Tabletop Games in a Digital World
ERIC Educational Resources Information Center
Ragatz, Carolyn; Ragatz, Zach
2018-01-01
Why encourage children to play board games? In the increasing disconnect of our digital lives, playing games provides a way to connect and relate with others on a human level. Strategy and role-playing games provide intellectual challenges and stretch creativity to keep the gifted mind engaged in solving problems. At the same time, the players…
Things to Do in Duskwood When You're Dead: English Lessons from "World of Warcraft"
ERIC Educational Resources Information Center
Moon, Brian
2008-01-01
"World of Warcraft" is an online computer game with over nine million players, many of them technically-minded young males. A proportion of these young males engage in spontaneous creative writing about their game adventures. They enjoy highly formulaic genres, such as the epic poem, with its complex technical requirements. This has…
ERIC Educational Resources Information Center
Sigirtmac, Ayperi Dikici
2016-01-01
In recent years, chess training is offered as a compulsory elective course in some pre-schools, whereas it is not offered in some other pre-schools. There are children who attend chess clubs outside of schools. Chess is considered to be a game of intelligence, and its effects on individuals have been the subject of many researches. This study was…
An Analysis of Creative Process Learning in Computer Game Activities through Player Experiences
ERIC Educational Resources Information Center
Inchamnan, Wilawan
2016-01-01
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Mind, Machine, and Creativity: An Artist's Perspective.
Sundararajan, Louise
2014-06-01
Harold Cohen is a renowned painter who has developed a computer program, AARON, to create art. While AARON has been hailed as one of the most creative AI programs, Cohen consistently rejects the claims of machine creativity. Questioning the possibility for AI to model human creativity, Cohen suggests in so many words that the human mind takes a different route to creativity, a route that privileges the relational, rather than the computational, dimension of cognition. This unique perspective on the tangled web of mind, machine, and creativity is explored by an application of three relational models of the mind to an analysis of Cohen's talks and writings, which are available on his website: www.aaronshome.com.
Mind, Machine, and Creativity: An Artist's Perspective
Sundararajan, Louise
2014-01-01
Harold Cohen is a renowned painter who has developed a computer program, AARON, to create art. While AARON has been hailed as one of the most creative AI programs, Cohen consistently rejects the claims of machine creativity. Questioning the possibility for AI to model human creativity, Cohen suggests in so many words that the human mind takes a different route to creativity, a route that privileges the relational, rather than the computational, dimension of cognition. This unique perspective on the tangled web of mind, machine, and creativity is explored by an application of three relational models of the mind to an analysis of Cohen's talks and writings, which are available on his website: www.aaronshome.com. PMID:25541564
Effects of the Skills4Genius sports-based training program in creative behavior
Santos, Sara; Jiménez, Sergio; Sampaio, Jaime; Leite, Nuno
2017-01-01
Team Sports has been suggested as a suitable environment to investigate creative behavior. This study’s purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player’s actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates’ and opponents’ positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children’s disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child. PMID:28231260
Effects of the Skills4Genius sports-based training program in creative behavior.
Santos, Sara; Jiménez, Sergio; Sampaio, Jaime; Leite, Nuno
2017-01-01
Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player's actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates' and opponents' positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children's disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.
NASA Astrophysics Data System (ADS)
Mirawati
2017-02-01
The research departed from an issue found regarding the number sense of kindergarten children and as a solution to this problem, the research proposes the use of creative mathematical games in the teaching and learning. Departing from the issue and the offered solution, the following problems are about Children’s ability of number sense before and after the implementation of creative mathematical games; the forms of creative mathematical games in improving children’s number sense; the implementation of creative mathematical games in improving children’s number sense; and the factors possibly affecting the implementation of creative mathematical games. This study use action research method. The data were collected through observation, interview, and documentation and then qualitatively analysed using thematic analysis technique. The findings show that children respond positively to the creative mathematical games. They demonstrate fairly high enthusiasm and are able to understand number as well as its meaning in various ways. Children’s number sense has also improved in terms of one-on-one correspondence and mentioning and comparing many objects. The factors possibly affecting the implementation of these creative mathematical games are the media and the stages of teaching and learning that should be in accordance with the level of kindergarten children’s number sense.
ERIC Educational Resources Information Center
Yeh, Y. -c.; Lin, C. S.
2018-01-01
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…
Haller, Chiara S; Bosma, Colin M; Kapur, Kush; Zafonte, Ross; Langer, Ellen J
2017-04-01
The objective of the present investigation was to examine the association of mindful creativity with the trajectory of recovery (emotional, interpersonal, cognitive, and total functioning) of patients with severe TBI. This was drawn from a subsample of an adult prospective cohort study on severe TBI in Switzerland; patients and their relatives were assessed at 3, 6, and 12 months (patients N = 176, relatives N = 176). Predictor measures were assessed using Mindful Creativity Scale-short form and time (trajectory of functioning of the patient over time). Outcome measures were assessed using Patient Competency Rating Scale for Neuro-rehabilitation (PCRS-NR; measuring emotional, interpersonal, cognitive, and total functioning post-injury). All measures were assessed at each time point. Mixed linear models were run separately for ages >50 and ≤50 (i.e., bimodal distribution). Patients' mindful creativity showed no significant association with patients' functioning across time in any of the models. In all age groups, interpersonal functioning decreased across time (slope >50 = -4.66, p = .037; slope ≤50 = -7.19, p = .007). Interestingly, in age group ≤50, interpersonal functioning increased when looking at relative mindful creativity by time (slope = 1.69, p = .005). Additionally, relatives mindful creativity was significantly associated with patients' functioning in age group ≤50: (a) patients' total functioning (slope = 0.18, p = .03) and (b) cognitive functioning (slope = 0.72, p = .020). Relatives' mindful creativity was significantly associated with patients' functioning after severe TBI. Implications for treatment and future research are discussed.
ERIC Educational Resources Information Center
Eow, Yee Leng; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan
2010-01-01
Creativity is an important entity in developing human capital while computer games are the current generation's contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design,…
Mind, Machine, and Creativity: An Artist's Perspective
ERIC Educational Resources Information Center
Sundararajan, Louise
2014-01-01
Harold Cohen is a renowned painter who has developed a computer program, AARON, to create art. While AARON has been hailed as one of the most creative AI programs, Cohen consistently rejects the claims of machine creativity. Questioning the possibility for AI to model human creativity, Cohen suggests in so many words that the human mind takes a…
Exploring the Link between Mind Wandering, Mindfulness, and Creativity: A Multidimensional Approach
ERIC Educational Resources Information Center
Agnoli, Sergio; Vanucci, Manila; Pelagatti, Claudia; Corazza, Giovanni Emanuele
2018-01-01
Even if mind wandering (MW) and mindfulness have traditionally been intended as separate and antithetical constructs, the roles of these 2 mental states on creative behavior were jointly explored in this article. In particular, MW was analyzed in light of a recent approach suggesting a differentiation between deliberate and spontaneous MW, whereas…
ERIC Educational Resources Information Center
Hamlen, Karla R.
