Technology Materials, Creative Thinking, Play, and the Arts

Technology Materials, Creative Thinking, Play, and the Arts
photo by: Alana Elliott
By J.P. Isenberg|M. R. Jalongo
Pearson Allyn Bacon Prentice Hall

Technology is changing the availability of materials and resources for creative thinking, play, and the arts. It has given teachers and children access to works of art from all historical periods and across many cultures, opportunities to explore inventions, and information through searches and Web quests. The Internet, in particular, has made whole museum collections widely available to students and teachers (Arts Education Partnership, 2004a). Teachers today use various technologies such as CD-ROM encyclopedias, computers and calculators, digital sound and visual image recording, and the Internet to promote creative thought and to integrate play and the arts across disciplines (March, 2004). Technological materials can invite new ways of playing and expressing ideas. They are tools that enable children to create and control their own playful microworlds; they invite fantasy creations by the imaginative child and enable children to play with real-world items, such as musical instruments, works of art, dolls, and story characters (Arts Education Partnership, 2004a; Swaminathan & Wright, 2003).

Technology materials that promote creative thought are appropriate for all children. Research (Haugland, 2001) shows that creativity is significantly diminished in children who use drill-and-practice software for just 45 minutes per week. All adults who work with children and computers, an example of one kind of technology, need to know how to choose and use software that facilitates children’s creative and artistic expression as well as their own roles in facilitating children’s learning with computers.

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