Base Camp for Creatives Playground
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Colorado Convention Center, Playground A
Presenters















@stefanowicz135



Session description
Purpose & objective
Participants will explore game-on-get-after-it strategies designed to grow and expand creative capacity by visiting "The Stage" session and moving through 6 "Creative Stations", where they can learn, share, and create to jumpstart their teaching and learning. Any and all of these activities can be used in no-tech or low-tech environments, using devices or paper. Session leaders will discuss ways to adapt activities for specific learning environments and situations.
Outline
The Stage: Stay tuned for detailed description.
Station A: Stay tuned for detailed description.
Station B: Stay tuned for detailed description.
Station C: Stay tuned for detailed description.
Station D: Stay tuned for detailed description.
Station E: Stay tuned for detailed description.
Station F: Stay tuned for detailed description.
Supporting research
Ali, Mohammed & Ilyas, Dr. Mohammed. (2020). Blends as Discourse Markers for Enhancing Students' Competency of English Vocabulary at Prince Sattam bin Abdulaziz University, Saudi Arabia. 10. 2020.
Alves, J., Gardy, J., and Daniel Ryder. “Panels and Perspectives: Creating Comics in the English as a Foreign Language Classroom.” 2020. Global Publishing Solutions, Manila, Philippines.
“Blind Readers and Comics: Reflecting on Comics' Storytelling from a Different Perspective.” Comics Forum, 4 Aug. 2019, comicsforum.org/2019/08/04/blind-readers-and-comics/.
Burvall, Amy, and Dan Ryder. Intention: Critical Creativity in the Classroom. EdTechTeam Press, 2017.
Dombrowski, Matt. Limbitless Creativity. Adobe Blog, 2018. https://blog.adobe.com/en/publish/2018/10/19/limbitless-creativity.html#gs.cpxdrv
Heath, Chip. The Power of Moments: Why Certain Experiences Have Extraordinary Impact
Hill, Linda. How to Manage for Collective Creativity. 2015.
Jacobs, Jessica. (2018). Intersections in Design Thinking and Art Thinking: Towards Interdisciplinary Innovation. Creativity. 5. 4-25. 10.1515/ctra-2018-0001.
Mattson, Kristen. Digital Citizenship in Action Empowering Students to Engage in Online Communities. International Society for Technology in Education, 2017.
Needles, Tim. STEAM Power: Infusing Art Into Your STEM Curriculum by Tim Needles (Author).
Provenzano, Nicholas. Creativity in the Classroom. Edutopia, 2015,https://www.edutopia.org/blog/creativity-in-the-classroom-nicholas-provenzano
Sousanis, Nick. Unflattening. Harvard University Press, 2015.
Williams, Jennifer. Teach Boldly: Using Edtech for Social Good Illustrated Edition.
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Designer
- Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
- Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Creative Communicator
- Students create original works or responsibly repurpose or remix digital resources into new creations.