Demonstrates that creativity can be developed and - with the variety of technology resources currently available - doing so is not only possible, but practical and effective. Through examples and practical approaches the book guides educators in weaving Maker, STEAM, Robotics, and Gaming into instruction; encouraging motivation, entrepreneurship, and curiosity; and finding technology tools and resources to support student creativity
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.