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Casual Articles - Creativity and English Education
Divorce and Domestic Violence: Temporary Restraining Order and Restraining Order after Hearing order to keep up and fulfill the demands of a 21st century economy and society driven forward by technology and innovation. Moreover, managing ones own learning, problem solving and
teamwork are the three key skills that employers constantly prioritize. These skills are the precise abilities that D&T operates with.It is important to have knowledge of the term of retraining order. A restraining order can also be referred to as a protective order in some states and generally refers to a legal order issued by a court protecting a victim of domestic violence or domestic abuse from the activities of an abusive person. A retraining order may include that the abuser is not allowed to have any form of contact or disturb by any means the peace of the protected person. Following the order, the aggressor in some cases may need to move out of the family residence shared with the protected person and stay at least 100 yards away from the protected person at all times.What is the difference a temporary order and an order after hearing? Although there may be other differences, one difference is that a temporary restraining order many times follows an Ex Parte appearance. In other words, the temporary restraining order was issued by one party, the victim of domestic violence, while the other party, the aggressor, was absent. The temporary restraining order may have been given to immediately restrain the conduct of the abuser from his/her activities over the victim. The temporary restraining order may include some or all of the elements cited before. The abuser may be served with an Order to Show Cause or OSC along with the temporary restraining order. The Order to Show Cause or OSC would inform the abuser that a hearing will be held to determine if a permanent restraining order should or should not be issued.In some instances, if you request a temporary restraining order you may be able to get it the same day. The restraining order can remain in effect until the scheduled hearing on the Order to Show Cause. Depending on your area, the Order to Show Cause hearing may be scheduled to take place approximately 2-3 weeks after the issuance of the restraining order.Eventually, a more permanent restraining order can be issued according the evidence presented during the hearing. In order to get a more permanent restraining order, the victim does not necessarily need to show that the abuser exerted deadly force and domestic violence as domestic violen Many research studies and reports have been conducted by leading professionals and professional organizations that highlight the huge importance and role of creativity within education and D&T. The National Advisory Committee on Creative and Cultural Education conducted one such key report entitled 'All Our Futures'. The Blair government in 1997 set up this committee because the omission of creativity from the curriculum had become so serious. From the findings of this report, creativity was explicitly acknowledged as a key part of learning and vital for the future prosperity and economic growth of the nation. The report proposed four key characteristics of creativity - imagination, purpose, originality and value. These characteristics (shown below) are seen as the activities that D&T aims to actively promote in pupils and, are thus now distinguished as the core descriptors of creativity in D&T. 3.1 Imagination and Purpose Imagination is the process of seeing new possibilities and thinking 'out of the box' in order to provide unexpected solutions that lead away from the conventional or the norm. Creative insights often occur when existing ideas are combined in unexpected ways. However, in D&T imaginative creativity only occurs when the powerful interaction between the human imagination (the minds eye) and the human hand creates a concrete form (2-D or 3-D) that can be seen in public. Thus by default, being creative in D&T involves 'doing' something. Robinson highlights that you cannot be creative unless you are actually doing something and, in this respect creativity is different from imagination. In a sense, creative action in D&T is the application of imagination or thought in action. Secondly, the imagined a What Is The Difference Between A Pick Up Line And A Opener As a final point, creativity has been acknowledged as an open part of Design and Technology education.
This report examines the meaning, importance and value of creativity
and the reasons why it has been undervalued by the education system in
England for so long. It then leads on to suggest methods that should
be used to value and integrate creativity as common practice in D&T.
