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Design Education for Fostering Creativity and Innovation in China

Book Description

To maintain their status in the global marketplace, it is imperative for emerging economies to focus on the creation of high quality products in order to compete with organizations worldwide. To increase their economic momentum, it is necessary to utilize innovative and creative strategies to discovery and produce desirable goods. Design Education for Fostering Creativity and Innovation in China discusses the issues surrounding Chinese policy by analyzing the role design education plays in fostering an innovation-based economy. This compendium of contemporary research explores the challenges and opportunities presented by design education, and strategies to foster creativity to sustain China’s economic progress. This book is ideal for educators, administrators, students of education, and policy makers in China and abroad.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
    2. List of Reviewers
  6. Preface
    1. INTRODUCTION: THE CHINESE ‘ECONOMIC MIRACLE’
    2. INNOVATION BY DESIGN
    3. DESIGN EDUCATION
    4. THE QUESTION
    5. THIS BOOK
    6. REFERENCES
  7. Acknowledgment
  8. Chapter 1: Co-Existence
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. WEAKNESSES AND CHALLENGES OVERVIEW
    5. EDUCATIONAL CHALLENGES
    6. SOLUTIONS AND RECOMMENDATIONS
    7. FUTURE RESEARCH DIRECTIONS
    8. CONCLUSION
    9. REFERENCES
    10. KEY TERMS AND DEFINITIONS
  9. Chapter 2: Critical Thinking and Design Education in China
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. CRITICAL THINKING
    5. INNOVATION DYNAMICS
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
    10. APPENDIX
  10. Chapter 3: Developing an Integral Approach for Chinese Design Education
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. DEVELOPING A NEW FRAMEWORK FOR CDE
    5. SOLUTION OF AN INTEGRAL APPROACH FOR CDE
    6. FUTURE RESEARCH DIRECTION
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  11. Chapter 4: So, What is Creativity?
    1. ABSTRACT
    2. INTRODUCTION
    3. THE RISE OF CREATIVE INDUSTRIES IN CHINA
    4. THE RAPID DEVELOPMENT OF ANIMATION EDUCATION IN CHINA
    5. ISSUES IDENTIFIED IN ANIMATION EDUCATION
    6. KNOWLEDGE GAP IN ANIMATION EDUCATION RESEARCH
    7. THE IMPORTANCE OF CREATIVITY IN EDUCATION
    8. CREATIVITY AND CREATIVITY RESEARCH
    9. CATEGORIES OF CREATIVE MAGNITUDE
    10. RESEARCHES ON STUDENTS’ CONCEPTION OF CREATIVITY
    11. RESEARCH APPROACHES AND DESIGN
    12. RESEARCH FINDINGS AND DISCUSSION
    13. CONCLUSION
    14. FUTURE RESEARCH DIRECTIONS
    15. REFERENCES
    16. key terms and DEFINITIONS
  12. Chapter 5: Chinese Students' Experiences in American MFA Programs in Digital Arts
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. SOLUTIONS AND RECOMMENDATIONS
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
    7. REFERENCES
    8. KEY TERMS AND DEFINITIONS
  13. Chapter 6: Crowdfunding, Entrepreneurship, and Design Education
    1. ABSTRACT
    2. INTRODUCTION
    3. KEY CONCEPTS AND THEORETICAL BASIS
    4. RESEARCH DESIGN
    5. PREPARING FOR DATA COLLECTION
    6. COLLECTING THE EVIDENCES
    7. ANALYZING THE EVIDENCES
    8. LIMITATIONS AND FUTURE RESEARCH DIRECTIONS
    9. CONCLUSION
    10. ACKNOWLEDGMENT
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
  14. Chapter 7: Industry
    1. ABSTRACT
    2. INTRODUCTION
    3. CASES AND EXPERIENCE OF INDUSTRY-ACADEMIA PARTNERSHIP IN DESIGN EDUCATION
    4. THE INFLUENCE OF INDUSTRY-ACADEMIA PARTNERSHIPS IN DESIGN EDUCATION ON TEACHERS AND STUDENTS
    5. CHALLENGES AND DIFFICULTIES FACED BY INDUSTRY-ACADEMIA PARTNERSHIPS IN DESIGN EDUCATION
    6. FUTURE RESEARCH DIRECTIONS
    7. CONCLUSION
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  15. Chapter 8: Play, Think, Design
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND: PLAY, CULTURAL DEVELOPMENT, AND DESIGN - CONCEPTUAL BRIDGES
    4. HOW DOES THE DESIGN PROCESS PLAY OUT? PLAY FOR DESIGN: DESIGN PLAY, ENHANCING CREATIVITY EDUCATION
    5. PLAY BRIDGING CULTURES
    6. HK’S RELEVANCE TO CHINA
    7. THE INTRODUCTION TO DESIGN THINKING AND PROCESSES SUBJECT CURRICULUM
    8. OBJECTIVES
    9. PROJECT BRIEF
    10. CONCLUSION: RELEVANCE OF EXPERIMENT TO CHINA AND EMERGING COUNTRIES
    11. REFERENCES
    12. KEY TERMS AND DEFINITIONS
  16. Chapter 9: The Neurolecturer as Model for Design Education
    1. ABSTRACT
    2. INTRODUCTION
    3. EMOTIONAL EDUCATION AND CREATIVITY: A CASE FROM SPAIN
    4. THE NEUROLECTURER
    5. DEFINING THE NEUROLECTURER
    6. AN AGENT OF DISRUPTION
    7. NEUROLECTURER: COMPETENCES FOR DESIGN EDUCATION
    8. RICHARD BRANSON: A CASE STUDY
    9. NEUROLECTURER: THE SCIENCE BEHIND
    10. FUTURE RESEARCH
    11. CONCLUSION
    12. ACKNOWLEDGMENT
    13. REFERENCES
    14. KEY TERMS AND DEFINITIONS
    15. ENDNOTES
  17. Chapter 10: 20 Years of Doctoral Research Studies in Design in Hong Kong
    1. ABSTRACT
    2. INTRODUCTION
    3. BACKGROUND
    4. 20 YEARS OF PhD STUDIES IN DESIGN
    5. FUTURE RESEARCH DIRECTIONS
    6. CONCLUSION
    7. ACKNOWLEDGMENT
    8. REFERENCES
    9. KEY TERMS AND DEFINITIONS
  18. Compilation of References
  19. About the Contributors