Với sự bùng nổ của các nền tảng mạng xã hội (MXH), trải nghiệm kết nối,
chia sẻ thông tin, học tập và giải trí của nhóm người trưởng thành trẻ đã trở
nên cực kỳ đa dạng, là nguồn cảm hứng để phát triển các ý tưởng mới lạ và
độc đáo. Nghiên cứu của chúng tôi muốn tìm hiểu liệu việc thường xuyên
sử dụng MXH có liên quan tới khả năng sáng tạo hay không. Trên 172 sinh
viên, chúng tôi đo lường tần suất sử dụng MXH qua bốn mục đích là kết nối
xã hội, giải trí, học tập và trao đổi thông tin, cùng với tần suất thực hiện các
hành vi sáng tạo và số lượng những thành tựu sáng tạo mà khách thể đã đạt
được. Kết quả phân tích hồi quy đa biến cho thấy, việc sử dụng MXH thường
xuyên với mục đích giải trí là một yếu tố gây cản trở các hành vi sáng tạo,
trong khi các mục đích sử dụng MXH khác là học tập, kết nối xã hội và trao
đổi thông tin không dự đoán đáng kể hành vi sáng tạo. Ngoài ra, mối quan
hệ giữa việc sử dụng MXH với các thành tựu sáng tạo cũng không có ý nghĩa.
Kết quả này cho thấy, sinh viên nên hạn chế tần suất sử dụng MXH với mục
đích giải trí để có thể dành nhiều thời gian hơn cho các hoạt động sáng tạo
có chất lượng khác.
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Chia sẻ: Thục Anh | Ngày: 18/05/2022 | Lượt xem: 320 | Lượt tải: 0
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predict more creative behavior of users. As we found a contrasting result
to our H3 hypothesis, it is possible that entertainment on SM did not
guarantee a better mood for users, not to mention it can result in a worsened
mood. The four items in the entertainment subscale of the SNUQ capture
“sharing photos”, “looking at funny sharing”, “watching movies” and
“relieving stress”. We suspect that some of these activities do not warrant a
better mood and can instead negatively affect users’ moods. For example,
“watching movies” might involve sad-ending or stress-inducing films, or
“sharing photos” might involve graphically disturbing contents. Moreover,
viewing photos, liking, or commenting on others’ posts have been shown
to reduce one’s self-esteem, increase social comparison, and subsequently
increase social anxiety in users (Jiang & Ngien, 2020). Although our study
did not examine mood directly, it is possible that while the initial purpose
for using SM is to entertain, users might have encountered negative
occurrences on SM that are not very pleasing to their moods, which then
result in reduced motivation and effort to perform other creative activities.
Our study did not only quantify creative behaviors but also measured
the socially recognized creative achievements of the participants, which
are the final products of creativity that are judged and evaluated by other
people. Although the number of creative achievements (measured with
CAQ) was positively (and also weakly) correlated with the frequencies
of SM usage across all four purposes, all of them were non-significant
predictors of creative achievements when included in our multivariate
regression model. This shows that the use of SM is indirectly related
to creative achievement but is not a direct factor that can lead to these
outcomes. We speculate that frequent SM usage is positively correlated
289
with creative achievement possibly through a third variable, which is
the formation of new ideas (or also called ideational behavior). SM
and a participatory culture have created an interactive, accessible and
completely free-of-charge environment for the creation and exchange of
ideas, thereby motivating individuals to synthesize existing concepts to
create new ideas. In other words, SM facilitates ideational behavior (Acar
et al., 2009), and the more effort one spends on forming new ideas, the
more likely he or she will subsequently put those ideas into production and
achieve more creative outcomes. However, the process from developing
an initial idea to finalizing it into final products requires a lot of effort,
cognitive skills, and implementation. Thus, having solely formed a new
idea does not always lead to the successful outcome that the idea will be
transformed into a product, let alone successful achievement. This is the
explanation that although regular use of SM is positively correlated with
creative achievement, SM is not a direct predictor of it because there are
many other important factors that can influence the final creative outcome
of an individual.
Drawing on our results, we would like to discuss some limitations
and suggestions for future research on this topic. Since this is a survey-
based cross-sectional study, we need to be careful with causal conclusions.
It is not yet clear whether the frequent use of SM has a causal link, either
positively or negatively, to creativity. To answer this question, we need
more experimental studies or multi-factorial studies that investigate
possible mediators and moderators of this relationship. In addition, both
measures of creativity used in our study, the CBI and CAQ, are subjective
self-report scales, which may not objectively measure creativity. Thus, we
suggest that future studies on Vietnamese participants should not only use
self-report measures but also administer some cognitive testing to measure
creativity, such as divergent thinking tests and convergent thinking
tests, as these are the two cognitive processes that have been shown to
be central in demonstrating creative abilities and can be objectively
measured (Lubart, 2016; Mumford, 2003). Lastly, all the participants
in our study were approached and recruited via SM, which means that
the participants themselves might already have a high level of SM usage.
Therefore, our results cannot be generalized to the group of people who
290
use SM less frequently, as this group might not have been proportionally
sampled in this study. Therefore, we suggest that future studies should pay
attention to recruiting participants through a variety of platforms other
than SM. We also suggest that it is necessary to conduct similar studies
to examine this relationship between frequent SM usage and creativity
on other groups of students who are often underrepresented, such as
students with learning disorders. Davis and Braun (2010), in their book
“the gift of dyslexia”, argue that there are some cognitive skills that dyslexic
students may perform better than their non-dyslexic counterparts thanks
to their nonverbal ways of thinking that can include picture thinking,
intuition, and multi-dimensional thoughts. These cognitive strategies,
the authors argue, can contribute to dyslexic children’s creative process.
Other researchers such as Cockcorft and Hartgill (2004) also noticed that
children with dyslexia did a better job than the control group at creating
more ideas on Torrance’s Tests of Creative Thinking. On the other hand,
Asuncion et al. (2012) suggest that learning disabled students also have
similar needs as students without learning disorders in terms of using SM
for studying and personal purposes, although they are more susceptible to
cyber-bullying, which can be one factor hindering the benefits users can
get from using SM. For example, Rasheed et al. (2020) found that cyber-
bullying significantly moderated the relationship between SM usage and
knowledge sharing, which then mediated normally developed, research
student’s creativity as the outcome. This means that for those facing with
higher cyber-bullying, the triadic relationship of SM usage-knowledge
sharing-creativity becomes weakened. Putting together, these findings
imply that the relationship between SM usage and creativity of those with
learning disorders can be sophisticated that warrant further studies.
V. CONCLUSION
Regular use of SM for academic, information exchange, and social
interaction purposes are all correlated with university students’ creativity.
This can either mean that those who are highly creative are more attracted
to SM, or SM is a platform of information freedom that encourages users
to generate more creative ideas and actions. However, using SM frequently
for the above purposes is not a direct predictor of creative behavior and
291
creative achievements. In contrast, the heavy use of SM for entertainment
purpose is shown to be a hindering factor of creative behavior. Based on
these results, SM users, especially young adults such as university students,
should actively limit the frequencies of using SM for entertainment
to instead engage in other high-quality activities that require creative
activities.
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