1st Edition

Creative Technologies Education Students as Digital Designers

Edited By Matt Bower, Belinda von Mengersen Copyright 2026
    288 Pages 66 B/W Illustrations
    by Routledge

    288 Pages 66 B/W Illustrations
    by Routledge

    This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world.

    With rapid advancements in artificial intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills for the future workplace and foster their enjoyment of learning through design. Bridging theory and practice, this collaborative work synthesises global research to provide actionable strategies for teachers. From multimedia and game design to augmented reality, robotics, 3D fabrication and more, it offers practical insights into how students can use cutting-edge technologies to design, invent, and solve problems creatively. The constructively sequenced and interconnected chapters feature evidence-based principles and real-world vignettes across all levels of schooling.

    Written by a team of academic experts, this open-access resource is a must-read for educators, researchers, and anyone passionate about unlocking the creative potential of the next generation using technology.

    1. The Critical Need for Creative Technologies Education

    Matt Bower, Garry Falloon, Jihyun Lee, and Tianchong Wang

     

    2. Philosophy, Theory, and Pedagogy of Technologies Education

    Thembi Mason, Lincoln Gill, Belinda von Mengersen, Leanne Cameron, Jon Mason, and Jubilee Smith

     

    3. Creativity and Creative Thinking

    Bronwyn Tregenza, Jodie Torrington, Shaun Nykvist, and Sarah Prestridge

     

    4. Systems Thinking, Design Thinking, Computational Thinking and Critical Thinking

    Christopher N. Blundell, Leanne Cameron, Michelle Mukherjee, Dung Tran, Ben Zunica, and Bronwyn Tregenza

     

    5. Students as Creative Designers with Technology

    Kim Rowston, Peter Murphy, and Belinda von Mengersen

     

    6. Students as Multimodal Designers and Authors

    Garry Falloon, Rachael Adlington, Len Unsworth, Jose Hanham, and Karen Woo

     

    7. Students as Designers with Augmented Reality

    Stefan Schutt, Walter Barbieri, Antoni Cantone, Damian Maher, and Amber McLeod

     

    8. Students as Designers with Virtual Reality

    Jason Zagami, Zi Siang See, Paul Unsworth, Damian Maher, Jo Blannin, and Nana Osei Bonsu

     

    9. Students as Designers of Digital Games

    Damian Maher, David A Martin, Natalie McMaster, Stefan Schutt, and Ben Zunica

     

    10. Students as Designers with Robotics and Control Systems

    Katie Waters, David A Martin, Natalie McMaster, Ben Zunica, Bronwyn Tregenza, and Martin Levins

    11. Students as Designers with 3D Design and Fabrication Technologies

    Carol Puddicombe, Rob Rouse, Marco Tolomei, and David Ellis

     

    12.  Students as Makers using Technologies

    David Ellis, Rob Rouse, Kim Rowston, Carol Puddicombe, Belinda von Mengersen, and Martin Levins

     

    13.  Students as Digital Designers in Engineering

    Matthew Daniel Christie, Belinda von Mengersen, Martin Levins, and Carol Puddicombe

     

    14.  Inclusive Technologies Education

    Shaun Nykvist, Damian Maher, Natalie McMaster, and Martin Levins

     

    15.  Assessment in Creative Technologies Education

    Emily Ashcroft, Lincoln Gill, and Coral Campbell

     

    16.  Creative Technologies Education – Lessons Learnt and Future Directions

    Matt Bower, Garry Falloon, Peter Murphy, Jon Mason, Thembi Mason, Kim Rowston, Leanne Cameron, Jihuyun Lee, and Tianchong Wang

    Biography

    Matt Bower is a multi-award winning Professor of Education and Technology who is intensely curious about innovative ways technologies can be used to advance student learning outcomes and experiences.

    Belinda von Mengersen is an Associate Professor of Design Technologies who is curious about technology's transformative potential to enrich creative, socio-critical, material, and speculative design practices.

     

    "This book is not only a roadmap but an invitation—to explore, experiment, and reimagine what is possible with technology for creative education. May it inspire you to embrace a future-forward view on learning and technology—with curiosity, purpose, and a commitment to empowering learners as creators."

    Danah Henriksen, Associate Professor of Leadership & Innovation , Mary Lou Fulton Teachers College, Arizona State University, USA