The report ends with a rationale for developing design and makes
projects that have been formulated from the key research findings.Pick Up lines and Openers are often confused as being the same thing, even though in many ways they are not.Pick Up lines and Openers are both used to start a conversation with a woman that you are attracted to, and both have the potential to sound canned and insincere; after that the similarities end.Pick Up lines for the most part are statements or questions that lead to some sexual innuendo or compliment of the woman.It is generally meant to get the conversation going if it is done and taken in a playful kind of way.Even when it is taken in a playful way some women will act as if it has offended them to see how the man responds, as men who get it will still maintain their playfulness.More times than not it is neither done or taken in a playful way which leads to unpleasant conversation and bad attitudes all the way around.Openers are questions that require an opinion on the matter.It gets the conversation going and when used effectively allows the man to control the interaction and lead her to where he wants to go.At worst, it is seen for what it is n attempt to attract the woman, yet in most cases it still leads to pleasant conversation.In the end, Pick Up lines are really bad Openers or Openers are really good Pick Up lines.Either way, if you are considering using canned material make sure you make a good decision on how and what to use.Of course, choosing to make a sincere approach is always a good option as well. The development of the human civilization has depended wholly upon the creativity and ingenuity of mankind to bring about purposeful focus, change and order into our world. Human creativity is a very unique and powerful characteristic that lies at the heart of what it means to be human. For mans continual desire to fulfill the needs of the human race by creating and developing artifacts from the raw materials of our world has ultimately shaped the way we live, work, play and learn today. Creativity can therefore be said to be the most powerful and fundamental natural human resource that empowers us, as humans, to freely create what has never been seen. In Bronowski's 'The Ascent of Man', he described man as the species who's imagination and toughness make it possible for him not to accept his environment but to change it. There are many misrepresentations about creativity and the creative individual, which I will now clarify. Firstly, creativity is not the reserve of the creative elite industries such as the arts, music, design or technology businesses, it is a natural and unique human attribute that occurs as a function of our intelligence and, can happen in any activity in which the human intelligence is actively engaged. By definition, every human, from David Beckham to Tony Blair, has the capacity to be creative - it is just a matter of finding the medium that unleashes your creative talents - whether that be in politics, writing, sport, dance or whatever. However, in saying that, creativity (in most cases) is not something that self develops; it needs to be carefully nurtured, developed and worked at in the correct environment and with the appropriate support and guidance. It is has been often quoted that creativity is 5 per cent inspiration and 95 per cent perspiration, in other words, you have to work hard to be creative. Secondly, some have believed that you can't teach creativity, i.e. you are either creative or you are not. This is a common misconception and, as stated earlier, creativity is a natural human attribute that we all possess to a lesser or greater extent and thus should be recognized and promoted in all. Robinson describes creativity as something that is not a 'special quality confined to special people and it can be taught'. However, it is true to say that some are more creative than others - it all depends upon the chosen creative medium, the intelligence, understanding and skill of the individual(s). It is important to add at this point that creativity is not a purely intellectual process. It is multidimensional and is enriched by other capacities, these include feelings, skills, personality attributes, intuition and by a playful imagination to name but a few. Furthermore, creativity is not a separate faculty so much as an attitude: a willingness to continually reconsider what we take for granted . For this reason, creativity is neither a static or linear activity, it is instead a 'curved path' where the individual looks at or considers things from all different viewpoints before making decisions. This is the essence of creativity - the ability to find new and ingenious methods of looking at things and then acting upon them. This 'sideways' method of thinking is better known as lateral thinking, developed by Edward De Bono over 40 years ago. Though many have tried since the twentieth century, creativity has been difficult to accurately measure and analyze. Essentially, creativity plays upon human feelings and it seems it can only be 'measured' by the amount of satisfaction it gives our emotions. 3. THE MEANING OF CREATIVITY IN DESIGN AND TECHNOLOGY Design and Technology (D&T) is a practical subject with a hands on approach that offers pupils something that no other curriculum subject offers; the opportunity to create their imagined thoughts in the real word. D&T empowers pupils to change the made world. To quote James Dyson, "D&T is about making things that people want and that work well". Creativity lies at the very heart and soul of D&T education at secondary level. Creativity is what D&T seeks to develop in all pupils. For through being creative in the work they do, youngsters demonstrate their understanding of this now pivotal subject in the curriculum. Creativity and D&T go hand in hand; not having creative activity within D&T is like having a car with no petrol in it - you have the means to move forward but you don't have the input or driving force that makes you capable of driving forward. Creativity within D&T is seen in the same light, for D&T is the vehicle that allows pupils to be carried forward but creativity is the fuel that empowers them to progress. If creative learning and teaching runs out then the vehicle (D&T) ceases to progress its occupants (pupils). Creativity within D&T implies a whole host of attributes that pupils can use to learn to become creative, including, the freedom to explore, to take risks, to be innovative, to be inventive, to experiment, to learn from mistakes, to learn through making, to play, the list goes on and on. As this list suggests, being creative is