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How Is Creativity Killed? | ASCD

How Is Creativity Killed? | ASCD | :: The 4th Era :: | Scoop.it

By Yong Zhao

 

"One of the most sought-after assets in the 21st century is also one of the casualties of test-oriented education in China: creativity. In his book The Writing on the Wall: How Asian Orthography Curbs Creativity, linguist William Hannas (2003) documents the fact that modern development in Asian countries has relied primarily on technology transfers from the United States and European countries. Leaders of Asian nations are acutely aware of their creativity (lack thereof) problem and have been trying to address it, albeit with limited success; but somehow this fact escapes the attention of leaders and educators in the United States, "where East Asia's technical skills are typically confused with real creativity, and where people have little clue about the degree to which their creative resources are utilized abroad for commercial profit" (Hannas, 2003, p. 4). As a result, Asian nations have been working on closing the creativity gap, while the United States has been troubled by the "achievement gap" revealed by international comparison tests, such as TIMSS and PISA."

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Vol 24 No 1 (2012): The potential of a game based learning approach to improve learner outcomes (HTML) | Diigo

Vol 24 No 1 (2012): The potential of a game based learning approach to improve learner outcomes (HTML) | Diigo | :: The 4th Era :: | Scoop.it

Abstract


Whilst some critics may argue that games have no place in the classroom, in this article I argue that student achievement can benefit from building on the technology skill of the young people, allowing them to address real-life challenges within the safety of the virtual worlds of games. The young people of today play video games for entertainment and relaxation, and they are skillful at manipulating the virtual worlds that they inhabit during the games. Examples from classroom research illustrate how the use of video games in teaching and learning has the potential to change the way that we teach and improve the learning outcomes for the students by enabling them to experience real life examples. Teachers can harness these experiences and interests to engage and motivate students by taking advantage of the dynamic and interactive features of these digital games, thus enabling engagement in learning activities. This article highlights some of the issues and challenges facing teachers considering the use of game based learning in their classroom.


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