2017
DOI: 10.14204/ejrep.36.14110
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The interface of creativity, fluency, lateral thinking, and technology while designing Serious Educational Games in a science classroom

Abstract: Introducción. La creatividad es la producción de los nuevos, originales, únicos, y divergentes productos e ideas mediadas a través del pensamiento lateral. La evidencia sugiere que los altos niveles de creatividad y la fluidez son importantes en el desarrollo continuo de interés de los estudiantes, la eficacia y en última instancia, el impacto de carrera en las ciencias.Método. En este estudio, 559 estudiantes seleccionados al azar asistieron a un taller largo de ocho meses, para el diseño de videojuegos basad… Show more

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Cited by 12 publications
(15 citation statements)
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References 65 publications
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“…The general assessment of the VR laboratory by the classroom instructors and students seems to be that the VR fails to meet the student's needs associated with studies in the life sciences. This is particularly true when the learning activities, tasks, and assessments are designed without specific pedagogical approaches embedded into the EVR as suggested by Annetta (2008) and Lamb (2015). Importantly not only did the student themselves request good pedagogical approaches be embedded in the software they also identified the user interface as a key concern.…”
Section: Discussionmentioning
confidence: 99%
“…The general assessment of the VR laboratory by the classroom instructors and students seems to be that the VR fails to meet the student's needs associated with studies in the life sciences. This is particularly true when the learning activities, tasks, and assessments are designed without specific pedagogical approaches embedded into the EVR as suggested by Annetta (2008) and Lamb (2015). Importantly not only did the student themselves request good pedagogical approaches be embedded in the software they also identified the user interface as a key concern.…”
Section: Discussionmentioning
confidence: 99%
“…La mayoría de los artículos seleccionados un total de 60 utilizan la metodología cuantitativa (Barr, 2020;Clarke et al, 2016;Hosseini et al, 2019;Huang, 2019;Lamb et al, 2015;Marín-Díaz et al, 2019;Sinde et al, 2015). Los estudios que utilizan la metodología cualitativa son 12 (Aguilar y Adell, 2018;Woessner, 2015;Campos et al, 2020;Näykki et al, 2019;Nor-Arevian et al, 2015).…”
Section: Criterio 1: Metodología De Los Artículos Analizadosunclassified
“…As Lindell (2011) suggests, "creativity refers to an ability to generate original, novel, flexible, and useful ideas that are not constrained by established mental habits". "Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking" (Lamb, Annetta, & Vallett, 2015). "There is considerable pressure to promote creativity and fluency as a means to develop the next generation of technological and scientific innovations within government agencies and companies.…”
Section: Lateral Thinkingmentioning
confidence: 99%
“…For example, the National Science Foundation, Intel, Microsoft, and Google all engage in competitive funding awards specifically identifying creativity as a goal. Other organizations also routinely offer contests promoting large awards for innovation and creative applications of science" (Lamb et al, 2015).…”
Section: Lateral Thinkingmentioning
confidence: 99%