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CRAMES are practical, easy-to-use creative games that get children thinking creatively. The stimulating trigger questions develop problem solving and creative thinking skills in activities that take as little as five minutes a day. No preparation is needed, just the willingness to think creatively. Trigger questions range from 'What if the sea turned everything it touched red?' and 'How many things can you think of that squeak?' to 'How is a museum like a story?' and 'Would you rather be a picture or a fish tank? Why?' Creative thinking is a necessary tool for survival and success in today's world. Playing CRAMES will add variety to your day and help you and your pupils break out of your usual mind-set and lead you down the path of looking at the world through creative-coloured glasses!
Help children of all learning styles and strengths improve their critical thinking skills with these creative, cross-curricular activities. Each engaging activity focuses on skills such as recognizing and recalling, evaluating, and analyzing.
This book features 50 brief situations that present interesting opportunities and open-ended challenges to engage students in Creative Problem Solving. These brief, practical, everyday situations provide motivating starting points for practicing CPS with groups of many sizes and ages. Grades 3-8
An Integrated Play-Based Curriculum for Young Children, Second Edition explores how to integrate play across the curriculum, helping teachers develop their early childhood curriculum using developmentally and culturally appropriate practice. Distinguished author Olivia N. Saracho offers a theoretical framework for understanding the origins of an early childhood play-based curriculum and illuminates how young children learn and understand concepts in a social and physical environment. This second edition has been fully updated throughout and its comprehensive coverage has been expanded with entirely new sections on technology and social media, cultural differences in play, and teaching English language learners and students with disabilities. Packed with vignettes, activities, and practical examples, this text is essential reading for pre-service teachers seeking appropriate theoretical practices for designing and implementing a play-based curriculum.
Creativity, Technology, and Learning provides a comprehensive introduction to theories and research on creativity in education and, in particular, to the role of digital-learning technologies in enabling creativity across classroom learning environments. Topical coverage includes play, constructionism, multimodal learning and project-/problem-based learning. Creativity is uniquely positioned throughout the book as an integral component of the educational process and also as a foundational aspect of self-actualization, thriving communities, and humane societies. Through in-depth, empirically based discussions of the philosophical, curricular and pedagogical elements of creativity, Sullivan demonstrates how creativity can be fostered across the curriculum through the use of digital-learning technologies in design, personal expression and problem-solving activities.
This fully updated third edition of Teaching and Learning with Technologies in the Primary School introduces practising and student teachers to the range of ways in which technology can be used to support and extend teaching and learning opportunities in their classrooms. Newly expanded to include 50% brand new chapters reflecting the abundant changes in the field since the last edition was published, it offers practical guidance underpinned by the latest research and teaching in the field. The authors draw on the extensive experience of educators in Australia, England, Ireland, Scotland, South Africa, the U.S.A. and Wales to provide local, national and international examples of the application of digital technologies to teaching and learning across the primary curriculum. Illustrated throughout with case studies and examples together with a glossary explaining key terms, chapters focus on how technology-based practices can support the teaching of individual subjects, as well as a range of teaching and learning styles. Key and new topics covered include: - Supporting reading and writing with technology - Technology in the early years - Developing e-skills of parents - Use of Virtual Reality in learning - PedTech - Resilience in the digital world Written for all training primary teachers, as well as more experienced teachers and technology co-ordinators looking for guidance on the latest innovative practice, Teaching and Learning with Technologies in the Primary School, 3rd edition, offers advice and ideas for creative, engaging and successful teaching and learning.
Creative teaching as well as teaching creativity are cutting edge issues in psychology today as recent academic and popular media coverage has shown. This volume expands on that interest with chapter authors drawn from interdisciplinary areas. It includes examples of creatively teaching across the education system, including preschool, K-12, undergraduate, and graduate level education. The variety of subjects covered by the chapters include psychology,math, science, and reading. In addition to creative teaching which may lead to enhanced learning and achievement in students, as well enhanced creativity,another focus is teaching with the objective to enhance creativity.
This is an open access book. The 6th International Conference on Learning Innovation and Quality Education​ (ICLIQE 2022) is organized by Faculty of Teacher Training and Education. The purpose of the ICLIQE 2022 activity is as a forum to accommodate researchers, academics, educators and education staff, consultants, government and other stakeholders to share perspectives related to educational trends seen from the perspective of society 5.0 era which includes the fields of science and technology education, social and humanities, management education, basic education, special education, early childhood education, guidance and counseling, curriculum, and educational evaluation and innovation.
Teaching should be exciting and creative but an overcrowded curriculum can make this hard for teachers to achieve. Help is at hand with these literacy and numeracy lesson plans that also cover language development, thinking skills, and drama. Thinking it Through allows teachers to customize lesson plans to meet their own needs using the book's downloadable resources as well as assess pupils language abilty with handy photocopiable assessment worksheets. The book will help each child reach their full potential regardless of ability using ideas for differentiation and extension and structure lessons according to national curriculum objectives.
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.