2009-01-01
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Some Video Games Can Increase the Player's Creativity
ERIC Educational Resources Information Center
Moffat, David C.; Crombie, William; Shabalina, Olga
2017-01-01
It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts of video games may have different effects, on different types of creativity; or none at all.…
Smeekens, Bridget A; Kane, Michael J
2016-11-01
Should executive control, as indicated by working memory capacity (WMC) and mind-wandering propensity, help or hinder creativity? Sustained and focused attention should help guide a selective search of solution-relevant information in memory and help inhibit uncreative, yet accessible, ideas. However, unfocused attention and daydreaming should allow mental access to more loosely relevant concepts, remotely linked to commonplace solutions. Three individual-differences studies inserted incubation periods into one or two divergent thinking tasks and tested whether WMC (assessed by complex span tasks) and incubation-period mind wandering (assessed as probed reports of task-unrelated thought [TUT]) predicted post-incubation performance. Retrospective self-reports of Openness (Experiment 2) and mind-wandering and daydreaming propensity (Experiment 3) complemented our thought-probe assessments of TUT. WMC did not correlate with creativity in divergent thinking, whereas only the questionnaire measure of daydreaming, but not probed thought reports, weakly predicted creativity; the fact that in-the-moment TUTs did not correlate divergent creativity is especially problematic for claims that mind-wandering processes contribute to creative cognition. Moreover, the fact that WMC tends to strongly predict analytical problem solving and reasoning, but may not correlate with divergent thinking, provides a useful boundary condition for defining WMC's nomological net. On balance, our data provide no support for either benefits or costs of executive control for at least one component of creativity.
Mind Wandering and the Incubation Effect in Insight Problem Solving
ERIC Educational Resources Information Center
Tan, Tengteng; Zou, Hong; Chen, Chuansheng; Luo, Jin
2015-01-01
Although many anecdotes suggest that creative insights often arise during mind wandering, empirical research is still sparse. In this study, the number reduction task (NRT) was used to assess whether insightful solutions were related to mind wandering during the incubation stage of the creative process. An experience sampling paradigm was used to…
ERIC Educational Resources Information Center
Seibold, David R.; Steinfatt, Thomas M.
To extend information on communication to game theory, a study was conducted (1) to determine whether there was a relationship between dogmatism of players in a creative alternative game and their game behavior, and (2) to compare the behavior of federal prison inmates playing a game under conditions of real rewards and full communication…
ERIC Educational Resources Information Center
Skophammer, Karen
2011-01-01
Creativity--where does it come from? When nurturing creativity, it is necessary to have an open mind. By nurturing a creative mind, one finds that artists' ideas flow freely, so students need to look deeper into the artworks, the artists' lives, and what was behind the inspiration for the work. Imagining themselves as one of the artists they have…
Are Two Minds Better than One? Creativity and Teacher Education
ERIC Educational Resources Information Center
Roberge, Ginette D.; Gagnon, Lissa L.
2012-01-01
When students are directly engaged in group activities, what factors make it more likely that group work will serve as a conduit to creativity? And--since working with groups means working with people--does the concept of "two minds are better than one" lead to greater creativity? An analysis of student teacher narratives uncovered six main,…
Mind Sparklers. Fireworks for Igniting Creativity in Young Minds. Book 1 for Grades K-3.
ERIC Educational Resources Information Center
Myers, Robert E.
The 40 activities contained in this book were designed to persuade students to think both critically and creatively. The activities call for the use of all 18 of E. Paul Torrance's creative thinking abilities. The theoretical underpinnings for this collection are based upon philosophical and pedagogical beliefs that experiences be positive: if…
ERIC Educational Resources Information Center
Ong, Lay See; Leung, Angela K.-Y.
2013-01-01
Drawing on the integrative system theory of creativity combining the person, process, and press perspectives, this research offers the first evidence of how high-need-for-cognitive-closure (NFC) individuals' creative mind can be opened up, by making them become more cognizant of uncreative ideas as consensually invalid solutions to creative…
Smeekens, Bridget A.; Kane, Michael J.
2015-01-01
Should executive control, as indicated by working memory capacity (WMC) and mind-wandering propensity, help or hinder creativity? Sustained and focused attention should help guide a selective search of solution-relevant information in memory and help inhibit uncreative, yet accessible, ideas. However, unfocused attention and daydreaming should allow mental access to more loosely relevant concepts, remotely linked to commonplace solutions. Three individual-differences studies inserted incubation periods into one or two divergent thinking tasks and tested whether WMC (assessed by complex span tasks) and incubation-period mind wandering (assessed as probed reports of task-unrelated thought [TUT]) predicted post-incubation performance. Retrospective self-reports of Openness (Experiment 2) and mind-wandering and daydreaming propensity (Experiment 3) complemented our thought-probe assessments of TUT. WMC did not correlate with creativity in divergent thinking, whereas only the questionnaire measure of daydreaming, but not probed thought reports, weakly predicted creativity; the fact that in-the-moment TUTs did not correlate divergent creativity is especially problematic for claims that mind-wandering processes contribute to creative cognition. Moreover, the fact that WMC tends to strongly predict analytical problem solving and reasoning, but may not correlate with divergent thinking, provides a useful boundary condition for defining WMC’s nomological net. On balance, our data provide no support for either benefits or costs of executive control for at least one component of creativity. PMID:28458764
Culture and Creativity: World of Warcraft Modding in China and the US
NASA Astrophysics Data System (ADS)
Kow, Yong Ming; Nardi, Bonnie
Modding - end-user modification of commercial hardware and software - can be traced back at least to 1961 when Spacewar! was developed by a group of MIT students on a DEC PDP-1. Spacewar! evolved into arcade games including Space Wars produced in 1977 by Cinematronics (Sotamaa 2003). In 1992, players altering Wolfenstein 3-D (1992), a first person shooter game made by id Software, overwrote the graphics and sounds by editing the game files. Learning from this experience, id Software released Doom in 1993 with isolated media files and open source code for players to develop custom maps, images, sounds, and other utilities. Players were able to pass on their modifications to others. By 1996, with the release of Quake, end-user modifications had come to be known as "mods," and modding was an accepted part of the gaming community (Kucklich 2005; Postigo 2008a, b). Since late-2005, we have been studying World of Warcraft (WoW) in which the use of mods is an important aspect of player practice (Nardi and Harris 2006; Nardi et al. 2007). Technically minded players with an interest in extending the game write mods and make them available to players for free download on distribution sites. Most modders work for free, but the distribution sites are commercial enterprises with advertising.
