STEAM…..Teaching to Foster Creativity……
Digital technology is driving users to rethink how to create by introducing students to new styles, modes, and audiences. Students can now engage as creators, producers, contributors, users and evaluators in the social and professional environment. Tillander (2011) encourages art educators to not ignore the opportunities available, which is fostering a cultural revolution. Giving students the opportunity to contribute thoughts or reflections from research in a social context gives meaning to content. Teachers can now expose students to a variety of perspectives, which fosters critical thinking using Bloom’s Digital Taxonomy (p. 44-45). Allison (2012) encourages teachers to consider the following questions when evaluating the creative potential of existing curriculum and materials. “Is it possible for students to develop than one idea in this context? Is it possible for students to develop more than one type of idea in this context? Do students have the content knowledge necessary to successfully generate creative ideas? Do students have sufficient time and information to think through their creative ideas and communicate them” (p. 55). How do we teach creativity? As we attempt to understand issues and redesign instructional approaches, encouraging the arts across PK-16 would be an excellent start towards answering that question.
Tillander, M. (2011). Creativity, technology, art, and pedagogical practices. Art Education, 64(1), 40-46. Retrieved from http://search.proquest.com/docview/847386915?accountid=7113 Allison, A. M. (2012).
Teaching for creativity. The Science Teacher, 79(5), 54-56. Retrieved from http://search.proquest.com/docview/1023451500?accountid=7113