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.