Accessing Creativity: Jungian Night Sea Journeys, Wandering Minds, and Chaos.
Rosen, Diane
2016-01-01
NDS theory has been meaningfully applied to the dynamics of creativity and psychology. These complex systems have much in common, including a broad definition of "product" as new order emerging from disorder, a new whole (etymologically, 'health') out of disintegration or destabilization. From a nonlinear dynamical systems perspective, this paper explores the far-from-equilibrium zone of creative incubation: first in the Jungian night sea journey, a primordial myth of psychological and creative transformation; then in the neuroscience of mind wandering, the well-spring of creative ideation within the larger neural matrix. Finally, chaos theory grounds the elusive subject of creativity, modeling chaotic generation of idea elements that tend toward strange attractors, combine unpredictably, and produce change by means of tension between opposites, particularly notes consciousness (light) and the poetic unconscious (darkness). Examples from my own artwork illustrate this dialectical process. Considered together, the unconscious mythic sea journey, the unknowing wandering mind, and the generative paradigm of deterministic chaos suggest conditions that facilitate creativity across disciplines, providing fresh indications that the darkness of the unknown or irrational is, paradoxically, the illuminative source and strength of creativity.
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ERIC Educational Resources Information Center
O'Reilly, Gary; Coyle, David; Tunney, Conall
2016-01-01
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Trends in Children's Video Game Play: Practical but Not Creative Thinking
ERIC Educational Resources Information Center
Hamlen, Karla R.
2013-01-01
Prior research has found common trends among children's video game play as related to gender, age, interests, creativity, and other descriptors. This study re-examined the previously reported trends by utilizing principal components analysis with variables such as creativity, general characteristics, and problem-solving methods to determine…
NASA Astrophysics Data System (ADS)
Rahman, Abdul; Saleh Ahmar, Ansari; Arifin, A. Nurani M.; Upu, Hamzah; Mulbar, Usman; Alimuddin; Arsyad, Nurdin; Ruslan; Rusli; Djadir; Sutamrin; Hamda; Minggi, Ilham; Awi; Zaki, Ahmad; Ahmad, Asdar; Ihsan, Hisyam
2018-01-01
One of causal factors for uninterested feeling of the students in learning mathematics is a monotonous learning method, like in traditional learning method. One of the ways for motivating students to learn mathematics is by implementing APIQ (Aritmetika Plus Intelegensi Quantum) creative mathematics game method. The purposes of this research are (1) to describe students’ responses toward the implementation of APIQ creative mathematics game method on the subject matter of Greatest Common Factor (GCF) and Least Common Multiple (LCM) and (2) to find out whether by implementing this method, the student’s learning completeness will improve or not. Based on the results of this research, it is shown that the responses of the students toward the implementation of APIQ creative mathematics game method in the subject matters of GCF and LCM were good. It is seen in the percentage of the responses were between 76-100%. (2) The implementation of APIQ creative mathematics game method on the subject matters of GCF and LCM improved the students’ learning.
Entrepreneurial "mining" of the dying: viatical transactions, tax strategies and mind games.
Trinkaus, John; Giacalone, Joseph A
2002-03-01
Conceptually, entrepreneurship is seen as the engine that drives a robust economy, promotes a favorable quality of life, and assures the availability of the attributes needed for meaningful living. However, like many popular concepts in this world, its limitations are normally not well acknowledged. A grouping of entrepreneurial ventures which as recently come into existence deals with the personal fiscal issues associated with the end-of-life phase of the human cycle. While generally praised as humanitarian services for society, that are assuredly within legal bounds, these activities have potentially significant negative implications. When examined from an ethical perspective, some questionable practices became apparent. Three such undertakings in particular have to do with the terminally ill and are examined in this paper. The first, viatical transactions, is defined as the transfer of a life insurance policy's ownership to someone who does not have an insurable interest in the life of the insured individual. The second, creative tax shelters for wealthy people involved in estate planning, involves hiring unrelated parties, particularly those who are young and in failing health, to do the dying for the principal. The third, mind games, involves curtailing the use of medical resources for the dying. The justification for this is rationing scarce medical resources.
A Learner-Centred Game-Design Approach: Impacts on Teachers' Creativity
ERIC Educational Resources Information Center
Frossard, Frederique; Barajas, Mario; Trifonova, Anna
2012-01-01
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Making Games for Health Engaging: The Influence of Cognitive Skills.
Kreutzer, Christine P; Bowers, Clint A
2016-02-01
Serious games for health care are on the rise. These games are thought to be effective because they can provide information in a context that is engaging. However, it is likely that game-based health training is most effective for a subset of people with specific skills, traits, and experiences. Understanding the factors associated with optimum game outcomes will help us better describe the learners for whom they are appropriate. Toward this end, the present study examined specific cognitive skills related to the achievement of flow state while playing a game for health. In total, 59 college students were recruited from undergraduate classes to play a game for health and were assessed on levels of mindfulness, cognitive flexibility, and flow state. The results suggest that the effect of cognitive flexibility on flow changes as a function of mindfulness. More specifically, the results suggest that there is a negative relationship between cognitive flexibility and flow in individuals low on mindfulness and a positive relationship between cognitive flexibility and flow in individuals high on mindfulness. Game designers wishing to create effective game-based treatment supplements may wish to implement cognitive flexibility and mindfulness training.
