Creativity: Difference between revisions
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== Creativity in instructional design == | |||
Creativity is a very complex issue and its relation to flow is not obvious. « Optimal experience » has been described by gamers or programmers and it enhances without doubt productivity, but does not necessarily entail creativity. According to Feldman, Csikszentmihalyi and Gardner (1994), creativity should be studied and therefore facilitated by the teacher at three different levels : (1) the social field, e.g. a network of people who provide cognitive and affective support, instruction, evaluation, recognition, etc. ; (2) the domain (symbol systems of knowledge) ; and (3) the individual, i.e. intellectual traits, personal traits and cognitive structures. It is clear that education cannot influence all variables, but pedagogical design certainly can have a positive influence on individual dispositions that already exist. It can act upon conditions, i.e. on educational tasks and the general learning environment like the « class spirit » with the help of specially designed technology that we will introduce later on. By exposing students to open-ended, challenging, authentic and partly self-defined projects on one hand and by providing scaffolding and support on the other hand, the teacher does create situations where individual traits can be exposed and developed. | |||
== References == | == References == |
Revision as of 11:26, 13 May 2006
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Definition
Creativity is a more complex issue. It sometimes has been linked to "Optimal experience" which enhances productivity but does not necessarily entail creativity. According to Feldman (1994), creativity should be studied and therefore facilitated by the teacher at three different levels:
- the social field,
- the domain (symbol systems of knowledge) and
- the individual.
The table below inspired by Feldman (1994) lists some important variables that could be beneficial for creativity.
Level of analysis |
Some important variables that correlate with creativity |
|
---|---|---|
Individual |
Intellectual traits |
|
Personal traits |
|
|
Cognitive structures |
|
|
Symbolic environment (domain |
|
|
Social environment ("field") |
|
Creativity in instructional design
Creativity is a very complex issue and its relation to flow is not obvious. « Optimal experience » has been described by gamers or programmers and it enhances without doubt productivity, but does not necessarily entail creativity. According to Feldman, Csikszentmihalyi and Gardner (1994), creativity should be studied and therefore facilitated by the teacher at three different levels : (1) the social field, e.g. a network of people who provide cognitive and affective support, instruction, evaluation, recognition, etc. ; (2) the domain (symbol systems of knowledge) ; and (3) the individual, i.e. intellectual traits, personal traits and cognitive structures. It is clear that education cannot influence all variables, but pedagogical design certainly can have a positive influence on individual dispositions that already exist. It can act upon conditions, i.e. on educational tasks and the general learning environment like the « class spirit » with the help of specially designed technology that we will introduce later on. By exposing students to open-ended, challenging, authentic and partly self-defined projects on one hand and by providing scaffolding and support on the other hand, the teacher does create situations where individual traits can be exposed and developed.
References
- Feldman, D.H., Csikszentmihalyi, M. Gardner, H., (1994) Changing the world, A Framework for the Study of Creativity, Westport: Praeger