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Keep Smiling

100 ideas for teaching creativity / Stephen Bowkett

By: Material type: TextTextPublication details: Continuum, London : 2008Edition: 2nd edDescription: xiii, 141 pISBN:
  • 9781846841859 (pbk)
Subject(s): DDC classification:
  • 370.152 B679
Contents:
1. The big picture 2. Myths about creative thinking 3. So what is creativity? 4. Our basic resources 5. Thinking with the whole mind 6. Creative thinking and the left and reight brain 7. Gee whizz facts about the brain 8. Brain waves and the creative alpha state 9. The creative attitude 10. Many viewpoints 11. Intelligence or ‘intelligences’ 12. Understanding or understandings 13. Doing meaning-making 14. Creativity blockers 15. Reactive thinking 16. The creative environment 17. The Pygmalion effect 18. The creative contract 19. Building the creative environment 20. Do it like walt 21. Goal oriented and strategic thinking 22. Proactive versus wishful thinking 23. Encouraging creativity 24. Brainscapes and throughtscapes 25. Metaphor mations 26. The turn of word 27. Metacognition and creativity 28. Finding a balance 29. Sob stories 30. Making learning dynamic 31. Neurological levels and creativity 32. Surface structure and deep structure 33. Making it safe 34. Three cool tools (for keeping it safe but exciting) 35. The five ‘P’ principles 36. Developing emotional resourcefulness 37. Self-esteem and creativity 38. The ringtone strategy 39. Inspiration and education 40. The thinking toolbox 41. A look in the the box 42. Ideas matrix 43. Associating 44. Link to think brainstorming 45. How many uses for a paper clip? 46. Evaluating 47. Generalizing 48. Handling ambiguity and paradox 49. Hypothesizing 50. The story behind what we see 51. Inferring 52. Inventing 53. Personifying 54. Problem solving 55. Solve it 56. Velcro thinking 57. Solving and making analogies 58. Visualizing 59. Insight problems 60. Games and activities: visual literacy 61. The metaphor game 62. First impressions 63. Notice and tell 64. The thinking comes out in the language 65. Looking for clues 66. Looking out from the watchtower 67. Visualization challenges 68. Obserpinions 69. Responsibility and creativity 70. Cognitive distortions 71. Color it 72. Now listen 73. Jump in 74. Engagement through variety and diversity 75. The color of saying 76. Games and activities: organizing information 77. Visual organizers 78. Using subconscious thinking tools 79. Grids and perceptual filtering 80. Transfer the skill 81. Criss cross 82. Metaphors again 83. The 6x6 problem solver 84. Jumping out of the box 85. The tree column game 86. Taking stock 87. Games and activities : language and imagination 88. Context sentences and the six big important questions 89. Connective prompting and logical clue 90. The before game 91. The while game 92. The if then fame 93. Quality questioning 94. The computer in the box 95. Let’s pretend we don’t know anything 96. A lesson of questions 97. (W) ringing the changes 98. The fortunately/unfortunately game 99. New acronyms 100. New mnemonics 101. Playing with proverbs 102. The merlin game 103. Criss-cross ad the merlin game 104. The pyramid organizer 105. People are like onions 106. The knowledge pyramid 107. Read all about it 108. Storylines and narrative structure 109. The what if game 110. What if? Stars 111. Themed what if? 112. The why game 113. Mediations 114. The circle organizer 115. Bringing it all together 116. Four areas for assessing creative ideas 117. The 3:1 ratio for feed back 118. New marking symbols 119. From knowledge to know how 120. Walking along the road the mastery 121. Authenticity in teaching and learning 122. Ideas now 123. So create 124. Recognizing effective learners 125. Food fro thought
List(s) this item appears in: Education
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Books Books UE-Central Library 370.152 B679 (Browse shelf(Opens below)) Available T11679
Books Books UE-Central Library 370.152 B679 (Browse shelf(Opens below)) Available T10510

1. The big picture
2. Myths about creative thinking
3. So what is creativity?
4. Our basic resources
5. Thinking with the whole mind
6. Creative thinking and the left and reight brain
7. Gee whizz facts about the brain
8. Brain waves and the creative alpha state
9. The creative attitude
10. Many viewpoints
11. Intelligence or ‘intelligences’
12. Understanding or understandings
13. Doing meaning-making
14. Creativity blockers
15. Reactive thinking
16. The creative environment
17. The Pygmalion effect
18. The creative contract
19. Building the creative environment
20. Do it like walt
21. Goal oriented and strategic thinking
22. Proactive versus wishful thinking
23. Encouraging creativity
24. Brainscapes and throughtscapes
25. Metaphor mations
26. The turn of word
27. Metacognition and creativity
28. Finding a balance
29. Sob stories
30. Making learning dynamic
31. Neurological levels and creativity
32. Surface structure and deep structure
33. Making it safe
34. Three cool tools (for keeping it safe but exciting)
35. The five ‘P’ principles
36. Developing emotional resourcefulness
37. Self-esteem and creativity
38. The ringtone strategy
39. Inspiration and education
40. The thinking toolbox
41. A look in the the box
42. Ideas matrix
43. Associating
44. Link to think brainstorming
45. How many uses for a paper clip?
46. Evaluating
47. Generalizing
48. Handling ambiguity and paradox
49. Hypothesizing
50. The story behind what we see
51. Inferring
52. Inventing
53. Personifying
54. Problem solving
55. Solve it
56. Velcro thinking
57. Solving and making analogies
58. Visualizing
59. Insight problems
60. Games and activities: visual literacy
61. The metaphor game
62. First impressions
63. Notice and tell
64. The thinking comes out in the language
65. Looking for clues
66. Looking out from the watchtower
67. Visualization challenges
68. Obserpinions
69. Responsibility and creativity
70. Cognitive distortions
71. Color it
72. Now listen
73. Jump in
74. Engagement through variety and diversity
75. The color of saying
76. Games and activities: organizing information
77. Visual organizers
78. Using subconscious thinking tools
79. Grids and perceptual filtering
80. Transfer the skill
81. Criss cross
82. Metaphors again
83. The 6x6 problem solver
84. Jumping out of the box
85. The tree column game
86. Taking stock
87. Games and activities : language and imagination
88. Context sentences and the six big important questions
89. Connective prompting and logical clue
90. The before game
91. The while game
92. The if then fame
93. Quality questioning
94. The computer in the box
95. Let’s pretend we don’t know anything
96. A lesson of questions
97. (W) ringing the changes
98. The fortunately/unfortunately game
99. New acronyms
100. New mnemonics
101. Playing with proverbs
102. The merlin game
103. Criss-cross ad the merlin game
104. The pyramid organizer
105. People are like onions
106. The knowledge pyramid
107. Read all about it
108. Storylines and narrative structure
109. The what if game
110. What if? Stars
111. Themed what if?
112. The why game
113. Mediations
114. The circle organizer
115. Bringing it all together
116. Four areas for assessing creative ideas
117. The 3:1 ratio for feed back
118. New marking symbols
119. From knowledge to know how
120. Walking along the road the mastery
121. Authenticity in teaching and learning
122. Ideas now
123. So create
124. Recognizing effective learners
125. Food fro thought

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