ERIC Educational Resources Information Center
Leng, Eow Yee; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan
2010-01-01
Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation's habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69…
ERIC Educational Resources Information Center
Fabricatore, Carlo; López, Ximena
2013-01-01
The increasing demand for creative individuals in the labor market requires well-prepared professionals, capable of enhancing competitiveness through new ideas and innovative actions. Educational programs should, therefore, rely on approaches and learning environments that foster creativity. In this study, video game development projects were used…
The Dynamics of Creativity & the Courage to BE
NASA Astrophysics Data System (ADS)
Abraham, Frederick David
The following sections are included: * Preliminary Note * Definitions Of Creativity * American Heritage (Morris, 1969-78)55 * Howard Gardner (1993)33 * Stephen Nachmanovich (1990)58 * Dynamical Metaphor * Literary, Philosophic, and Religious Roots of Ideas of Creativity * Myth * Mysticism * Existentialism * Psychological Analysis of Creativity * Barman (& Freud), The Two Faces of Creativity (1989)18 * Stephen Nachmanovich, Free Play: Improvisation in Life and Art (1990)58 * Rollo May Man's Search for Himself, Chap 6, The Creative Conscience (1953)53. * Joy P. Guilford, The Psychometric Approach. (1950,1953)37,38 * Wolfgang Köhler, The Mentality of Apes (1925)46,47 * Csitszentmihalyi, Humanistic Attributional Approaches; Flow(1990)25; The Evolving Mind (1993)26 * Howard Gardner, Creating Minds (1993)33 * Summary of Dynamical Concepts Involved In Creativity * Self-Organizational Bifurcations are Creativity * Chaos and Instability Facilitate Creativity * Chaos at the Controls * Summary * Acknowledgement * References
Table-Top Role Playing Game and Creativity
ERIC Educational Resources Information Center
Chung, Tsui-shan
2013-01-01
The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-03-01
... Clinic Application, VA Form 0928--53 hours. f. National Veterans Creative Arts Festival Application, VA... Games, National Veterans Golden Age Games, National Veterans Creative Arts Festival, National Veterans...
ERIC Educational Resources Information Center
Laasonen, Raimo J.
The objective of this study was to inquire if tunneling of mind, motivation to novelties, and creative mindies in 4 age groups (13, 14, 15, and 16, years of age) have dynamic relationships. A creative mindy is a new organized mind shape not previously occurring. The subjects were 93 pupils of a secondary comprehensive school. Questionnaires were…
Telling the Story of MindRising: Minecraft, Mindfulness and Meaningful Learning
ERIC Educational Resources Information Center
Butler, Deirdre; Brown, Mark; Críosta, Gar Mac
2016-01-01
This paper describes a unique project known as MindRising Games. It reports how the innovative use of Minecraft™ combined with the principles of mindfulness and meaningful learning contributed to rich digital story telling. MindRising Games was a competition, which was part of the 100-year commemoration of the Easter Rising, designed to celebrate…
Honing Theory: A Complex Systems Framework for Creativity.
Gabora, Liane
2017-01-01
This paper proposes a theory of creativity, referred to as honing theory, which posits that creativity fuels the process by which culture evolves through communal exchange amongst minds that are self-organizing, self-maintaining, and self-reproducing. According to honing theory, minds, like other self-organizing systems, modify their contents and adapt to their environments to minimize entropy. Creativity begins with detection of high psychological entropy material, which provokes uncertainty and is arousal-inducing. The creative process involves recursively considering this material from new contexts until it is sufficiently restructured that arousal dissipates. Restructuring involves neural synchrony and dynamic binding, and may be facilitated by temporarily shifting to a more associative mode of thought. A creative work may similarly induce restructuring in others, and thereby contribute to the cultural evolution of more nuanced worldviews. Since lines of cultural descent connecting creative outputs may exhibit little continuity, it is proposed that cultural evolution occurs at the level of self-organizing minds; outputs reflect their evolutionary state. Honing theory addresses challenges not addressed by other theories of creativity, such as the factors that guide restructuring, and in what sense creative works evolve. Evidence comes from empirical studies, an agent-based computational model of cultural evolution, and a model of concept combination.
Thinking within the box: The relational processing style elicited by counterfactual mind-sets.
Kray, Laura J; Galinsky, Adam D; Wong, Elaine M
2006-07-01
By comparing reality to what might have been, counterfactuals promote a relational processing style characterized by a tendency to consider relationships and associations among a set of stimuli. As such, counterfactual mind-sets were expected to improve performance on tasks involving the consideration of relationships and associations but to impair performance on tasks requiring novel ideas that are uninfluenced by salient associations. The authors conducted several experiments to test this hypothesis. In Experiments 1a and 1b, the authors determined that counterfactual mind-sets increase mental states and preferences for thinking styles consistent with relational thought. Experiment 2 demonstrated a facilitative effect of counterfactual mind-sets on an analytic task involving logical relationships; Experiments 3 and 4 demonstrated that counterfactual mind-sets structure thought and imagination around salient associations and therefore impaired performance on creative generation tasks. In Experiment 5, the authors demonstrated that the detrimental effect of counterfactual mind-sets is limited to creative tasks involving novel idea generation; in a creative association task involving the consideration of relationships between task stimuli, counterfactual mind-sets improved performance. Copyright 2006 APA, all rights reserved.
Improving Preschoolers' Theory of Mind Skills with Digital Games: A Training Study
ERIC Educational Resources Information Center
Nikolayev, Mariya
2015-01-01
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Designing Science Games and Science Toys from the Perspective of Scientific Creativity
ERIC Educational Resources Information Center
Demir Kaçan, Sibel
2015-01-01
This study was conducted with the participation of 21 pre-service science teachers attending the faculty of education of a university in Turkey. The study aims to evaluate pre-service science teachers' science games and science toy designs in terms of scientific creativity. Participants were given a four-week period to design science games or…
Perception of Creativity and Game Intelligence in Soccer
ERIC Educational Resources Information Center
Leso, Gustavo; Dias, Gonçalo; Ferreira, José Pedro; Gama, José; Couceiro, Micael S.
2017-01-01
A questionnaire was used to investigate the perception of creativity and game intelligence of coaches (n = 34, mean age 28.6 with an average of 14.3 years of experience) and players (n = 118, belonging to the ranks U-15 and U-19). Analyses indicated that there were statistically significant differences in most creative concepts inherent in the…
ERIC Educational Resources Information Center
Kuo, Ming-Shiou; Chuang, Tsung-Yen
2013-01-01
The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…
Creating a Healthier Life: A Step-By-Step Guide to Wellness
... activities—from learning about current events to organizing game nights in your home or community center—you ... you keeping your mind sharp by playing brain games, mind teasers, or fun memory-enhancing games? • Have ...
The 2002 HBR list. Breakthrough ideas for today's business agenda.