not a linear path but a path you create yourself. This path can take many forms and take you in many directions, thus creativity is a multi-faceted process where your creativity is only limited by your imagination and skill. However, for far too long such crucial creative activities within D&T have been undervalued, frozen out and ignored by current methods of stringent teaching, assessment and inspection which allow for little or no creativity. Too much emphasis has been put upon creating a well-presented and sequenced portfolio of evidence where, projects are constructed through a culture of spoon-feeding and how to do instructions that do little to show any hi-order creativity skills and progression of the pupil. Instead, the projects are, apart from a few mundane differences, virtually identical in their construction and content. These practices in the opinion of many stifle and inhibit the creativity and ingenuity of pupils and go against the core principles of creative activity in D&T. Creativity, according to the Qualification and Curriculum Authority (QCA), can help to improve pupils' self esteem, motivation and achievement. It has been found that when creative activity is taking place, pupils become more curious to discover things for themselves; are more open to ideas; are keen to collaborate with others to explore ideas and often want to work beyond the lesson time. Creativity is seen by Robinson as a key element of 'learning to learn’. Creativity within D&T has far reaching implications and consequences for our wider modern day society. For design and creativity in D&T develops an essential toolbox of practical life skills that enables young people to understand, to think and to intervene creatively in a rapidly changing world where there is rarely one simple answer to life and work. Schon sees design as a powerful vehicle for learning, important for everyone, not because they might become designers, but because (through experiencing designing) they will become more accomplished thinkers and decision-makers. Furthermore, our technologically dependant society demands people who can continue to design, develop and deliver artifacts that fulfill human desires and bring about purposeful change to our made world. Creativity is vital for our long-term national development. For creative abilities are now being seen as fundamental in meeting the challenges of economic development and preparing youngsters for employment in the knowledge economy. For employers more than ever are placing a high premium on people with technological literacy, creativity and imagination in order to keep up and fulfill the demands of a 21st century economy and society driven forward by technology and innovation. Moreover, managing ones own learning, problem solving and teamwork are the three key skills that employers constantly prioritize. These skills are the precise abilities that D&T operates with. Many research studies and reports have been conducted by leading professionals and professional organizations that highlight the huge importance and role of creativity within education and D&T. The National Advisory Committee on Creative and Cultural Education conducted one such key report entitled 'All Our Futures'. The Blair government in 1997 set up this committee because the omission of creativity from the curriculum had become so serious. From the findings of this report, creativity was explicitly acknowledged as a key part of learning and vital for the future prosperity and economic growth of the nation. The report proposed four key characteristics of creativity - imagination, purpose, originality and value. These characteristics (shown below) are seen as the activities that D&T aims to actively promote in pupils and, are thus now distinguished as the core descriptors of creativity in D&T. 3.1 Imagination and Purpose Imagination is the process of seeing new possibilities and thinking 'out of the box' in order to provide unexpected solutions that lead away from the conventional or the norm. Creative insights often occur when existing ideas are combined in unexpected ways. However, in D&T imaginative creativity only occurs when the powerful interaction between the human imagination (the minds eye) and the human hand creates a concrete form (2-D or 3-D) that can be seen in public. Thus by default, being creative in D&T involves 'doing' something. Robinson highlights that you cannot be creative unless you are actually doing something and, in this respect creativity is different from imagination. In a sense, creative action in D&T is the application of imagination or thought in action. Secondly, the imagined a Continuous Improvement - PDCA - The DO Phase that self
develops; it needs to be carefully nurtured, developed and worked at
in the correct environment and with the appropriate support and
guidance. It is has been often quoted that creativity is 5 per cent
inspiration and 95 per cent perspiration, in other words, you have to
work hard to be creative.Let's start with our reminder of... "What is an improvement cycle?"Make Continuous Improvement One Of Your Goals - As Soon As You Possibly Can (ID: 74077)What Is An Improvement Cycle?"Everything we do is a process, every process has a customer"The Improvement Cycle is a highly disciplined and rigorous approach to problem solving using the Plan, Do, Check, Act (PDCA) methodology developed by Dr. W. Edwards Deming.The Improvement Cycle consists of seven steps, 3 in the Plan phase, 1 in the Do phase, 1 in the Check phase, and 2 in the Act phase.The PDCA cycle needs to be used in a continuous manner, select your theme or project, assess the current situation, plan and implement your solutions, check the effects of your changes, standardise on your new improved process, and plan for future improvements – the cycle continues.---SIDEBAR---Although a certain amount of value and benefit may be derived from implementing part of the PDCA improvement process, a far greater benefit will be achieved by sticking to the process and following all 4 phases as best you can. this is especially important when involving internal and/or external team members.Apart from getting the chance to read the main article (ID: 74077), I hope you have also read and understood the importance of the PLAN Phase..."Continuous Improvement - PDCA - The PLAN Phase (ID: 76694)" - If you missed it, please read it first, then come back.