This book provides a much needed and well-grounded perspective of what education in the 21st century can and should look like. Sullivan offers compelling evidence to academics and educators on how to think and teach about creativity and technology in classrooms.
―Yasmin Kafai, Professor, University of Pennsylvania and author of Connected Gaming: What Making Video Games Can Teach Us About Learning and Literacy
This ambitious and interdisciplinary book brings together pedagogical theory, semiotics, play, creativity, and philosophy. The goal is to develop a coherent understanding of how to best use technology to enhance creative learning. This valuable book helps educators understand how to align educational technology with theoretical and empirical research on creativity and learning.
―Dr. Keith Sawyer, Morgan Distinguished Professor in Educational Innovations, University of North Carolina at Chapel Hill
About the Author
Florence R. Sullivan is Associate Professor of Learning Technology at the University of Massachusetts, Amherst (U.S.).