2002-03-01
In the last year, war broke out, the economy took a nosedive, and an alarming number of businesses went belly up. Thus it is with some urgency that we bring you this year's list of the seven best new business ideas to help you find your way through these complex times. History Returns. Many thought that the fall of the Berlin Wall marked the beginning of a new world order, one in which history didn't matter. But September 11, 2001, put an end to that theory. And it raised serious questions about globalization, security, and strategy. Enter the Everyday Leader--at Last. CEOs are used to getting all the glory, but leaders outside the limelight--middle managers and tempered radicals--are beginning to receive the attention they deserve. The Internet Is Not About You. The real value of the Internet may lie less in connecting individuals than in connecting databases, servers, and devices--a web not of people but of machines. Mind Your Behavior. Behavioral scientists are beginning to be able to accurately predict the ways individuals and crowds will respond to stimuli, and the implications for business are profound. Don't Delight Your Customers Away. Companies have wooed and coddled customers for too long. The truth is, people delight in being teased and are repelled by those who try too hard to befriend them. Games Are for Losers. Financial game playing and verbal politicking are seriously damaging businesses. Honesty is more than an admirable virtue; it's the foundation of every lasting enterprise. Three Cheers for Creativity (Sometimes). Creativity and best-practice replication are fundamentally different undertakings. Managers who mix the two achieve creativity that is merely incremental and replication that is sadly inept.
ERIC Educational Resources Information Center
Batalo, Manuela Lynn
2012-01-01
In this study, I explored the personal attitudes toward creativity of students enrolled in digital photography classes at a Southern California community college, and attempted to discover if awareness brought to creativity and participating in a creative process affects these attitudes. Pink (2005) suggested that creativity is a desirable 21st…
Testing of tactical performance in youth elite soccer.
Memmert, Daniel
2010-01-01
This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key pointsWith game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically.The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers).Current literature on tactics for school sports as well as for children's, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer.
Testing of Tactical Performance in Youth Elite Soccer
2010-01-01
This is a twofold study with the goals of evaluating tactical oriented game test situations for 12-13-year old highly-talented soccer players and to analyze dynamic, intra-individual developments of the players. A cross-sectional design was carried in study 1, using game test situations to measure specific tactics and creative performance for 195 expert players. The results from five evaluation criteria show that both diagnostic instruments can be used for recording football-specific creativity and game intelligence in talented young players. They produced tactical indicators that can be described as objective and valid, exhibit a sufficient degree of differentiation and are easy to record. Study 2 uses a longitudinal design to present a dynamic performance diagnostic tool for analyzing intra-individual improvements of German Soccer Foundation talents according to football-specific creativity and game intelligence. The results with respect to divergent tactical thinking clearly show that very different change processes were observed in the German Soccer Foundation players. Finally, the practical implications for the training process are discussed on the basis of both studies. Key points With game test situations it is possible to assess tactical performance as game intelligence and creativity objective, valid, with a sufficient degree of differentiation, and economically. The results with respect to game intelligence and creativity show that very different change processes were observed in the German Soccer Foundation players dependend on the bases (trainers). Current literature on tactics for school sports as well as for children’s, youth and high performance soccer at the club level should place much more emphasis on individual and group-tactical requirements in soccer. PMID:24149686
Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno
2018-03-01
The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest design using small-sided games situations. The experimental group participated in a 5-month differential-learning program embodied in small-sided games situations, while the control group participated in a typical small-sided games training program. In-game creativity was assessed through notational analyses of the creative components, and the players' positional data were used to compute tactical-derived variables. The findings suggested that differential learning facilitated the development of creative components, mainly concerning attempts (U13, small; U15, small), versatility (U13, moderate; U15, small), and originality (U13, unclear; U15, small) of players' actions. Likewise, the differential-learning approach provided a decrease in fails during the game in both experimental groups (moderate). Moreover, differential learning seemed to favor regularity in pitch-positioning behavior for the distance between players' dyads (U13, small; U15, small), the distance to the team target (U13, moderate; U15, small), and the distance to the opponent target (U13, moderate; U15, small). The differential-learning program stressed creative and positional behavior in both age groups with a distinct magnitude of effects, with the U13 players demonstrating higher improvements over the U15 players. Overall, these findings confirmed that the technical variability promoted by differential learning nurtures regularity of positioning behavior.
Zheng, Xiaoming; Liu, Xin
2017-01-01
Our research draws upon social cognitive theory and incorporates a regulatory approach to investigate why and when abusive supervision influences employee creative performance. The analyses of data from multiple time points and multiple sources reveal that abusive supervision hampers employee self-efficacy at work, which in turn impairs employee creative performance. Further, employee mindfulness buffers the negative effects of abusive supervision on employee self-efficacy at work as well as the indirect effects of abusive supervision on employee creative performance. Our findings have implications for both theory and practice. Limitations and directions for future research are also discussed.
Zheng, Xiaoming; Liu, Xin
2017-01-01
Our research draws upon social cognitive theory and incorporates a regulatory approach to investigate why and when abusive supervision influences employee creative performance. The analyses of data from multiple time points and multiple sources reveal that abusive supervision hampers employee self-efficacy at work, which in turn impairs employee creative performance. Further, employee mindfulness buffers the negative effects of abusive supervision on employee self-efficacy at work as well as the indirect effects of abusive supervision on employee creative performance. Our findings have implications for both theory and practice. Limitations and directions for future research are also discussed. PMID:28955285
More mind wandering, fewer original ideas: be not distracted during creative idea generation.
Hao, Ning; Wu, Mengxia; Runco, Mark A; Pina, Jeremy
2015-10-01
Several studies suggest that mind wandering (MW) benefits creativity when the MW occurs in the incubation period of creative problem solving. The aim of present study was to examine the effects of MW that occurs in the course of creative idea generation. Participants received an Alternative Uses Task (AUT) and were asked to generate ideas for 20min. Their MW frequencies as time passed were measured by means of probe-caught MW. Comparisons of the AUT performances of high and low MW groups revealed that greater MW was associated with lower fluency and originality scores on the AUT. Furthermore, the high MW group showed greater MW as time passed, while the low MW group's MW was steady during the course of idea generation. Accordingly, the originality of idea generation decreased with time passing for the high MW group but was steady for the low MW group. The findings suggest that the MW during the course of creative idea generation is negatively related to creativity, perhaps because the control processes involved in idea generation are impaired by the mind wandering. Copyright © 2015 Elsevier B.V. All rights reserved.
The effect of deliberate play on tactical performance in basketball.