---END SIDEBAR---You'll have guessed by now that I am kind of 'hot' on processes and following them BUT let's not spend forever planning and doing nothing - once we can move let's move, get momentum going - the data will tell us whther we are on the right track or not. Hey! that's what this whole process is all about...We have a PLAN and trust it, we implement the plan (DO), we CHECK whether its working or not, if not, we fix it (ACT on the results).Ready to take a look at the 1 detailed step in the DO phase?TRUST YOUR PLANIf you have followed the previous three steps in the PLAN phase, you will have Secondly, some have believed that you can't teach creativity, i.e. you are either creative or you are not. This is a common misconception and, as stated earlier, creativity is a natural human attribute that we all possess to a lesser or greater extent and thus should be recognized and promoted in all. Robinson describes creativity as something that is not a 'special quality confined to special people and it can be taught'. However, it is true to say that some are more creative than others - it all depends upon the chosen creative medium, the intelligence, understanding and skill of the individual(s). It is important to add at this point that creativity is not a purely intellectual process. It is multidimensional and is enriched by other capacities, these include feelings, skills, personality attributes, intuition and by a playful imagination to name but a few. Furthermore, creativity is not a separate faculty so much as an attitude: a willingness to continually reconsider what we take for granted . For this reason, creativity is neither a static or linear activity, it is instead a 'curved path' where the individual looks at or considers things from all different viewpoints before making decisions. This is the essence of creativity - the ability to find new and ingenious methods of looking at things and then acting upon them. This 'sideways' method of thinking is better known as lateral thinking, developed by Edward De Bono over 40 years ago. Though many have tried since the twentieth century, creativity has been difficult to accurately measure and analyze. Essentially, creativity plays upon human feelings and it seems it can only be 'measured' by the amount of satisfaction it gives our emotions. 3. THE MEANING OF CREATIVITY IN DESIGN AND TECHNOLOGY Design and Technology (D&T) is a practical subject with a hands on approach that offers pupils something that no other curriculum subject offers; the opportunity to create their imagined thoughts in the real word. D&T empowers pupils to change the made world. To quote James Dyson, "D&T is about making things that people want and that work well". Creativity lies at the very heart and soul of D&T education at secondary level. Creativity is what D&T seeks to develop in all pupils. For through being creative in the work they do, youngsters demonstrate their understanding of this now pivotal subject in the curriculum. Creativity and D&T go hand in hand; not having creative activity within D&T is like having a car with no petrol in it - you have the means to move forward but you don't have the input or driving force that makes you capable of driving forward. Creativity within D&T is seen in the same light, for D&T is the vehicle that allows pupils to be carried forward but creativity is the fuel that empowers them to progress. If creative learning and teaching runs out then the vehicle (D&T) ceases to progress its occupants (pupils). Creativity within D&T implies a whole host of attributes that pupils can use to learn to become creative, including, the freedom to explore, to take risks, to be innovative, to be inventive, to experiment, to learn from mistakes, to learn through making, to play, the list goes on and on. As this list suggests, being creative is not a linear path but a path you create yourself. This path can take many forms and take you in many directions, thus creativity is a multi-faceted process where your creativity is only limited by your imagination and skill. However, for far too long such crucial creative activities within D&T have been undervalued, frozen out and ignored by current methods of stringent teaching, assessment and inspection which allow for little or no creativity. Too much emphasis has been put upon creating a well-presented and sequenced portfolio of evidence where, projects are constructed through a culture of spoon-feeding and how to do instructions that do little to show any hi-order creativity skills and progression of the pupil. Instead, the projects are, apart from a few mundane differences, virtually identical in their construction and content. These practices in the opinion of many stifle and inhibit the creativity and ingenuity of pupils and go against the core principles of creative activity in D&T. Creativity, according to the Qualification and Curriculum Authority (QCA), can help to improve pupils' self esteem, motivation and achievement. It has been found that when creative activity is taking place, pupils become more curious to discover things for themselves; are more open to ideas; are keen to collaborate with others to explore ideas and often want to work beyond the lesson time. Creativity is seen by Robinson as a key element of 'learning to learn’. Creativity within D&T has far reaching implications and consequences for our wider modern day society. For design and creativity in D&T develops an essential toolbox of practical life skills that enables young people to understand, to think and to intervene creatively in a rapidly changing world where there is rarely one simple answer to life and work. Schon sees design as a powerful vehicle for learning, important for everyone, not because they might become designers, but because (through experiencing designing) they will become more accomplished thinkers and decision-makers. Furthermore, our technologically dependant society demands people who can continue to design, develop and deliver artifacts that fulfill human desires and bring about purposeful change to our made world. Creativity is vital for our long-term national development. For creative abilities are now being seen as fundamental in meeting the challenges of economic development and preparing youngsters for employment in the knowledge economy. For employers more than ever are placing a high premium on people with technological literacy, creativity and imagination in order to keep up and fulfill the demands of a 21st century economy and society driven forward by technology and innovation. Moreover, managing ones own learning, problem solving and teamwork are the three key skills that employers constantly prioritize. These skills are the precise abilities that D&T operates with. Many research studies and reports have been conducted by leading professionals and professional organizations that highlight the huge importance