Creativity, the ability to generate new and useful ideas, is one of the
most desirable employability skills in the twenty-first century. Despite this need,
creative ideas are scarce because we have a tendency to activate semantically
related information and concepts and thus are constrained from producing new,
unconventional ideas. Thus, we conducted this current study as part of a research
project to develop and test a gamification training program that helps the practice of
far conceptual combination. In this study, a computerized game was programmed
in PsyhoPy2, and then validated by correlating 49 participants’ game performances
with several creativity measures, including divergent thinking, convergent thinking
and insight problem solving. The results suggest that divergent thinking is central
and necessary for game performance. Potential for an effective gamification
approach and possible improvements for the game training was finally discussed.
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al., 2004a), convergent thinking skill was not necessarily required in the game that
mostly relies on associating concepts without strict requirements to select the best
ideas. Alternatively, it could also mean that our game performance measures did not
explicitly capture this ability.
In case of insight problem solving, it is a complex, higher process cognition
that can be difficult to understand scientifically (Batchelder & Alexander, 2012).
The collection of classic insight problems, such that was used in our studies, is very
heterogeneous in which each insight problem has its own character to provoke
insights (Chu & MacGregor, 2011). Overall, the relationship between insight problem
solving and game performance across three rounds was not found, although a
significant finding emerged regarding the creative performance in one of the rounds
in the game. We conjecture that the low number of insight problems used in our
studies might have limited our observation of the participants’ insight problem
solving skill.
The relationship between game performance and personality
Exploratory analyses showed that, although openness to experience often
relates to creativity (Feist, 1999), it does not correlate with the creative performance
in the game. This means that how creative and open-minded a person is does not
relates to how creatively they will play the game and implies that individuals with
either high or low creative divergent thinking can be encouraged to practice forming
creative associations in the game.
Feedback for the game, limitations and suggestions for future research
By collecting game feedback, it was found that most participants still depended
on semantic relatedness to form associations. This suggests that more explicit, stricter
game rules can be made to encourage breaking this pattern. Moreover, analyses of
game behavior help us to understand how participants perform in the game. In
contrast to the presumption of Osborn (1957) that more ideas generated will increase
the average creativity of those ideas, our results showed that this is not the case
within the game. Specifically, the more concept cards used to form associations, the
less creative those associations are. This can be explained that, with a set of both
related and unrelated concepts presented in the game (concepts from the same
category versus concepts from different categories), a tendency to associate related
concepts by using semantic relatedness will result in more cards played but less
creative explanations for their associations. Our finding of a negative relationship
between game fluency and game creativity supports other studies (Baruah & Paulus,
2008; Rietzschel, Nijstad, & Stroebe, 2007), suggesting that fluency and creativity
Phần 2. cÔNG NGHỆ VÀ GIÁO Dục 269
may not necessarily be complementary to each other. This implies that clear and
explicit instructions should be made to encourage players focusing on the quality
(creativity) instead of the quantity (fluency) of associations in the game.
There are some points that should be addressed in future research, such as
extending our concept card database and consider adding more game elements to
retain enjoyment and benefits to players with scientific evidence. A development
of an automatic scoring system will also be beneficial for the analysis of game
performance.
Taken together, our research offers some first evidence of creativity correlates
of a potential creativity training game, which focuses on developing conceptual
combination practice, an important cognitive skill for creative thought.
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NÂNG CAO SỰ SÁNG TẠO QUA GAME GIÁO DỤC TRÊN MÁY TÍNH: PHÁT
TRIểN VÀ KẾT QUẢ BAN ĐẦU VỀ MốI TƯƠNG QUAN VớI CÁC THANG ĐO TƯ
DUY SÁNG TẠO
Tóm tắt: Sáng tạo, khả năng tạo ra những ý tưởng mới và hữu ích, là một trong
những kỹ năng làm việc được mong muốn nhất trong thế kỷ 21. Bất chấp nhu
cầu này, các ý tưởng sáng tạo vẫn khan hiếm vì chúng ta có xu hướng kích hoạt
các thông tin và khái niệm liên quan đến nhau về mặt ngữ nghĩa, và do đó bị hạn
chế trong việc tạo ra các ý tưởng mới và độc đáo. Do đó, chúng tôi thực hiện một
nghiên cứu, và nghiên cứu này nằm trong chuỗi dự án nghiên cứu phát triển và
thử nghiệm một phần mềm huấn luyện bằng game máy tính giúp thực hành việc
liên kết khái niệm xa. Trong nghiên cứu này, trò chơi được lập trình bằng phần
mềm PsychoPy2, và sau đó mối tương quan giữa kết quả trò chơi với một số
thang đo tư duy sáng tạo được kiểm định, bao gồm tư duy phân kỳ, tư duy hội tụ
và giải quyết vấn đề sáng tạo. Kết quả cho thấy tư duy phân kỳ là trọng tâm cần
thiết để thực hiện trò chơi. Chúng tôi thảo luận tiềm năng và những sự cải tiến có
thể được phát huy cho cách tiếp cận huấn luyện tư duy sáng tạo bằng game máy
tính này ở cuối bài.
Từ khóa: Tư duy sáng tạo, Huấn luyện bằng game, Tư duy phân kỳ, Tư duy hội
tụ, Giải quyết vấn đề sáng tạo.
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