Greco, Pablo; Memmert, Daniel; Morales, Juan C P
2010-06-01
This field-based study analyzed effects of a deliberate-play training program in basketball on tactical game intelligence and tactical creativity. 22 youth basketball players, ages 10 to 12 years, completed basketball training in one of two equal-sized groups. The deliberate-play training program contained unstructured game forms in basketball. The placebo group played in traditional structured basketball game forms. Tactical intelligence and creativity was assessed before and after an 18-lesson intervention. Analysis showed significant training improvement only for the deliberate-play group. In addition, this outperformance of the placebo group was not only observed for tactical creativity but also for tactical intelligence.
ERIC Educational Resources Information Center
McNees, David
2015-01-01
David McNees' deep foray into creativity theory and drama begins with mindfulness as a preparation for adolescent focus. This article discusses role incarnation, the correlation of the three-period lesson to Landy's role theory, the creation and re-creation of personal story and identity, archetypal heroes, and how the adaptability learned in…
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Widiana, I. Wayan; Jampel, I. Nyoman
2016-01-01
This classroom action research aimed to improve the students' creative thinking and achievement in learning science. It conducted through the implementation of multiple intelligences with mind mapping approach and describing the students' responses. The subjects of this research were the fifth grade students of SD 8 Tianyar Barat, Kubu, and…
How to Overcome the One-Track Mind: Teaching for Creativity and Wisdom
ERIC Educational Resources Information Center
Dai, David Yun; Cheng, Huai
2017-01-01
In this response to Sternberg's (2017) feature article in this special issue, we identify and define a kind of closed-minded, dogmatic, self-serving thinking that is nowadays quite prevalent around the world but counterproductive in solving many social problems. We argue that overcoming such a mindset takes wisdom and creativity. We present some…
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Plucker, Jonathan A.; McNeely, Andrea; Morgan, Carla
2009-01-01
The relationship between creativity and various mind-altering substances--especially alcohol--has been a popular topic among creativity researchers and the public at large. Yet experimental studies have found little evidence that alcohol use has a causal influence on creativity, with most studies of creative production showing negative or neutral…
ERIC Educational Resources Information Center
Sisk, Dorothy A.
2014-01-01
Transforming education or business starts with transforming one's mind, and that inner transformation starts with opening up to--indeed welcoming--the inevitable bursts of creativity available to everyone. Sidney J Parnes, one of the world's leading experts on creative problem-solving (CPSI), innovation and creativity, said, "I dream a dream,…
Intermediate School Game Curriculum. A Balance of the Traditional and the Contemporary.
ERIC Educational Resources Information Center
Gabbard, Carl; Miller, Glen
1987-01-01
This article describes the traditional game curriculum and presents strategies for a model that incorporates selected contemporary applications. Discussed are conventional games, low organization games, and cooperative and creative games. (MT)
Mindful Learning: A Case Study of Langerian Mindfulness in Schools.
Davenport, Chase; Pagnini, Francesco
2016-01-01
The K-12 classroom applications of mindfulness as developed by Ellen Langer are discussed in a case study of a first-year charter school. Langerian Mindfulness, which is the act of drawing distinctions and noticing novelty, is deeply related to well-being and creativity, yet its impact has yet to be tested at the primary or secondary school level. The objective of the article is to display how Langerian Mindfulness strategies could increase 21st century skills and Social-Emotional Learning in primary classrooms. The New School San Francisco, an inquiry-based, socioeconomically and racially integrated charter school, serves as a model for mindful teaching and learning strategies. It is concluded that when mindful strategies are implemented, students have significant opportunities to exercise the 21st century skills of creativity, collaboration, communication and critical thinking. Langerian Mindfulness is also considered as a tool for increasing Social-Emotional Learning in integrated classrooms. It is recommended that mindful interventions be further investigated in the primary and secondary school context.
ERIC Educational Resources Information Center
Rasmussen, Ludvig Johan Torp; Østergaard, Lars Domino
2016-01-01
Creativity is essential in soccer due to the unpredictable and complex situations occurring in the game, where stereotypical play gradually loses its efficiency. Further, creativity is an important psychological factor for the development of soccer expertise, and valuing creativity increases satisfaction and well-being. Although creative players…
Entrepreneurial Creativity as a Convergent Basis for Teaching Business Communication
ERIC Educational Resources Information Center
Grenci, Richard T.
2012-01-01
Of the "21st Century" business skills of communication, collaboration, creativity, and critical thinking, creativity arguably receives among the least explicit attention in traditional business core curricula. With that in mind, the context of entrepreneurial creativity is put forth as a basis for teaching business communication. By…
Nurturing Creative Thinking. Educational Practices Series-25
ERIC Educational Resources Information Center
Kampylis, Panagiotis; Berki, Eleni
2014-01-01
Helping people flourish is an organic and unpredictable process. Like a farmer sowing seeds, someone creates conditions for children to grow as creative and critical thinkers. Creativity cannot be taught "directly", but educational practice can provide the means, opportunities and a fertile environment for the creative mind to flourish.…
Digital Games as Creativity Enablers for Children
ERIC Educational Resources Information Center
Ott, Michela; Pozzi, Francesca
2012-01-01
This article deals with the issue of creativity and the way this can be supported within technology-enhanced learning experiments. Drawing on a long-term research project in the field of games-based learning, the article describes the methodology adopted during the in-field experiments carried out with the aim of developing young children's…
Evaluating Secondary School Students' Levels of Five Mind Areas in Terms of Variables
ERIC Educational Resources Information Center
Gelen, Ismail
2015-01-01
Gardner's "Five Minds for the Future" approach is focused on disciplined, synthesizing, creative, respectful, and ethical minds. Based on this approach, the purpose of this research is to determine senior secondary school students' levels of five mind areas, and investigate the relationship between these mind areas and the students'…
Mind Sparklers. Fireworks for Igniting Creativity in Young Minds. Book 2 for Grades 4-8.
ERIC Educational Resources Information Center
Myers, Robert E.
The activities in this book were designed to encourage students to perceive what is going on around them, to be both receptive to and critical of the ideas of others, to analyze problems, to elaborate upon ideas, to explore possibilities, and to see relationships. The activities call for all 18 of E. Paul Torrance's creative thinking abilities.…
NASA Astrophysics Data System (ADS)
Hasan, B.; Hasbullah, H.; Elvyanti, S.; Purnama, W.
