The first of
the NETS-T standards is Facilitate and Inspire Student Learning and Creativity.
In order to fulfill this standard teachers must use their content knowledge,
pedagogy knowledge, as well as their knowledge of technology to promote and
assist student learning and creativity. Students have the opportunity to
utilize their creativity using modern technology in order to challenge
real-life occurrences. Students will work in collaboration with their peers to
develop a well-organized, well-understood creation.
I feel
strongly about this standard in particular, because I believe that it is very
important to give students the opportunity as well as the responsibility to
both collaborate with their peers as well as explore their own creativity. I
believe that classes that I have taken in the past have given me the tools and
resources to properly demonstrate examples of creative ideas utilizing
technology to my students, and to help them in their journey of creativity and
innovation. My strengths lie in my sport-related content knowledge as well as
my pedagogical knowledge in collaboration with my limited knowledge of
technology.
I came across
an awesome article entitled Grow Creativity, by Candace Shively. In the article
Shively lists what she calls the four dimensions used to describe creativity:
fluency, flexibility, originality, and elaboration. She thoroughly describes
each of the four dimensions and gives detailed examples as to how teachers can
implement each of these concepts into their curriculum for a variety of subject
areas. I highly recommend this article to any educator who is interested in
facilitating and encouraging creativity among their students.
Another
eye-opening article that I stumbled upon, is an article entitled Fostering
Creativity and Innovation through Technology, by Sheena Vaidyanathan. The
author discuses art and creativity; she states that digital art is the way of
the future. She explained that her students typically begin an assignment by
attempting to copy the example that she provided them with, but eventually they
start to put their own creative spin on things. She believes that children love
computers as their canvases, because they have an infinite supply of paper, and
they can easily correct their mistakes. She says, that for them, knowing
anything can be fixed, gives them the reassurance that need to feel as though
they can truly try to create anything. I think schools should offer more
classes like her class to help students discover their creativity, well…their
digital creativity.
Shively, C. H.
(2011). Grow creativity!. Learning and Leading with Technology,
10-15.
Vaidyanathan, S.
(2012). Fostering creativity and innovation through technology. Learning
and Leading with Technology, 24-27.
Like you, I also feel very strongly about this standard because it's very important for students to learn how to collaborate and cooperate with one another no matter what the classroom setting is. Do you think that adventure based learning helps students learn to work with one another?
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