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Teaching Computational Creativity

Teaching Computational Creativity
Author: Michael Filimowicz
Publisher: Cambridge University Press
Total Pages:
Release: 2017-05-02
Genre: Psychology
ISBN: 1108165850

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Teaching Computational Creativity examines the new interdisciplinary pedagogies of today's coding-intensive interactive media and design curricula. Students, researchers and faculty will find a comprehensive overview of educational practices pertaining to innovation fields such as digital media, 3D printing, agile development, physical computing, games, dance, collaboration, teacher education and online learning. This volume fills an important gap in the literature on creative computation, as practitioners are rarely challenged to reflect on or share their teaching practices. How do we design effective inter-, multi-, cross- and trans-disciplinary pedagogy and curricula? Brought together here are essays on the pedagogies that produce the so-called 'unicorns' - graduates who can code and create. Here, the intertwining of (what many consider mutually exclusive) artistic sensitivities and computational skills plays an essential role, calling forth a new kind of undergraduate curriculum attuned to the interweaving of skillsets and theoretic knowledge needed to create and innovate with ever-changing technologies.


Teaching Computational Creativity

Teaching Computational Creativity
Author: Michael Filimowicz
Publisher: Cambridge University Press
Total Pages: 349
Release: 2017-05-02
Genre: Computers
ISBN: 1107138043

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Computational Creativity

Computational Creativity
Author: Tony Veale
Publisher: Springer
Total Pages: 398
Release: 2019-07-25
Genre: Computers
ISBN: 3319436104

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Computational creativity is an emerging field of research within AI that focuses on the capacity of machines to both generate and evaluate novel outputs that would, if produced by a human, be considered creative. This book is intended to be a canonical text for this new discipline, through which researchers and students can absorb the philosophy of the field and learn its methods. After a comprehensive introduction to the idea of systematizing creativity the contributions address topics such as autonomous intentionality, conceptual blending, literature mining, computational design, models of novelty, evaluating progress in related research, computer-supported human creativity and human-supported computer creativity, common-sense knowledge, and models of social creativity. Products of this research will have real consequences for the worlds of entertainment, culture, science, education, design, and art, in addition to artificial intelligence, and the book will be of value to practitioners and students in all these domains.


Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom

Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 969
Release: 2021-07-16
Genre: Education
ISBN: 1668424126

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The education system is constantly growing and developing as more ways to teach and learn are implemented into the classroom. Recently, there has been a growing interest in teaching computational thinking with schools all over the world introducing it to the curriculum due to its ability to allow students to become proficient at problem solving using logic, an essential life skill. In order to provide the best education possible, it is imperative that computational thinking strategies, along with programming skills and the use of robotics in the classroom, be implemented in order for students to achieve maximum thought processing skills and computer competencies. The Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom is an all-encompassing reference book that discusses how computational thinking, programming, and robotics can be used in education as well as the benefits and difficulties of implementing these elements into the classroom. The book includes strategies for preparing educators to teach computational thinking in the classroom as well as design techniques for incorporating these practices into various levels of school curriculum and within a variety of subjects. Covering topics ranging from decomposition to robot learning, this book is ideal for educators, computer scientists, administrators, academicians, students, and anyone interested in learning more about how computational thinking, programming, and robotics can change the current education system.


Code as Creative Medium

Code as Creative Medium
Author: Golan Levin
Publisher: MIT Press
Total Pages: 289
Release: 2021-02-02
Genre: Education
ISBN: 0262542048

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An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.


Teaching Computational Thinking and Coding to Young Children

Teaching Computational Thinking and Coding to Young Children
Author: Bers, Marina
Publisher: IGI Global
Total Pages: 362
Release: 2021-06-25
Genre: Education
ISBN: 1799873102

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Computational thinking is a lifelong skill important for succeeding in careers and life. Students especially need to acquire this skill while in school as it can assist with solving a number of complex problems that arise later in life. Therefore, the importance of teaching computational thinking and coding in early education is paramount for fostering problem-solving and creativity. Teaching Computational Thinking and Coding to Young Children discusses the importance of teaching computational thinking and coding in early education. The book focuses on interdisciplinary connections between computational thinking and other areas of study, assessment methods for computational thinking, and different contexts in which computational thinking plays out. Covering topics such as programming, computational thinking assessment, computational expression, and coding, this book is essential for elementary and middle school teachers, early childhood educators, administrators, instructional designers, curricula developers, educational software developers, researchers, educators, academicians, and students in computer science, education, computational thinking, and early childhood education.


AI for Creativity

AI for Creativity
Author: Niklas Hageback
Publisher:
Total Pages: 112
Release: 2021-08
Genre: Artificial intelligence
ISBN: 9781032048673

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What is computational creativity? Can AI learn to be creative? One of the human mind's most valuable feature is the capacity to formulate creative thoughts, an ability that through quantum leap innovations has propelled us to the current digital age. However, creative breakthroughs are easier said than done, appearing less frequent and more sporadic than desired, it seems that we have not yet fully cracked the creative code. But with the rapid advances in artificial intelligence which have come to provide an ever closer proximity with the cognitive faculties of mankind, can this emerging technology improve our creative capabilities? What will that look like and will it be the missing link in the man-machine enigma? AI for Creativity provides a fascinating read of what is currently emerging in the very cutting edge area of artificial intelligence and the tools being developed to enable computational creativity that hold the propensity to dramatically change our lives.


