Methods to Include a Creative and Critical Thinking Approach in Education

Creative School -hankkeen ensimmäinen raportti on valmistunut ja ladattavissa alla olevan linkin kautta. 

Raportissa esitellään hankekumppaneiden keräämiä esimerkkejä ja hyviä käytäntöjä luovan ja kriittisen ajattelun kehittämisestä opetuksessa. Esimerkit on jaoteltu neljään tyyppiin:

  • Type 1: Museum-School Partnerships and Resources
  • Type 2: STEAM, City Councils and Maker Spaces collaborations
  • Type 3: Workshops and Creative Spaces
  • Type 4: Collaborative initiatives

Raportissa myös tuodaan esiin, miten luova ja kriittinen ajattelu näkyvät partnerimaiden koulujen opetussuunnitelmissa, ja millaisia ajatuksia ja tarpeita eri maiden opettajilla on.

Raportti myös esittelee CRAFTED-mallin hankkeessa kehitettävien oppimisresurssien pohjaksi.

  • Cross-curricular and inter-disciplinary: Embedding creativity and critical thinking across the curriculum;
  • Respectful: There is a transformative learning experience when children and young people are encouraged to share their voices, opinions and personal experiences when exploring collections in an open, holistic and safe environment;
  • Adaptable: Each teacher should be able to work with the resource and adapt it according to the needs of the school cycle (primary, middle school or post-primary school);
  • Flexible: Provide flexible methods of evaluation that allow teachers to find their way around and construct their own evaluation grid. The overall objective is to determine the students' ability to follow and complete a project;
  • Thinking routines and strategies: Learners should be encouraged to think speculatively, to acknowledge and build on what members of their peer group are saying, and to build confidence and competence in their own ideas and evidence building
  • Electronic/Digital: OER should be in digital format; simple to use and with concise instructions; no need to download applications; quick to assimilate; using images and videos, also augmented reality and virtual reality especially in the future; adopting a gameplay solution; using digital storytelling and personal stories; participatory; active involvement of the student for producing knowledge; no need for special tools.
  • Differentiated: Allow for teachers to interpret and adapt the resources for student’s learning needs.

Raportti on luettavissa ja ladattavissa Creative School -hankkeen verkkosivuilla: