Displaying entries
1 - 10 of
36 in total for
creativity.
Book :: (2006).
Scaffolds for Building Everyday Creativity. In Frascara, J. (Ed.),
In Design for Effective Communications: Creating Contexts for Clarity and Meaning. New York: Allworth Press.
Book :: McPherson, T. (2007).
Digital Young, Innovation, and the Unexpected. Cambridge: The MIT Press.
Book :: McGonigal, J. (2007).
Why I Love Bees: A Case Study in Collective Intelligence Gaming. In Katie Salen (Ed.),
The Ecology of Games: Connecting Youth, Games, and Learning (pp. 199 - 227). Cambridge: The MIT Press.
book :: Cross, N. (2006).
Designerly Ways of Knowing. London: Springer-Verlag.
journal :: Giaccardi, E. (2006).
Collective Storytelling and Social Creativity in the Virtual Museum: A Case Study.
Design Issues,
22(3), 29-41.
book :: J. Sefton-Green, R. Sinker (Eds.). (2000).
Evaluating creativity: Making and learning by young people. New York: Routledge.
book :: J. Sefton-Green (Ed.). (1999).
Young people, creativity, and new technologies: The challenge of digital arts. New York: Routledge.
book :: Sefton-Green, J., Soep, E. (2007).
Creative media cultures: Making and learning beyong the school. In L. Bresler (Ed.),
The International Handbook of Research in Arts Education (pp. 835-). Dordrecht, Netherlands: Springer.
book :: O'Hear, S., Sefton-Green, J. (2004).
Creative 'communities': How social and technological worlds collaborate?. In K. Miell, K. Littleton (Eds.),
Collaborative Creativity. Free Association Books.
journal :: Tran, L. (2006).
Teaching science in museums: The pedagogy and goals of museum educators.
Science Education,
91(2), 278-297.