Computers and Creativity

Computers and Creativity
Author: Jon McCormack
Publisher: Springer Science & Business Media
Total Pages: 441
Release: 2012-08-21
Genre: Computers
ISBN: 3642317278

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This interdisciplinary volume introduces new theories and ideas on creativity from the perspectives of science and art. Featuring contributions from leading researchers, theorists and artists working in artificial intelligence, generative art, creative computing, music composition, and cybernetics, the book examines the relationship between computation and creativity from both analytic and practical perspectives. Each contributor describes innovative new ways creativity can be understood through, and inspired by, computers. The book tackles critical philosophical questions and discusses the major issues raised by computational creativity, including: whether a computer can exhibit creativity independently of its creator; what kinds of creativity are possible in light of our knowledge from computational simulation, artificial intelligence, evolutionary theory and information theory; and whether we can begin to automate the evaluation of aesthetics and creativity in silico. These important, often controversial questions are contextualised by current thinking in computational creative arts practice. Leading artistic practitioners discuss their approaches to working creatively with computational systems in a diverse array of media, including music, sound art, visual art, and interactivity. The volume also includes a comprehensive review of computational aesthetic evaluation and judgement research, alongside discussion and insights from pioneering artists working with computation as a creative medium over the last fifty years. A distinguishing feature of this volume is that it explains and grounds new theoretical ideas on creativity through practical applications and creative practice. Computers and Creativity will appeal to theorists, researchers in artificial intelligence, generative and evolutionary computing, practicing artists and musicians, students and any reader generally interested in understanding how computers can impact upon creativity. It bridges concepts from computer science, psychology, neuroscience, visual art, music and philosophy in an accessible way, illustrating how computers are fundamentally changing what we can imagine and create, and how we might shape the creativity of the future. Computers and Creativity will appeal to theorists, researchers in artificial intelligence, generative and evolutionary computing, practicing artists and musicians, students and any reader generally interested in understanding how computers can impact upon creativity. It bridges concepts from computer science, psychology, neuroscience, visual art, music and philosophy in an accessible way, illustrating how computers are fundamentally changing what we can imagine and create, and how we might shape the creativity of the future.


Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education

Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education
Author: Kalogiannakis, Michail
Publisher: IGI Global
Total Pages: 568
Release: 2020-06-26
Genre: Education
ISBN: 179984577X

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While the growth of computational thinking has brought new awareness to the importance of computing education, it has also created new challenges. Many educational initiatives focus solely on the programming aspects, such as variables, loops, conditionals, parallelism, operators, and data handling, divorcing computing from real-world contexts and applications. This decontextualization threatens to make learners believe that they do not need to learn computing, as they cannot envision a future in which they will need to use it, just as many see math and physics education as unnecessary. The Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education is a cutting-edge research publication that examines the implementation of computational thinking into school curriculum in order to develop creative problem-solving skills and to build a computational identity which will allow for future STEM growth. Moreover, the book advocates for a new approach to computing education that argues that while learning about computing, young people should also have opportunities to create with computing, which will have a direct impact on their lives and their communities. Featuring a wide range of topics such as assessment, digital teaching, and educational robotics, this book is ideal for academicians, instructional designers, teachers, education professionals, administrators, researchers, and students.


Teaching Computational Thinking

Teaching Computational Thinking
Author: Maureen D. Neumann
Publisher: MIT Press
Total Pages: 201
Release: 2021-12-21
Genre: Computers
ISBN: 0262045052

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A guide for educators to incorporate computational thinking—a set of cognitive skills applied to problem solving—into a broad range of subjects. Computational thinking—a set of mental and cognitive tools applied to problem solving—is a fundamental skill that all of us (and not just computer scientists) draw on. Educators have found that computational thinking enhances learning across a range of subjects and reinforces students’ abilities in reading, writing, and arithmetic. This book offers a guide for incorporating computational thinking into middle school and high school classrooms, presenting a series of activities, projects, and tasks that employ a range of pedagogical practices and cross a variety of content areas. As students problem solve, communicate, persevere, work as a team, and learn from mistakes, they develop a concrete understanding of the abstract principles used in computer science to create code and other digital artifacts. The book guides students and teachers to integrate computer programming with visual art and geometry, generating abstract expressionist–style images; construct topological graphs that represent the relationships between characters in such literary works as Harry Potter and the Sorcerer’s Stone and Romeo and Juliet; apply Newtonian physics to the creation of computer games; and locate, analyze, and present empirical data relevant to social and political issues. Finally, the book lists a variety of classroom resources, including the programming languages Scratch (free to all) and Codesters (free to teachers). An accompanying website contains the executable programs used in the book’s activities.