Abstract:How holistically is human creativity defined, investigated, and understood? Until recently, most scientific research on creativity has focused on its positive side. However, creativity might not only be a desirable resource but also be a potential threat. In order to redefine creativity we need to analyze and understand definitions, collocations, and consequences of creativity. In this paper, we reviewed 42 explicit definitions and 120 collocations. The thematic analysis of our data reveals that the vast major… Show more
“…Etymologically, creativity derives from the Latin participle "creare" which means "to make, produce", and it is also related to "crescere" which means "arise" or "grow" (Kampylis & Valtanen, 2010). According to Weiner (2000) (as cited in Sawyer, 2012, p. 19), the word "creativity" appeared for the first time in an 1875 text by Adolfus William Ward and was used to suggest that there is something similar across all disciplines.…”
Section: Defining Creativity and Innovationmentioning
“…Etymologically, creativity derives from the Latin participle "creare" which means "to make, produce", and it is also related to "crescere" which means "arise" or "grow" (Kampylis & Valtanen, 2010). According to Weiner (2000) (as cited in Sawyer, 2012, p. 19), the word "creativity" appeared for the first time in an 1875 text by Adolfus William Ward and was used to suggest that there is something similar across all disciplines.…”
Section: Defining Creativity and Innovationmentioning
“…They concluded that since each of metrics measures something different, summing up the metrics to create an overall ideation effectiveness measure makes no sense. Kampylis and Valtanen (2010) suggest that creative product(s) must be novel (original, unconventional) and appropriate (valuable, useful). In a study by Bourgeois-Bougrine et al (2017), creativity involves the production of original, potentially workable, ideas to solve a problem.…”
This study is based on an interdisciplinary project aimed at ways to improve creativity among student designers. We examine the influence of different kinds of stimuli and relationships between ideas generation in product design creative outcomes. This entails a design of experiments approach to measure and determine whether factors as quantitative requirements, visual and physical stimuli can affect creativity scores. The statistical analysis suggests that briefs of no quantitative data without additional stimuli produce high scored ideas and minimize the variability of all three factors.
“…Open-ended technological and learning environments that treat microworld as "boundary objects" and allow learners to use them in personally meaningful ways, to collaboratively work with and discuss over them and their key concepts, or to question them and want to modify and improve them, are important coordinates of a context fostering various forms of creativity. We therefore argue that the seeds already exist in the theory of constructionism to address and study creativity through a more integrated conception, which is as a function of a person's ability, presuming an intentional process, occurring within a specific learning environment and entailing the generation of new products (Kampylis & Valtanen, 2010).…”
Section: Dealing Creatively With the "Difficult" Concept Of Sustainabmentioning
confidence: 98%
“…The analytical framework we employed to identify and discuss creativity is an adaptation of the categorical scheme suggested by Kampylis and Valtanen (2010). It views creativity 1) as being a function of the individual's and group's ability; 2) as being situated at the nexus of several interconnected processes; 3) as emerging from a facilitative learning context; and 4) as entailing the generation of new/novel abstract ideas and concrete outputs (digital artifacts).…”
Sustainability as a concept is by nature complex and elusive and therefore difficult to address. Creative thinking is thought among the core abilities needed to be fostered for developing a more integrated understanding of sustainability issues and for achieving a more sustainable world. We argue that Constructionism offers an appropriate frame of identifying and fostering creativity by viewing learning as an experiential process of collaboratively generating new ideas and meaningful digital artifacts through the active engagement with microworld. The study reported in this paper is based on the design and implementation of a pedagogical intervention aiming to engage students in creatively tinkering with a game microworld along with the concept of sustainability. Our analysis focuses on one group of students and examines how ideas and shared understandings of sustainability emerge and evolve along with the creation of a "sustainable city" digital game and through the students' constructive interaction with a related microworld.
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