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PLUGGING INTO CREATIVE OUTLETS DR. BRIAN HOUSAND http://brianhousand.com bit.ly/agate2014

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Presented by Brian Housand, PhD http://brianhousand.com Arkansas Gifted Conference 2014 Hot Springs, AR February 2014 bit.ly/agate2014 Today’s young people have unprecedented access to powerful tools designed for creative production. Yet, students are often being asked to unplug rather than meaningfully connect with technology. This session explores a virtual playground designed to get teachers and students plugged into new outlets for promoting creative productive giftedness.

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Page 1: Creative Outlets Arkansas AGATE 2014

PLUGGING INTO CREATIVE!OUTLETS

DR. BRIAN HOUSAND http://brianhousand.combit.ly/agate2014

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brianhousand.com

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2014ARKANSAS NEBRASKA CALIFORNIA NORTH CAROLINA GEORGIA MONTANA SOUTH CAROLINA TEXAS WASHINGTON CONNECTICUT ALABAMA KANSAS FLORIDA MARYLAND

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#gtchat#agate14

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STAGES IN THE CREATIVE PROCESS

THE FUTURE

CREATIVITY +

TECHNOLOGY

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1. IDENTIFY A TECH TOOL

5. EVALUATE

4. WATCH IT GROW

3. GIVE IT TIME

2. PROVIDE A PURPOSE

5STEP TECHNOLOGY INTEGRATION PLAN

(Besnoy, Housand, & Clark, 2008)

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TYPE III INDEPENDENT OR SMALL GROUP INVESTIGATIONS

PRODUCTS AND/OR PERFORMANCES

TYPE I GENERAL

EXPLORATORY ACTIVITIES

!

TYPE II METHODOLOGICAL

TRAINING / HOW-TO ACTIVITIES

!

(Renzulli, 1977)

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Plugging Into Creative Outlets

Brian C. Housand Angela M. Housand

!

Gifted Education Communicator Spring 2011 Vol. 42, No. 1

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(Papert, 1993)

Computers

serve best

when they

allow

everything

to CHANGE

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!!

 

!!

  We  are  educa)ng  people  out  of  their  crea)vity.  

!    

  Crea)vity  is  as  important  in  educa)on  as  literacy.  

Sir Ken Robinson

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Rather than running the risk of having our students become !W A L K I N G

ENCYCLOPEDIAS! we need to TEACH them how to !THINK CREATIVELY.

(Sternberg,  2006)

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www.p21.org

Learning and Innovation Skills

Creativity and Innovation!

Critical Thinking and Problem Solving!

Communication and Collaboration

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bit.ly/nets-profiles

1. Creativity and Innovation!2. Communication and Collaboration!3. Research and Information Fluency!4. Critical Thinking, Problem Solving, and! Decision Making!5. Digital Citizenship!6. Technology Operations and Concepts!

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Identify, research, and collect data on an

environmental issue using digital resources and propose a solution.

PK - 2

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Produce a media-rich digital story about a

significant local event based on first-person

interviews.

3 - 5

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Create original animations or videos documenting

school, community, or local events.

6 - 8

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Design, develop, and test a digital learning game to demonstrate knowledge

and skills related to curriculum content.

9 - 12

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?Differentiated Curriculum. Adaptation of content, process, and concepts to meet a higher level of expectation appropriate for advanced learners. Curriculum can be differentiated through acceleration, complexity, depth, challenge, and CREATIVITY (VanTassel-Baska & Wood, 2008).

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Don’t tell someone to BE CREATIVE.!Get moving.!Take a break. !Reduce screen time.!Explore other cultures.!Follow a passion.!Ditch the suggestion box.

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(Resnick, 1996)

!

NOT Stereos

Pianos

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SAMR

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SUBSTITUTIONTech acts as a direct

tool substitute, with no functional change.

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AUGMENTATIONTech acts as a direct tool substitute, with

functional improvement.

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MODIFICATIONTech allows for signficant task

redesign.

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REDEFINITIONTech allows for the

creation of new tasks, previously inconceivable.

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Substitution!Augmentation!Modification!Redefinition

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If#you#don’t#read#much,#you#really#don’t#know#much.#

#YOU ARE DANGEROUS!!

