The new year begins with the publication of 2 key articles in our series Rethinking Technology and Creativity in the 21st Century. Co-authored with Danah Henriksen and the Deep-Play Research Group these two articles seek to develop a better understanding of where creative ideas come from.
Henriksen, D., Mishra, P., & the Deep-Play research group (2014). Twisting knobs and connecting things: Rethinking Technology & Creativity in the 21st Century. Tech Trends, (58)1, P. 15-19
Mishra, P., Henriksen, D., & the Deep-Play research group (2014). Revisited and Remixed: Creative Variations and Twisting Knobs.Tech Trends, (58)1, P. 20-23
In these two articles we question the “myth of the genius” and argue that creativity is not a “magical” process, but rather creative ideas emerge from combining pre-existing ideas and concepts in unique and new ways. Though this may appear to be a simplistic formulation, we suggest that it is far from that. Creating these novel, effective and whole combinations is unpredictable and requires people to bring together a wide range of background knowledge and experience. It is this breadth of knowledge and experience that allows creative individuals to see novel connections and act on them. The second article extends and grounds these ideas by offering specific examples taken from the world of puzzle and game design.
These two articles continue the series of papers that the group has been writing. Here is a complete list
- Creativity, TPACK & Trans-disciplinary learning for the 21st century (With Mishra, Koehler, & Henriksen)
- Crayons are the future (Mishra)
- On being (in)disciplined (Mishra, Fahnoe & Henriksen).
- Creativity, self-directed learning, and the architecture of technology rich environments. (Mishra, Laura Terry, Henriksen)
- Square peg, round hole, good engineering (Mishra, Colin Terry, Henriksen)
- Of Art and Algorithms. (Mishra, Yadav)
- A Room of their own (Mishra, Cain, Sawaya, Henriksen)
- A NEW definition of creativity (Mishra, Henriksen)
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