and role of creativity within education and D&T. The National Advisory Committee on Creative and Cultural Education conducted one such key report entitled 'All Our Futures'. The Blair government in 1997 set up this committee because the omission of creativity from the curriculum had become so serious. From the findings of this report, creativity was explicitly acknowledged as a key part of learning and vital for the future prosperity and economic growth of the nation. The report proposed four key characteristics of creativity - imagination, purpose, originality and value. These characteristics (shown below) are seen as the activities that D&T aims to actively promote in pupils and, are thus now distinguished as the core descriptors of creativity in D&T. 3.1 Imagination and Purpose Imagination is the process of seeing new possibilities and thinking 'out of the box' in order to provide unexpected solutions that lead away from the conventional or the norm. Creative insights often occur when existing ideas are combined in unexpected ways. However, in D&T imaginative creativity only occurs when the powerful interaction between the human imagination (the minds eye) and the human hand creates a concrete form (2-D or 3-D) that can be seen in public. Thus by default, being creative in D&T involves 'doing' something. Robinson highlights that you cannot be creative unless you are actually doing something and, in this respect creativity is different from imagination. In a sense, creative action in D&T is the application of imagination or thought in action. Secondly, the imagined a Understand the Backend IVITY IN DESIGN AND TECHNOLOGYBeing a web developer when you mention the backend, I immediately think of database and content management system. In this article we’ll talk about the backend in a different light. The major source of profits from your online enterprise and you don’t have to be technical to implement what you learn.The backend refers to the income generated from the people that bought your initial product by purchasing from you again and again. The backend is where most of the money is made online. Getting the first sale is the most challenging part, once you’ve made your first sale, the customer will now how much value you’re adding into their lives. A lot of marketers are happy to make the first sale with little or no profit because they realize the potential for profits in the backend. You can email your customers whenever you want and when you create a new product, there’s an instant explosion of sales.Heres an example, let’s assume you have a product that sells for $49 and you move 10 per week. After 6 months that’s a tidy profit of $12,740. Let’s say you launch a new product that sells for $97 and send an email to all the people that bought your first product mentioning a 3-day only saleIf 20% (a reasonable proportion) bought your next product, that’ll be 52 people buying a product at $97, you’d make $5,044 in just a few days. That’s over 10 weeks of normal sales in just 3 days, spectacular!Now what you can do, is pre-program an autoresponder so that those people who now buy your first product after a few days have the opportunity to buy your second product. That’s a automatic system to upsell your customers and improve the amount of sales per visitor to your website. Initially, focus on that first sale and this knowledge will no doubt prove profitable.Hope you received useful information in this article. Design and Technology (D&T) is a practical subject with a hands on approach that offers pupils something that no other curriculum subject offers; the opportunity to create their imagined thoughts in the real word. D&T empowers pupils to change the made world. To quote James Dyson, "D&T is about making things that people want and that work well". Creativity lies at the very heart and soul of D&T education at secondary level. Creativity is what D&T seeks to develop in all pupils. For through being creative in the work they do, youngsters demonstrate their understanding of this now pivotal subject in the curriculum. Creativity and D&T go hand in hand; not having creative activity within D&T is like having a car with no petrol in it - you have the means to move forward but you don't have the input or driving force that makes you capable of driving forward. Creativity within D&T is seen in the same light, for D&T is the vehicle that allows pupils to be carried forward but creativity is the fuel that empowers them to progress. If creative learning and teaching runs out then the vehicle (D&T) ceases to progress its occupants (pupils). Creativity within D&T implies a whole host of attributes that pupils can use to learn to become creative, including, the freedom to explore, to take risks, to be innovative, to be inventive, to experiment, to learn from mistakes, to learn through making, to play, the list goes on and on. As this list suggests, being creative is not a linear path but a path you create yourself. This path can take many forms and take you in many directions, thus creativity is a multi-faceted process where your creativity is only limited by your imagination and skill. However, for far too long such crucial creative activities within D&T have been undervalued, frozen out and ignored by current methods of stringent teaching, assessment and inspection which allow for little or no creativity. Too much emphasis has been put upon creating a well-presented and sequenced portfolio of evidence where, projects are constructed through a culture of spoon-feeding and how to do instructions that do little to show any hi-order creativity skills and progression of the pupil. Instead, the projects are, apart from a few mundane differences, virtually identical in their construction and content. These practices in the opinion of many stifle and inhibit the creativity and ingenuity of pupils and go against the core principles of creative activity in D&T. Creativity, according to the Qualification and Curriculum Authority (QCA), can help to improve pupils' self esteem, motivation and achievement. It has been found that when creative activity is taking place, pupils become more curious to discover things for themselves; are more open to ideas; are keen to collaborate with others to explore ideas and often want to work beyond the lesson time. Creativity is seen by Robinson as a key element of 'learning to learn’. Creativity within D&T has far reaching implications and consequences for our wider modern day society. For design and creativity in D&T develops an essential toolbox of practical life skills that enables young people to understand, to think and to intervene creatively