DANGER

--Jim Trelease

TOOLISHNESS!AHEAD

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GRAHAM WALLASPREPARATION INCUBATION ILLUMINATION VERIFICATION

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PLUGGING INTO CREATIVE!OUTLETS

DR. BRIAN HOUSAND http://brianhousand.combit.ly/agate2014

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INCUBATION

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Games are the most elevated form of investigation.

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20%

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Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376.

CREATIVITY

COMPUTER USE

INTERNET USE

CELL PHONE

USE

VIDEO GAME PLAY

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Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376.

CREATIVITYVIDEO GAME PLAY

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Miles Dyer

DECEPTIVELY SIMPLE ADDICTIVE

NOT YOUR CHOICE WHEN YOU PLAY CHALLENGING FOR ALL THE WRONG

REASONS SINISTER MUSIC

COMPETITION WITH FRIENDS MAKES YOU A SPAMMER

$$$ THERE IS NO END

REALITY

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Video games teach children what computers are beginning to teach

adults--that some forms of learning are fast-paced, immensely compelling,

and rewarding. - Seymour Papert

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The fact that they are enormously demanding of one's time and require new ways of thinking remains a small price to pay (and is

perhaps even an advantage) to be vaulted

into the future. - Seymour Papert

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Not surprisingly, by comparison school strikes

many young people as slow, boring, and frankly

out of touch.

- Seymour Papert

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REAL GAMESVS.

EDUCATIONAL GAMES

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“There is nothing

that is NOT possible.”

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SURVIVAL OR

CREATIVE

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UNLIMITED

You can make it into whatever you want it to be.

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FOR aLL INTENTS aND PURPOSES,

IT IS A SPACE WHERE YOU ARE GOD

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If you are impatient

then this may not be the

gAme for you

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CONSUMERS

PRODUCERS

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stemchallenge.org

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www.truthandtrolls.com

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www.pinkiesquare.com

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�66

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www.roblox.com

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gamestarmechanic.com

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code.org/learn

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ILLUMINATION

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http://www.flickr.com/groups/visualstory/

five frames

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flickr five frames

1st photo: !establish !

characters and location

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flickr five frames2nd photo:

create a situation with possibilities of what might happen

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flickr five frames

3rd photo: !involve the characters

in the situation

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flickr five frames

4th photo: !build to !

probable outcomes

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flickr five frames

5th photo: !have a logical !

but surprising end

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DMDinstagram WordFoto

Overinstagram

360 snapchat

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!“Gifted  means  you  have  abilities  to  do  stuff  others  may  not  be  able  to  do,  even  if  they  are  not  

easy.    This  tree  is  growing  in  the  shade  under  a  step….that’s  not  easy.”

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“As  a  gifted  learner  I  feel  that  I  am  different;    I  am  a  leader;  and  I  am  powerful!”  

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“Giftedness  is  you  are  special    and  stand  out  from  others    because  of  your  talent.”

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“We  all  have  an  impact  on  the  world.      Although  we’re  small,  someday  we    will  do  something  great.    It  means  to    be  inspiring,  creative,  helpful,  and  smart.      Although  being  gifted  has  its  problems,    Being  gifted  is  very  special.”  

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“We  are  all  different.    Everyone  has  different  abilities;  some  people  may  enjoy  learning.    Being  gifted  is  being  yourself.”

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“Being  gifted  isn’t  different;    it’s  unique.”

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“Giftedness  is  being  different  in  your  own  way  and  

to  capture  beautiful  moments  

in  life  for  something  cool.    

Then  your  differences  will  

shine!”

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“Giftedness  means  you  can  be  talented  in  some  things  but  not  at  others;  you  swing  back  and  forth  at  the  things  you  are  good  at  and  the  things  you  are  

not.”

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“Being  gifted  is  like  flying  in  the  sky;    free  to  learn.”

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“Cracked  mud  is  like  a  puzzle;    like  the  parts  of  the  brain.      

When  put  together,  makes  a  gifted  person.”

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“Being  gifted  means  being  creative  in  your  own  

special  way.”

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bighugelabs.com/poster.php

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FORMLINE

COLORSCALEFONT

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GarageBand

djay

DM1

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iMovie Trailers

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Googleable

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diy.org

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REMIXCONTENT + CREATIVITY + TECHNOLOGY

RECIPES

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“There is no such thing as a new idea. It is impossible. We simply take a lot of old ideas and put them into a sort of mental kaleidoscope. We give them a turn and they make new and curious combinations.”

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1. Pick an existing work. !

literature art film

music

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2. Consider changes based on a new time

period and / or a changing audience.

