1. 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 Directions
This book is not only a roadmap but an invitationto 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 technologywith 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
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world.
Matt 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 learninglcx