2018-02-01
The creative industry is the utilization of creativity, skill and talent of individuals to create wealth and jobs by generating and exploiting creativity power of individual. In the field of design, utilization of information technology can spur creative industry, development of creative industry design will accommodate a lot of creative energy that can pour their ideas and creativity without limitations. Open Source software is a trend in the field of information technology has developed since the 1990s. Examples of applications developed by the Open Source approach is the Apache web services, Linux and Android Operating System, the MySQL database. This community service activities based entrepreneurship aims to: 1). give an idea about the profile of the UPI student’s knowledge of entrepreneurship about the business based creative industries in software by using web software development and educational game 2) create a model for fostering entrepreneurship based on the creative industries in software by leveraging web development and educational games, 3) conduct training and guidance on UPI students who want to develop business in the field of creative industries engaged in the software industry . PKM-based entrepreneurship activity was attended by about 35 students DPTE FPTK UPI had entrepreneurial high interest and competence in information technology. Outcome generated from PKM entrepreneurship is the emergence of entrepreneurs from the students who are interested in the creative industry in the field of software which is able to open up business opportunities for themselves and others. Another outcome of this entrepreneurship PKM activity is the publication of articles or scientific publications in journals of national/international indexed.
Mind Games, Reasoning Skills, and the Primary School Curriculum
ERIC Educational Resources Information Center
Bottino, Rosa Maria; Ott, Michela
2006-01-01
This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working…
ERIC Educational Resources Information Center
Malycha, Charlotte P.; Maier, Günter W.
2017-01-01
Although creativity techniques are highly recommended in working environments, their effects have been scarcely investigated. Two cognitive processes are often considered to foster creative potential and are, therefore, taken as a basis for creativity techniques: knowledge activation and conceptual combination. In this study, both processes were…
ERIC Educational Resources Information Center
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M.
2014-01-01
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
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Anae, Nicole
2014-01-01
The themed presentation at the Sydney Writers' Festival on May 25, 2013 entitled "Creative Writing as Freedom, Education as Exploration" brought together three key players in a discussion about imaginative freedom, and the evidence suggesting that the impact of creativity and creative writing on young minds held long lasting, ongoing…
ERIC Educational Resources Information Center
Massalski, Dorothy Clare
2009-01-01
Intelligence and creativity are concepts used to describe the efforts of human beings to achieve the highest aspirations of the human brain-mind-spirit system. Howard Gardner, intelligence and creativity researcher, applied his Multiple Intelligence theory to case studies of creative masters from seven intelligence domains developing a template…
The Semantic Network Model of Creativity: Analysis of Online Social Media Data
ERIC Educational Resources Information Center
Yu, Feng; Peng, Theodore; Peng, Kaiping; Zheng, Sam Xianjun; Liu, Zhiyuan
2016-01-01
The central hypothesis of Semantic Network Model of Creativity is that creative people, who are exposed to more information that are both novel and useful, will have more interconnections between event schemas in their associations. The networks of event schemas in creative people's minds were expected to be wider and denser than those in less…
How Creative Are Iranian EFL Teachers?
ERIC Educational Resources Information Center
Khany, Reza; Boghayeri, Mahnaz
2014-01-01
The study of creativity has been of great interest to educationalists in general and language teaching practitioners in particular. With all these, very little if any has been reported on the issue in Iranian EFL context. Having this in mind and drawing on the latest profile of creativity, effort was made to see how creative Iranian EFL teachers…
Global Creativity: Introduce a Creative Element to Your Teaching through Global Collaborations
ERIC Educational Resources Information Center
Stephenson, Peter
2004-01-01
The Qualifications and Curriculum Authority (QCA) has made no secret of its desire for teachers to introduce more creativity into UK classrooms. Imaginatively minded teachers have found a number of ways to introduce creativity into the classroom. Dance, music, problem solving and role-play exercises are all well trodden routes, but it was the…
NASA Astrophysics Data System (ADS)
Sugiyarto, K. H.; Ikhsan, J.; Lukman, I. R.
2018-05-01
The use of information and communication technology (ICT) in learning process resulted in positive impact to students’ output. This research investigated the difference of improvement of students’ creativity and cognitive achievement due to the use of android-based games on Chemistry Nomenclature in learning method of team-assisted individualization (TAI) into the improvement of students’ creativity and cognitive achievement. This was an quasi experiment research with non-equivalent pretest-posttest control group design involving 2 groups of students of X grade of a senior high school in Yogyakarta, Indonesia, SMAN 1 Seyegan, Sleman. The groups were experiment and control which were chosen randomly, involving 32 students in each group. The difference of learning model in the two groups were the use of android-based games within learning model of TAI in the experiment group, but it was only the use of TAI model in control group. The android-based games were developed and validated previously in this investigation, and were excellent in quality for the use in Chemistry learning process, and were reported separately. The data of both students’ creativity and cognitive achievement were measured before and after learning process. Data of students’ creativity were collected with the instruments of questionnaire and observation sheets, and the data of cognitive achievement were collected with a set of test. Statistical analysis of MANOVA was used to analyze data to measure the difference of the improvement of students’ creativity and cognitive achievement between experiment and control groups. The results showed that the improvement of creativity and cognitive achievement of students in the experiment group was higher significantly than that in control group.
Strategy and Sociability: The Mind, the Body, and the Soul of Chess
ERIC Educational Resources Information Center
Fine, Gary Alan
2014-01-01
Chess is a game of minds, bodies, and emotions. Most players recognize each of these as essential to playful competition, and all three are embedded in social relations. Thus chess, despite its reputation as a game of the mind, is not only a deeply thoughtful exercise, but also a test of physical endurance and strong emotions in its joys and…
Chiqui-traca-ban-tau: Movements and Creativity Expression without Limits
ERIC Educational Resources Information Center
Volmar-Vega, Vilmarie; Kozub, Francis M.
