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Artifact

Captivate Research Module- Creativity and Technology

 

Course

MCOM 542 Multimedia II

 

Outcome 2

Articulates, applies and adapts theoretical constructs of effective learning, technology integration and assessment. Show understanding of multiple intelligences, learning theories, and learning styles.

 

Summary

Fostering creativity in education is an on going process. Giving students the technology tools and freedom to create products based on their unique understanding of the subject area allows creativity to work hand and hand with technology and the learning process. This project addresses four key factors: ownership and control, relevance and motivation, time and space, and interaction with others.  These factors are paramount in creativity and technology. Because creativity is different for each individual, it is important to construct a working definition in order to effectively assess student work. This module also offers key research in creating a definition in which to base assessment of creativity.  Creativity is an added element of project creation that instructors may consider. This module gives students and instructors a basic approach to integrating creativity with technology and being able to assess it.

 

Reflection

Captivate is an amazing instructional program. This project allowed me time to explore the instructional benefits of using a program like captivate to design instruction. Through storyboarding, I was able to synthesize my research findings and create an audio, visual instructional representation of my research. This project taught me that the technical constructing of the module is just as important as the research synthesis. Creating quality, effective instructional artifacts should not be rushed. 

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