in a rapidly changing world where there is rarely one simple answer to life and work. Schon sees design as a powerful vehicle for learning, important for everyone, not because they might become designers, but because (through experiencing designing) they will become more accomplished thinkers and decision-makers. Furthermore, our technologically dependant society demands people who can continue to design, develop and deliver artifacts that fulfill human desires and bring about purposeful change to our made world. Creativity is vital for our long-term national development. For creative abilities are now being seen as fundamental in meeting the challenges of economic development and preparing youngsters for employment in the knowledge economy. For employers more than ever are placing a high premium on people with technological literacy, creativity and imagination in order to keep up and fulfill the demands of a 21st century economy and society driven forward by technology and innovation. Moreover, managing ones own learning, problem solving and teamwork are the three key skills that employers constantly prioritize. These skills are the precise abilities that D&T operates with. Many research studies and reports have been conducted by leading professionals and professional organizations that highlight the huge importance and role of creativity within education and D&T. The National Advisory Committee on Creative and Cultural Education conducted one such key report entitled 'All Our Futures'. The Blair government in 1997 set up this committee because the omission of creativity from the curriculum had become so serious. From the findings of this report, creativity was explicitly acknowledged as a key part of learning and vital for the future prosperity and economic growth of the nation. The report proposed four key characteristics of creativity - imagination, purpose, originality and value. These characteristics (shown below) are seen as the activities that D&T aims to actively promote in pupils and, are thus now distinguished as the core descriptors of creativity in D&T. 3.1 Imagination and Purpose Imagination is the process of seeing new possibilities and thinking 'out of the box' in order to provide unexpected solutions that lead away from the conventional or the norm. Creative insights often occur when existing ideas are combined in unexpected ways. However, in D&T imaginative creativity only occurs when the powerful interaction between the human imagination (the minds eye) and the human hand creates a concrete form (2-D or 3-D) that can be seen in public. Thus by default, being creative in D&T involves 'doing' something. Robinson highlights that you cannot be creative unless you are actually doing something and, in this respect creativity is different from imagination. In a sense, creative action in D&T is the application of imagination or thought in action. Secondly, the imagined a House Prices 2007 Will Strong Economy Keep House Prices Rising rojects are constructed through a culture of spoon-feeding and how to
do instructions that do little to show any hi-order creativity skills
and progression of the pupil. Instead, the projects are, apart from a
few mundane differences, virtually identical in their construction and
content. These practices in the opinion of many stifle and inhibit the
creativity and ingenuity of pupils and go against the core principles
of creative activity in D&T.Recently the Centre for Economics and Business Research (CEBR) predicted that in 2007 house prices could rise by ?1,000 a month. Their argument to support this bullish view of the UK housing market is based on the strong underlying performance of the UK economy.In particular they point to the large city bonuses being paid out in the financial sector. Workers in the Square Mile are expected to take home nearly ?9 billion which includes record levels of bonuses. This will maintain strong demand for housing in London and the South east.Other factors that point to rising house prices is the level of real interest rates. Interest rates are currently at 5.25% . This is the highest level for 6 years. However the level of real interest rates are not particularly high. This is because with CPI inflation at 3% and RPI at nearly 4%. The effective cost of interest rates is actually still quite low. Therefore this explains why the rise in interest rates has had little effect on dampening demand.However the CEBR do expect house price inflation to tail off at the end of the year.However their analysis could be criticised on several grounds. Firstly city bonuses are not reflective of the wider economy. Thus house prices away from London may not see the rising demand.Secondly the ? is overvalued at nearly $2. Many economists think that at some point in time the ? will need to devalue to reflect its true purchasing power. If the ? does devalue it will increase inflationary pressures. Therefore this will require higher interest rates to compensate.Thirdly there is increased evidence that the buy to let market is slowing down. The returns from renting a house are now less than the cost of a mortgage. With buyers concerned about a potential fall in prices, demand in this area is likely to be weak. There is also the possibility many buy to let landlords may take 2007 as an opportunity to sell and cash in on their capital gains.There are mixed opinions about the prospect for house prices in 2007 but recently the council for mortgage lenders predicted a more modest increase of 7% in 2007 and 5% in 2008 Creativity, according to the Qualification and Curriculum Authority (QCA), can help to improve pupils' self esteem, motivation and achievement. It has been found that when creative activity is taking place, pupils become more curious to discover things for themselves; are more open to ideas; are keen to collaborate with others to explore ideas and often want to work beyond the lesson time. Creativity is seen by Robinson as a key element of 'learning to learn’. Creativity within D&T has far reaching implications and consequences for our wider modern day society. For design and creativity in D&T develops an essential toolbox of practical life skills that enables young people to understand, to think and to intervene creatively in a rapidly changing world where there is rarely one simple answer to life and work. Schon sees design as a powerful vehicle for learning, important for everyone, not because they might become designers, but because (through experiencing designing) they will become more accomplished thinkers and decision-makers. Furthermore, our technologically dependant society demands people who can continue to design, develop and deliver artifacts that fulfill human desires and bring about purposeful change to our made world. Creativity is vital for our long-term national development. For creative abilities are now being seen as fundamental in meeting the challenges of economic development and preparing youngsters for employment in the knowledge economy. For employers more than ever are placing a high premium on people with technological literacy, creativity and imagination in order to keep up and fulfill the demands of a 21st century economy and society driven forward by technology and innovation. Moreover, managing ones own learning, problem solving and teamwork are the three key skills that employers constantly prioritize. These skills are the precise abilities that D&T operates with. Many research studies and reports have been conducted by leading professionals and professional organizations that highlight the huge importance and role of creativity within education and D&T. The National Advisory Committee on Creative and Cultural Education conducted one such key report entitled 'All Our Futures'. The Blair government in 1997 set up this committee because the omission of creativity from the curriculum had become so serious. From the findings of this report, creativity was explicitly acknowledged as a key part of learning and vital for the future prosperity and economic growth of the nation. The report proposed four key characteristics of creativity - imagination, purpose, originality and value. These characteristics (shown below) are seen as the activities that D&T aims to actively promote in pupils and, are thus now distinguished as the core descriptors of creativity in D&T. 3.1 Imagination and Purpose Imagination is the process of seeing new possibilities and thinking 'out of the box' in order to provide unexpected solutions that lead away from the conventional or the norm. Creative insights often occur when existing ideas are combined in unexpected ways. However, in D&T imaginative creativity only occurs when the powerful interaction between the human imagination (the minds eye) and the human hand creates a concrete form (2-D or 3-D) that can be seen in public. Thus by default, being creative in D&T involves 'doing' something. Robinson highlights that you cannot be creative unless you are actually doing something and, in this respect creativity is different from imagination. In a sense, creative action in D&T is the application of imagination or thought in action. Secondly, the imagined a Polyglottal Internet order to keep up and fulfill the demands of a 21st century economy and society driven forward by technology and innovation. Moreover, managing ones own learning, problem solving and
teamwork are the three key skills that employers constantly prioritize. These skills are the precise abilities that D&T operates with.The Internet started off as a purely American phenomenon and seemed to perpetuate the fast-emerging dominance of the English language. A negligible minority of web sites were in other languages. Software applications were chauvinistically ill-prepared (and still are) to deal with anything but English. And the vast majority of net users were residents of the two North-American colossi, chiefly the USA.http://www.everymail.com/All this started to change rapidly about two years ago. Early this year, the number of American users of the Net was surpassed by the swelling tide of European and Japanese ones. Non-English web sites are proliferating as well. The advent of the wireless Internet - more widespread outside the USA - is likely to strengthen this unmistakable trend. By 2005, certain analysts expect non-English speakers to make up to 70% of all netizens. This fragmentation of an hitherto unprecedentedly homogeneous market - presents both opportunities and costs. It is much more expensive to market in ten languages than it is in one. Everything - from e-mail to supply chains has to be re-tooled or customized.It is easy to translate text in cyberspace. Various automated, web-based, and free applications (such as Babylon or Travlang) cater to the needs of the casual user who doesn't mind the quality of the end-result. Virtually every search engine, portal and directory offers access to these or similar services.But straightforward translation is only one kind of solution to the tower of Babel that the Internet is bound to become.Enter WorldWalla. A while back I used their multi-lingual e-mail application. It converted text I typed on a virtual keyboard to images (of characters). My addressees received the message in any language I selected. It was more than cool. It was liberating. Along the same vein, WorldWalla's software allows application and content developers to work in 66 languages. In their own words:"WordWalla allows device manufacturers and application developers to meet this challenge by developing products that support any language. T Many research studies and reports have been conducted by leading professionals and professional organizations that highlight the huge importance and role of creativity within education and D&T. The National Advisory Committee on Creative and Cultural Education conducted one such key report entitled 'All Our Futures'. The Blair government in 1997 set up this committee because the omission of creativity from the curriculum had become so serious. From the findings of this report, creativity was explicitly acknowledged as a key part of learning and vital for the future prosperity and economic growth of the nation. The report proposed four key characteristics of creativity - imagination, purpose, originality and value. These characteristics (shown below) are seen as the activities that D&T aims to actively promote in pupils and, are thus now distinguished as the core descriptors of creativity in D&T. 3.1 Imagination and Purpose Imagination is the process of seeing new possibilities and thinking 'out of the box' in order to provide unexpected solutions that lead away from the conventional or the norm. Creative insights often occur when existing ideas are combined in unexpected ways. However, in D&T imaginative creativity only occurs when the powerful interaction between the human imagination (the minds eye) and the human hand creates a concrete form (2-D or 3-D) that can be seen in public. Thus by default, being creative in D&T involves 'doing' something. Robinson highlights that you cannot be creative unless you are actually doing something and, in this respect creativity is different from imagination. In a sense, creative action in D&T is the application of imagination or thought in action. Secondly, the imagined