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STREAM thiS TEAM (2020-1-PT01-KA201-078623)

REFERENCES

Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84–92, 141. Brown, T., & Wyatt, J. (2010). Design thinking for social innovation (SSIR). Stanford Social Innovation Review, 30(5).

Csikszentmihalyi, M. (2013). Creativity: Flow and the psychology of discovery and invention (reprint ed). HarperPerennial.

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.

European

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7/5/2021.

https://www.europeanschoolnetacademy.eu/dashboard

Ge, X., & Ifenthaler, D. (2015). Emerging technologies for STEAM education. USA: Educational

communications

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technology:

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https://doi.org/10.1007/978-3-319-02573-5, ISBN: 978-3-319-02572-8.

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.

Kolko, J., & Austin Center for Design. (2012). Wicked problems worth solving. Austin: Ac4d.

Learning Disabilities Association. (2019). Symptoms of learning disabilities. Retrieved. (December 1, 2019). https://ldaamerica.org/symptoms-of-learning-disabilities/ Marr, B. (2018). What is Industry 4.0? Here’s A super easy explanation for anyone Retrieved 9/5/2021. https://www.forbes.com/sites/bernardmarr/2018/09/02/what-is-industry-4-0-heresa-super-easy-explanation-for-anyone/?sh=4c88bf839788

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