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OverviewThis book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world. With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills for the future workplace and foster their enjoyment of learning through design. Bridging theory and practice, this collaborative work synthesises global research to provide actionable strategies for teachers. From multimedia and game design to Augmented Reality, robotics, 3D fabrication and more, it offers practical insights into how students can use cutting-edge technologies to design, invent, and solve problems creatively. The constructively sequenced and interconnected chapters feature evidence-based principles and real-world vignettes across all levels of schooling. Written by a team of academic experts, this open-access resource is a must-read for educators, researchers, and anyone passionate about unlocking the creative potential of the next generation using technology. Full Product DetailsAuthor: Matt Bower (Macquarie University, Australia) , Belinda von Mengersen (Australian Catholic University, Australia)Publisher: Taylor & Francis Ltd Imprint: Routledge ISBN: 9781032785295ISBN 10: 1032785292 Pages: 262 Publication Date: 18 July 2025 Audience: College/higher education , Professional and scholarly , Tertiary & Higher Education , Professional & Vocational Format: Hardback Publisher's Status: Forthcoming Availability: Not yet available ![]() This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release. Table of Contents1. The Critical Need for Creative Technologies Education 2. Philosophy, Theory, and Pedagogy of Technologies Education 3. Creativity and Creative Thinking 4. Systems Thinking, Design Thinking, Computational Thinking and Critical Thinking 5. Students as Creative Designers with Technology 6. Students as Multimodal Designers and Authors 7. Students as Designers with Augmented Reality 8. Students as Designers with Virtual Reality 9. Students as Designers of Digital Games 10. Students as Designers with Robotics and Control Systems 11. Students as Designers with 3D Design and Fabrication Technologies 12. Students as Makers using Technologies 13. Students as Digital Designers in Engineering 14. Inclusive Technologies Education 15. Assessment in Creative Technologies Education 16. Creative Technologies Education – Lessons Learnt and Future DirectionsReviews""This book is not only a roadmap but an invitation—to explore, experiment, and reimagine what is possible with technology for creative education. May it inspire you to embrace a future-forward view on learning and technology—with curiosity, purpose, and a commitment to empowering learners as creators."" Danah Henriksen, Associate Professor of Leadership & Innovation , Mary Lou Fulton Teachers College, Arizona State University, USA Author InformationMatt Bower is a multi-award-winning Professor of Education and Technology who is intensely curious about innovative ways technologies can be used to advance student learning outcomes and experiences. Belinda von Mengersen is an Associate Professor of Design Technologies who explores technology's transformative potential to enrich creative, socio-critical, material, and speculative design practices. Tab Content 6Author Website:Countries AvailableAll regions |