The limitations of an approach dominated by the notion of 'learning outcomes' is even more surprising given that advances in technology and the rapid effects of globalisation have increased the demand for creative and lateral thinkers (Fleming, Gibson and Anderson, 2016;Pink, 2005). Although traditionally people with these skills may have been more readily associated with the arts (Gardner, 1993;Robinson, 2001), the corporate sector has arguably been quicker to see the value of creativity than some educationalists (Laurie, 2016;Lichtenberg, Woock and Wright, 2007). In Harris' (2014) view, the corporate sector have coopted innovation as part of a 'creative turn'. The arts have subsequently ceded some of their 3 sovereignty over creativity to industry, evident in nomenclature associated with the 'creative economy' (Florida, 2002;O'Brien, 2015;Stock, 2013). The recent addition of the Arts to the STEM agenda, re-envisioned as STEAM (Science, Technology, Engineering, Arts, Mathematics), is a response to governments seeking to produce 'a scientifically literate, and ethically astute citizenry and workforce for the 21 st century' (Taylor, 2016: 92). Various governments are seeking to enhance their innovation agendas by recognising that different forms of knowledge and skills promote problem solving and hence foster creativity and innovation, thereby espousing the qualities of the