activity has to be directed at fulfilling a defined purpose and objective and have a point to its existence. In other words, it is no good fantasizing or conjuring up in your mind a flying two headed pink lion that can break-dance, as, even though it may be very imaginative and creative, it does not fulfill a real purpose in the made world. This kind of imagination should be left to Harry Potter novels. Therefore, the first fundamental characteristic of creativity can thus be defined as: - Imaginative processes with outcomes in the public world Originality The second key characteristic of creativity is the ability for D&T students to be original in their ideas and thinking. However, this does not mean that creative originality is always about producing something that has never been thought of or seen before. For in practice, for pupils to produce work that was completely new, original and never before thought of would be highly unlikely and wishful thinking. Nevertheless, this does not mean that pupils can't be creative; on the contrary, students can be original by producing work that is original or new to them. The Key Stage 3 National Strategy Pilot Framework for D&T suggests that originality occurs within three different categories: * Individual Pupil's work may be original in relation to his or her own previous work and output. *Relative Pupil's work may be original in relation to their peer group or to other young people of the same age. *Historic Pupil's work may be original in terms of anyone's previous output in a particular field (i.e. it may be completely original). Therefore, the second key characteristic of creativity can be detailed as: - Imaginative processes that produce outcomes that are original Value How creative a product is can only truly be judged by the amount of value it brings to the made world. Not in terms of how much it costs, but to how valid the solution is in relation to its purpose. In other words, does the creative result fulfill and meet genuine needs that exist in the world. Thus, innovative outcomes can only truly be creative if their introduction to the public domain is judged to be of value and of purpose. In terms of D&T and creative value, pupils need to judge as to whether their end product satisfies the criteria that they originally set out to attain. Critical evaluation and reflection is thus a vital ingredient for creative education and, should happen at any time during the creative process in D&T. Consequently, the third and most important description of creativity in D&T is described as: -Imaginative processes with outcomes that are original and of value Key Point The final definition encompasses all the four key characteristics and, is regarded by many as the definitive description of creativity in Design & Technology education and learning. From such key reports and findings, the government and authorities have finally recognized the explicit importance D&T and creativity plays in pupils' education and future lives in the knowledge economy. The latest government backed changes openly speak of getting pupils to learn to 'think and intervene creatively' and encourage them to 'become autonomous and creative problem solvers'. The next step is for teachers to find the ways of making this commitment to creativity a reality in the classrooms. The research findings have enabled a rationale to be formulated for developing design and make projects that engage and instill in pupils the value and importance of creativity within D&T education. Creativity, firstly and foremost, is a fun thing that allows pupils to play with their imagination. The design and make project must therefore be a catalyst that excites the senses and gets the creative juices of pupils flowing in abundance. The projects need to tap into the natural curiosity of pupils and engage their intellect from the start. This can only be achieved by the projects being designed and delivered in a context that pupils can relate to and connect with, for example using their social or cultural background. In addition, the projects need to be accompanied by stimulus that gets pupils engaged in creative and imaginative thought processes. Only through this will pupils truly engage with creative activities as they feel they have an understanding that allows them to have creative ownership of their learning and of the outcome. Creativity in D&T is a process of seeing new possibilities and dimensions not seen by others. In D&T, this can only be done through designing projects that test pupils to look for connections and make new associations with things that are not normally related, thus encouraging them to find new and creative ways of looking at things. Furthermore, the projects need to be designed to address real life design issues, this can be a great motivator for creative thought as it allows pupils to feel that they are actually designing a solution for 'real world' design problems. The projects need to bring out the best in pupils by providing an intrinsic challenge for pupils to get their teeth into. It is no good expecting pupils to create innovative products if they don't have pre-requisite skills needed to be creative. The design and make projects should have built-in opportunities for focused practical tasks designed to develop students creative designing and making skills using a range of materials, processes and techniques. These tasks should build-up pupils creative skills year on year, so that when they come to year 10 and 11 they are equipped with a firm knowledge base and experience of skills that they can draw upon. Key to any creative activity is the opportunity to experiment and explore ideas freely. A free response sketchbook should therefore be made an integral part of any design and make projects, as it allows pupils to experiment, explore and record ideas without being inhibited by neatness. Additionally, 3-D modeling should be used throughout the projects. It is excellent tool for unlocking creativity as it permits pupils to physically handle, manipulate, modify and test their ideas a lot more easily. The design and make projects must progress pupils creativity not simply by getting more difficult each year. Instead, new projects should allow pupils to integrate the knowledge, skills and understanding they have gained in previous projects into the new ones. The aim of these projects must thus be to develop pupils creative skills until they can become 'autonomous and creative problem solvers who can think and intervene creatively' and, 'produce imaginative outcomes that are original and of value'.
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