIES

    TYPE II

    METHODOLOGICALTRAINING /

    HOW-TO ACTIVITIES

    (Renzulli, 1977)

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    Plugging IntoCreative Outlets

    Brian C. Housand

    Angela M. Housand

    Gifted Education

    CommunicatorSpring 2011

    Vol. 42, No. 1

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    (Papert, 1993)

    Computers

    serve bestwhen they

    allow everything

    to

    CHANGE

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    Weareeduca)ngpeople

    outoftheircrea)vity.

    Crea)vityisasimportantin

    educa)onasliteracy.

    Sir Ken Robinson

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    Rather than running the risk of

    having our students become

    W A L K I N G

    ENCYCLOPEDIASwe need to TEACH them how to

    THINK CREATIVELY.(Sternberg,2006

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    www.p21.org

    Learning and Innovation Skills

    Creativity and Innovation

    Critical Thinking and Problem Solving

    Communication and Collaboration

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    1. Creativity and Innovation

    2. Communication and Collaboration

    3. Research and Information Fluency4. Critical Thinking, Problem Solving, and

    Decision Making

    5. Digital Citizenship

    6. Technology Operations and Concepts

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    Identify, research, and

    collect data on anenvironmental issue using

    digital resources andpropose a solution.

    PK - 2

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    Produce a media-rich

    digital story about asignificant local event

    based on first-personinterviews.

    3 - 5

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    Create original animations

    or videos documentingschool, community, or local

    events.

    6 - 8

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    Design, develop, and test a

    digital learning game todemonstrate knowledge

    and skills related tocurriculum content.

    9 - 12

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    ?Differentiated Curriculum. Adaptation ofcontent, process, and concepts to meet a higherlevel of expectation appropriate for advanced

    learners. Curriculum can be differentiated through

    acceleration, complexity, depth, challenge, andCREATIVITY (VanTassel-Baska & Wood, 2008).

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    Dont tell someone to BE CREATIVE.

    Get moving.

    Take a break.

    Reduce screen time.

    Explore other cultures.

    Follow a passion.Ditch the suggestion box.

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    (Resnick, 1996)

    NOTStereos

    Pianos

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    If#you#dont#read#much,#you#really#dont#know#much.#

    #YOU ARE

    DANGEROUS!

    DANGER

    --Jim Trelease

    TOOLISHNESS

    AHEAD

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    We donthave the optionof turning awayfrom the future.

    No one gets tovote on whethertechnology is

    going to changeour lives.

    Bill Gates

    The Road Ahead

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    GRAHAM WALLASPREPARATION

    INCUBATION

    ILLUMINATION

    VERIFICATION

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    PLUGGING INTO

    CREATIVEOUTLETS

    DR. BRIAN HOUSAND

    http://brianhousand.combit.ly/2012tagt

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    INCUBATION

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    FREEDOM TO

    EXPERIMENT

    FREEDOM TO FAIL

    FREEDOM TO TRY ON

    DIFFERENT IDENTITIES

    FREEDOM OF EFFORT-Scot Osterweil

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    Games are the most elevated form of investigation.

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    20%

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    Jackson, L. A., Witt, E. A ., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.Computers in Human Behavior, 28(2), 370-376.

    CREATIVITY

    COMPUTER

    USE

    INTERNET

    USE

    CELL

    PHONE

    USE

    VIDEO

    GAME

    PLAY

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    Jackson, L. A., Witt, E. A ., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.Computers in Human Behavior, 28(2), 370-376.

    CREATIVITYVIDEO

    GAME

    PLAY

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    ILLUMINATION

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    Instagram

    DMD Panorama

    WordFoto

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    http://www.flickr.com/groups/visualstory/

    five frames

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    flickr five frames

    1st photo:establish

    characters and location

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    flickr five frames

    2nd photo:create a situation

    with possibilities ofwhat might happen

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    flickr five frames

    3rd photo:involve the characters

    in the situation

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    flickr five frames

    4th photo:build to

    probable outcomes

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    fli fi f

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    flickr five frames

    5th photo:have a logical

    but surprising end

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    DMDinstagram WordFoto

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    GarageBand

    djay

    DM1

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    Googleable

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    FLIPPING

    THE CLASSROOM

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    KHANCAN AND

    KHANYOU

    TOO

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    KN W

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    KN WUNDERSTAND

    DO

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