6. 1. IDENTIFY A TECH TOOL
5. EVALUATE
4. WATCH IT GROW
3. GIVE IT TIME
2. PROVIDE A PURPOSE
5
STEP
TECHNOLOGY
INTEGRATION
PLAN
(Besnoy, Housand, & Clark, 2008)
7. 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)
10. !
!
!
!
We
are
educa)ng
people
out
of
their
crea)vity.
!
Crea)vity
is
as
important
in
educa)on
as
literacy.
Sir Ken Robinson
11. 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)
12.
13. www.p21.org
Learning and Innovation Skills
Creativity and Innovation!
Critical Thinking and Problem Solving!
Communication and Collaboration
14. 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!
18. Design, develop, and test a
digital learning game to
demonstrate knowledge
and skills related to
curriculum content.
9 - 12
19. ?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).
20. 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.
31. 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
32. 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
VIDEO
GAME
PLAY
35. 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
36. 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
37. Not surprisingly,
by comparison school strikes
many young people as
slow, boring, and frankly
out of touch.
- Seymour Papert
69. !
“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.”
70. “As
a
gifted
learner
I
feel
that
I
am
different;
I
am
a
leader;
and
I
am
powerful!”
71. “Giftedness
is
you
are
special
and
stand
out
from
others
because
of
your
talent.”
72. “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.”
73. “We
are
all
different.
Everyone
has
different
abilities;
some
people
may
enjoy
learning.
Being
gifted
is
being
yourself.”
75. “Giftedness
is
being
different
in
your
own
way
and
to
capture
beautiful
moments
in
life
for
something
cool.
Then
your
differences
will
shine!”
76. “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.”
87. “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
88.
89.
90. Summer 2013
T
he 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
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-
Quality Classroom Practice
for High-Abillity Students
Teaching for High Potential
THPThe 21st
Century
is SO Yesterday
Brian C. Housand, Ph.D.
East Carolina University
www.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
97. 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