The effect of task constraints on idea generation in creative word-formation group work for beginner-level German learners

System ◽  
2021 ◽  
pp. 102635
Author(s):  
Dennis Lindenberg
Author(s):  
Esther E. Klein

Until recently, creativity has been a neglected research topic (Steinberg & Lubart, 1999), although it is a central concern for schools and universities. Steinberg and Lubart have defined creativity as “the ability to produce work that is both novel (i.e., original, unexpected) and appropriate (i.e., useful, adaptive concerning task constraints)” (p. 3). Teachers in classrooms challenge students to generate creative ideas so as to foster independent thinking. This article aims to investigate normative influence as a barrier to creative idea generation that is present in the classroom and to propose information technology (IT)-based solutions to remove these barriers. Specifically, the article considers the influence of group support systems (GSS) on creativity within the classroom, reviews the pertinent literature, and suggests relationships between the use of GSS and creative idea generation.


2021 ◽  
Author(s):  
Erik Ciravegna

Design Drama is an applied theatre method to foster creativity and holistic human development in educational and professional contexts. It incorporates theatre games, creative improvisation exercises, storytelling techniques and other resources from different artistic, educational, and therapeutic fields into the design process. This method combines divergent thinking with embodied creativity to support idea generation and concept definition. Also, it helps to research in-depth the users of products or services by considering them as if they were characters performing in a story (project dramatization). Just as an actor do when studying a role in a play, Design Drama encourages designers to do work on themselves to identify with their project recipients rationally, emotionally, and physically and deeply understand their actual needs. Finally, such a person-oriented approach fosters designers’ soft skills and team building in group work, encouraging personal growth and increased empathy.


Author(s):  
Pavol Stekauer ◽  
Salvador Valera ◽  
Livia Kortvelyessy
Keyword(s):  

Author(s):  
Andrew M Gordon ◽  
Sarah R Lewis ◽  
Ann-Christin Eliasson ◽  
Susan V Duff

Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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