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首页> 外文期刊>The Journal of Design and Technology Education >The Elusive Keys of Imagination and Play: unlocking creativity and innovation in design and technology education DATA International Research Conference: UK Keynote
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The Elusive Keys of Imagination and Play: unlocking creativity and innovation in design and technology education DATA International Research Conference: UK Keynote

机译:想象力和游戏性的难以捉摸的钥匙:在设计和技术教育中释放创造力和创新DATA国际研究会议:英国主题演讲

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摘要

In the John Eggleston Memorial Keynote in 2002, Richard Kimbell identified the specific problem caused by a mismatch between "qualities at the heart of innovation" and current assessment criteria. At the core of this he identified two particularly problematic qualities: "the terrible two - the intractable two - the tantalising two ... the ability to be playful in restructuring the world and the ability to spark ideas". (Kimbell 2002: 25) This paper will take these "terrible two" as a starting point and explore in greater depth the relationship between these qualities and the concepts of imagination, play, fantasy and reality. It will identify the significance of these concepts for creativity and innovation and the potential they provide as a foundation for the development of creativity and innovation in humans. The paper will then tackle the knotty problem of utilising these concepts in levering open the historic problems of the "gridlocked" design and technology (D&T) curriculum, by drawing on evidence and insights gained from research from within and beyond D&T, including illustrations of how a current research project Assessing Innovation is exploring ways in which play and imagination can be promoted such that they spark, enkindle and sustain creative responses within D&T experience.
机译:在2002年约翰·艾格斯顿(John Eggleston)纪念主题演讲中,理查德·金贝尔(Richard Kimbell)指出了由“创新核心质量”与当前评估标准之间不匹配而引起的具体问题。在此核心中,他指出了两个特别有问题的特质:“可怕的两个-棘手的两个-诱人的两个……在重新构造世界中发挥嬉戏的能力和激发思想的能力”。 (Kimbell 2002:25)本文将以“可怕的两个”为起点,并更深入地探索这些品质与想象力,游戏,幻想和现实的概念之间的关系。它将确定这些概念对于创造力和创新的重要性,以及它们为人类创造力和创新的发展提供基础的潜力。然后,本文将利用D&T内部和外部研究的证据和见解,解决利用这些概念来解决“僵局”设计与技术(D&T)课程的历史性问题的棘手问题。当前的一项研究项目“评估创新”正在探索可以提高游戏和想象力的方式,从而在D&T体验中激发,激发和维持创意反应。

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