Steps toward technology as a creative material. Matthews, S. University of Queensland PhD Thesis, Brisbane, 2022.
Steps toward technology as a creative material [link]Paper  abstract   bibtex   
Abstract: The purpose of this work is to generate principles for the design of tangible technologies that can support students in developing creative skills in a classroom environment. The principles generated are intended for the Interaction Design field, specifically to designers creating ‘tangible technology toolkits’ for educational purposes. Creativity is seen as an important skill in the development of primary school students, and one that promises future social benefit. However, research is needed to better understand how tangible technologies can be designed to support students’ creative skill development in open-ended activities such as design. Tangible technology toolkits have been used for many other purposes in classrooms, and have been shown to provide opportunities for students to learn technical skills, as well as supporting students to undertake prototyping activities in a design process. Current research has shown that tangible technologies can provide unique opportunities for constructivist learning and has detailed how tangibles can broadly support student’s developing designerly abilities, but there remains work to do with respect to how these toolkits can support creative skills. A three-phase, multi-method design/research process was conducted from a constructivist analytic orientation. Supervisor: Janet Wiles
@book{matthews_steps_2022,
	address = {Brisbane},
	title = {Steps toward technology as a creative material},
	url = {https://doi.org/10.14264/1cbb09f},
	abstract = {Abstract: The purpose of this work is to generate principles for the design of tangible technologies that can support students in developing creative skills in a classroom environment. The principles generated are intended for the Interaction Design field, specifically to designers creating ‘tangible technology toolkits’ for educational purposes. Creativity is seen as an important skill in the development of primary school students, and one that promises future social benefit. However, research is needed to better understand how tangible technologies can be designed to support students’ creative skill development in open-ended activities such as design. Tangible technology toolkits have been used for many other purposes in classrooms, and have been shown to provide opportunities for students to learn technical skills, as well as supporting students to undertake prototyping activities in a design process. Current research has shown that tangible technologies can provide unique opportunities for constructivist learning and has detailed how tangibles can broadly support student’s developing designerly abilities, but there remains work to do with respect to how these toolkits can support creative skills. A three-phase, multi-method design/research process was conducted from a constructivist analytic orientation.

Supervisor: Janet Wiles},
	publisher = {University of Queensland PhD Thesis},
	author = {Matthews, Sarah},
	year = {2022},
}

Downloads: 0