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Creative learning for your classroom Creative learning can be your best ally to generate an educational ecosystem in the classroom that substantially improves the learning opportunities of your students and makes your work easier. Creativity is a theme brought and brought into the current educational discourse, as Reckwitz (2017) points out in The Invention of Creativity, society 'wants to be creative and ought to be creative', the school does not escape from this gravitational pull and If it did not have enough problems, everybody hope it is a "creative school". But, it is not a bad idea at all, in fact bringing creativity to your classroom can give many advantages in learning management as we say now. The first problem is to distinguish what creativity is. As it is a trendy topic, it is often exaggerated and end up declaring creative everything that children do, whether it is a drawing without merit, mechanical writing or a weekend model that mysteriously does not coincide with the performance of the student's in classroom. Creative learning is based on generating a product that makes the "invisible" cognitive processes related to learning, visible in some way. This product, according to the consensus of various theoretical positions, must be socially relevant, a novelty for the learner and must be the result of a conscious and intentional activity to solve a problem. That's right; taking creative learning to the classroom begins by determining an exciting problem to solve. Make a number from 1 to 100, in Roman numerals or Arabic numbers, solve dozens of "problems" of distribution, addition, multiplication, a blackboard full of accounts or a questionnaire of 2 questions on 5 pages of the textbook, are not for nothing interesting problems. On the contrary, these types of activities make it difficult to work in the classroom, make the day heavy for teachers and boring for all. We will start with a project, which in other words is a proposal to solve a problem. For example, instead of filling the subtraction board, all they do is distort the concept and crush one of the conventional algorithms. Version 2 of the game The Cashier of the Play and Learn Math Book, 21 is a much more fun option. Here the problem is how to get rid of 445 points represented by colored chips or corsages. Another variant of that game with the same chips is how to get rid of them in 5, 6 or 7 attempts, depending on the desired complexity. Subtraction is also required but in a much more imaginative way. Do not believe me, but do it one day just out of curiosity and you will see the difference. A questionnaire about Cura Hidalgo is tedious and may even be silly, but the challenge of filling out a biographical form with less obvious data: why did become a Catholic priest? How was Cura Hidalgo's house? What furniture did he have? Why he did The Grito de Dolores at dawn? It turns the students into detectives, they do the same task, but it can be more productive and exciting. In the next post, we will review the contributions of one of the best creative learning models developed by the fabulous Mitch Resnick (in the image with his book) of the prestigious MIT in Boston. To offer other techniques for creative work. The idea is that your day will be lighter and more productive, to that extent your students will manage more and better learning.

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