STREAM thiS TEAM (2020-1-PT01-KA201-078623)
IZMANTOTĀ LITERATŪRA 1. Brown, T., Wyatt, J. (2010). Design thinking for social innovation (SSIR). Stanford Social Innovation Review, 30(5). 2. Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84. 3. Csikszentmihalyi, M. (2013). Creativity: Flow and the psychology of discovery and invention (Reprint ed.). New York: Harper Perennial. 4. Csikszentmihalyi, M., Wolfe, R. (2000). New conceptions and research approaches to creativity: Implications of a systems perspective for creativity in education. International Handbook of Giftedness and Talent, 2, 81–91. 5. European Schoolnet Academy (2021). https://www.europeanschoolnetacademy.eu/dashboard.
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6. Ge, X., Ifenthaler, D. (2015). Emerging Technologies for STEAM Education. USA: Educational Communications and Technology: Issues and Innovations, ISBN: 978-3-31902572-8, DOI: 10.1007/978-3-319-02573-5. 7. Hooker, M. (2017). A Study on the Implementation of the Strengthening Innovation and Practice in Secondary Education Initiative for the preparation of Science, Technology, English and Mathematics (STEM) Teachers in Kenya to integrate Information and Communication Technology (ICT) in Teaching and Learning (PhD Thesis). Queen’s University Belfast. 8. Kolko, J., Austin Center for Design. (2012). Wicked problems problems worth solving. Austin, Texas: Ac4d. 9. Learning Disabilities Association (2019). Symptoms of Learning Disabilities. Iegūts 01/12/2019 no https://ldaamerica.org/symptoms-of-learning-disabilities/ 10. Marr, B. (2018). What is Industry 4.0? Here’s A Super Easy Explanation For Anyone Iegūts 09/05/2021 no https://www.forbes.com/sites/bernardmarr/2018/09/02/what-is-industry-40-heres-a-super-easy-explanation-for-anyone/?sh=4c88bf839788. 11. Miller, J. (2013). STEAM for student engagement. R. McBridge & M. Searson (Eds.), Proceedings of society for information technology & teacher education international conference 2013 (pp.3288-3298). Chesapeake: AACE. 12. Partnership for 21st Century Skills (P21) (2011). P21 common core toolkit. A guide to aligning the common core state standarts with the framework for 21st century skills. The partnership for 21st Century Skills, Washington, D.C.: Partnership for 21st Centurt Skills. 13. Quigley, C. F., Herro, D. (2016). Finding the joy in the unknown: Implementation of STEAM teaching practices in middle school science and math classrooms. Journal of Science Education and Technology, 25(3), 410–426. 14. STEM to STEAM (2014). What is STEAM? Rhode island independent school district: STEM to STEAM initiative. Iegūts no http://stemtosteam.org . 17