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3. Develop the product. !

Script Movie Trailer Advertising

Poster

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4. Create the explanation. !

How did this “improve” the original?

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CHANGE THE

SETTING

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CHANGE THE

AUDIENCE

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CHANGE THE

NARRATOR

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CHANGE THE

GENRE

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SETTING!GENRE!

NARRATOR!AUDIENCE

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“We don’t

have the option of turning away

from the future.

No one gets to

vote on whether technology is

going to change our lives.”

! Bill Gates  

The Road Ahead

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Summer 2013

The admonition that we should be preparing our students for the 21st century is everywhere. There are numerous books, blogs, and content resources promoting and espousing the virtues of 21st cen-

tury learning. If one examines the titles and descriptions of presentations at any gifted or general education conference, reference to 21st century learning is prevalent. Most of us in gifted education have regularly advocated for teaching 21st century skills. However, we have been living in the 21st century for 13 years now, and if we are only now preparing our students to be 21st century learners, we’re showing up to the party very late. In fact, as the class of 2013 graduated from high school, consider that this group of students was always 21st century learners regardless of what they were learning or how they were learning it; they entered Kinder-garten in the fall of 2000. So, maybe it is time to stop talking about the 21st century and start talking about the future.

The idea of preparing students for their future is certainly not a novel idea. Indeed the opening quote from John Dewey in the 20th century emphasizes this. In many circles, there is an impassioned call for STEM education and an increasing vocalization for the integration of the arts into a movement called STEAM. Yet, even these ideas are not new and can

trace their origins back at least 30 years. In 1983, the Na-tional Science Board Commission on Precollege Education in Mathematics, Science and Technology published a report entitled, Educating Americans for the 21st Century: A Plan of Action for Improving Mathematics, Science, and Technol-ogy Education for All American Elementary and Secondary Students So that their Achievement is the Best in the World by 1995. This publication outlined many of the same initia-tives and programs that we are arguing for three decades later. The executive summary chided, “America must not become an industrial dinosaur. We must not provide our children a 1960s education for a 21st century world.” Yet, some might argue that is exactly what we have done. It is time that the field of gifted education begins to re-envision itself not for the 21st century, but for the future that our stu-dents will live in.

You may remember, or have seen reruns of The Jetsons cartoon. It originally aired in primetime from 1962 to 1963, and was set in a futuristic utopia of the year 2062. While we may not have flying cars, or robot maids, we do have access to many technologies that are even more advanced

continued on page 18

Quality Classroom Practicefor High-Abillity Students

Teaching for High PotentialTHPThe 21st Centuryis SO Yesterday

INSIDE THIS ISSUEFrom the Editor ................................2School Spotlight ..............................3A Book Review ................................4Curriculum Connection ...................5The Primary Place ...........................7The National Perspective ................12Special Populations .........................13Scientifically Speaking ....................14Technology Untangled .....................16A Secondary Look ...........................17

Smart Cookies 15FEATURE ARTICLESCover: The 21st Century isSO YesterdayGaze into this kaleidoscope to glimpse a guide for how toeducate students for their future

Fostering Creativity in Gifted and Talented Youth in the English Classroom

An English teacher’s call to keep creativity in the English classroom 8

Brian C. Housand, Ph.D.East Carolina Universitywww.brianhousand.com

Brian Housand is an Assistant Professor at East Carolina University in the department of Elementary Education.

“The world is moving at a tremendous rate. No one knows where.We must prepare our children, not for the world of the past,

not for our world, but for their world, the world of the future.”— John Dewey

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ENGAGING CURIOSITY

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ENGINEERING SERENDIPITY

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UNDERSTANDING DESIGN

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CONSTRUCTING SYNTHESIS

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Creativity is just connecting things.

When you ask creative people how they did something, they feel a little guilty because they didn’t really do it, they just saw something. It seemed obvious to them after a while. That’s because they were able to connect experiences they’ve had and

SYNTHESIZE new things.

- Steve Jobs, 1995

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GT = GOOD TEACHING

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GOOD TEACHING “It doesn’t matter what you cover; it matters

how much you develop THE CAPACITY TO DISCOVER

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brianhousand.com

t y v m

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ALL YOU GOT IS THIS MOMENT

THE 21ST CENTURY IS YESTERDAY

YOU CAN CARE ALL YOU WANT EVERYBODY DOES YEAH THAT’S OKAY