2016-01-01
Chiqui-traca-ban-tau is a creative dance activity that can be enjoyed by a wide range of children. It is also a game that provides teachers with a physical activity option that promotes higher-order thinking and remembering skills necessary to support learning in the Common Core. The game involves each child taking a turn leading a four-beat…
ERIC Educational Resources Information Center
Martinez, Angel; Lasser, Jon
2013-01-01
The process of creating child-developed board games in a counseling setting may promote social, emotional, and behavioral development in children. Using this creative approach, counselors can actively work with children to address referred concerns and build skills that may generalize outside of counseling sessions. A description of the method is…
Mind the gap: an attempt to bridge computational and neuroscientific approaches to study creativity
Wiggins, Geraint A.; Bhattacharya, Joydeep
2014-01-01
Creativity is the hallmark of human cognition and is behind every innovation, scientific discovery, piece of music, artwork, and idea that have shaped our lives, from ancient times till today. Yet scientific understanding of creative processes is quite limited, mostly due to the traditional belief that considers creativity as a mysterious puzzle, a paradox, defying empirical enquiry. Recently, there has been an increasing interest in revealing the neural correlates of human creativity. Though many of these studies, pioneering in nature, help demystification of creativity, but the field is still dominated by popular beliefs in associating creativity with “right brain thinking”, “divergent thinking”, “altered states” and so on (Dietrich and Kanso, 2010). In this article, we discuss a computational framework for creativity based on Baars’ Global Workspace Theory (GWT; Baars, 1988) enhanced with mechanisms based on information theory. Next we propose a neurocognitive architecture of creativity with a strong focus on various facets (i.e., unconscious thought theory, mind wandering, spontaneous brain states) of un/pre-conscious brain responses. Our principal argument is that pre-conscious creativity happens prior to conscious creativity and the proposed computational model may provide a mechanism by which this transition is managed. This integrative approach, albeit unconventional, will hopefully stimulate future neuroscientific studies of the inscrutable phenomenon of creativity. PMID:25104930
ERIC Educational Resources Information Center
Glass, Tom
2016-01-01
When students generate mind maps, or concept maps, the maps are usually on paper, computer screens, or a blackboard. Human Mind Maps require few resources and little preparation. The main requirements are space where students can move around and a little creativity and imagination. Mind maps can be used for a variety of purposes, and Human Mind…
ERIC Educational Resources Information Center
Szekely, George
2000-01-01
Explores children's fascination with creating their own unique games as an art form. Focuses on different games, such as chess, checkers, pogs, and monopoly. States that observing children playing games offers a firsthand lesson in how children create. Discusses what it means to be an art teacher who promotes creative play with games. (CMK)
The Developmental Progression of Understanding of Mind during a Hiding Game
Nelson, P. Brooke; Adamson, Lauren B.; Bakeman, Roger
2011-01-01
In this longitudinal study, 52 typically developing preschoolers engaged in a hiding game with their mothers when children were 42-, 54-, and 66-months old. Children's understanding of mind, positive affect, and engagement with the task were rated, and mothers' utterances were coded for role and content. Analyses confirmed that some facets of children's understanding of mind developed sequentially; specifically, they expressed an understanding of knowledge access before an understanding of deception and false beliefs, and expressed an understanding of deception before an understanding of false beliefs. Children's understanding of mind increased across visits and positively correlated with false belief task performance. Results suggest that mothers may tailor the content of their utterances to the child's growing expertise, but the role of mothers' utterances did not change. Observing preschoolers engaged in a playful hiding game revealed that children's understanding of mind not only increased with age but also developed sequentially. PMID:25960610
Evolution of the Creative Mind.
ERIC Educational Resources Information Center
Lumsden, Charles J.; Findlay, C. Scott
1988-01-01
A model of the Darwinian evolution of creative thinking is proposed. Creative thinking is modeled as a re-linkage of connections among mental representations, occurring in relationship to gene-culture heterarchy, which is a system of causative and motivational connections among the individual, the innate regularities of cognitive development, and…
The Role of Creativity in the Development of Identity and Purpose in Undergraduate Seniors
ERIC Educational Resources Information Center
Aaron, Robert William
2010-01-01
Creativity is highly valued when teaching children to play, and it is through acts of play children begin to learn about the world. However, along the road to adulthood, creative minds often become stifled. Creativity may be viewed as impractical or unnecessary when learning hard and true facts, and yet, as experienced in childhood, creativity…
Game Design & Development: Using Computer Games as Creative and Challenging Assignments
ERIC Educational Resources Information Center
Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange
2008-01-01
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
ERIC Educational Resources Information Center
Chuang, Tsung-Yen; Huang, Yun-Hsuan
2015-01-01
Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the…
Video Games and the First Amendment: "Brown v. Entertainment Merchants Association"
ERIC Educational Resources Information Center
Schwinn, Steven D.
2011-01-01
Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…
Connecting Creativity and Critical Thinking to the Campaign Planning Process
ERIC Educational Resources Information Center
Matthews, Marsha Little
2011-01-01
Creativity is the central source of meaning for humans and is inseparable from critical thinking. Creativity and critical thinking are required in the fields of communication, public relations, and advertising. Most college students know the "rules" of the "game" of schooling, but for the majority, creativity has been all but extinguished by the…
Li, Wen; Garland, Eric L; Howard, Matthew O
2018-03-22
Internet gaming disorder (IGD) is characterized by signs and symptoms similar to substance use and gambling disorders, and associated with psychosocial impairments. Research suggests that maladaptive gaming-related cognitions and coping may be implicated in IGD; therefore, interventions for IGD need to target these underlying mechanisms. Mindfulness-based treatment is effective in changing maladaptive cognitive processes and increasing adaptive coping among people with addictions. This study used data from an RCT of Mindfulness-Oriented Recovery Enhancement (MORE) for IGD to further examine changes in maladaptive gaming-related cognitions and positive reappraisal as mediators of the effects of MORE on IGD signs/symptoms. Participants (N = 30, Age M = 25.0, SD = 5.4) were randomized to 8-weekly sessions of MORE or a support group (SG) control condition. IGD severity, levels of craving for video game playing, maladaptive gaming-related cognitions, and positive reappraisal were measured at pre-and posttreatment, and 3-month follow-up. Multivariate path analyses revealed that effects of MORE in reducing IGD and craving were statistically mediated by changes in maladaptive gaming-related cognitions. Though changes in positive reappraisal did not significantly mediate effects of MORE on IGD or craving, MORE enhanced positive reappraisal to a significantly greater extent than the SG at posttreatment. Findings suggest that effects of mindfulness treatment in reducing maladaptive gaming-related cognitions might lead to reductions in IGD severity and cravings for video game playing. This cognitive mechanism should be evaluated in a future, full-scale RCT.
Deep Habits: Workshop as Critique in Creative Writing
ERIC Educational Resources Information Center
Stukenberg, Jill
2017-01-01
The creative writing workshop, involving peer critique of manuscripts in progress, is deeply connected to many writerly habits of mind. As such, this article examines workshop as a signature pedagogy in creative writing. Through workshop, students develop awareness of their readers, understanding of how texts are created by readers and through…
Uprising of Creation in Education
ERIC Educational Resources Information Center
Hatamleh, Habes Mohamed
2015-01-01
This research (Uprising of Creation in Education) aims at defining the importance of creativity in education, and its reflection on the elements of the educational process. Creativity is regarded an important element in the nations progress, which depends on the minds of their sons. Creativity became the language of the present age, after the…
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Creative Stories: A Storytelling Game Fostering Creativity
ERIC Educational Resources Information Center
Koukourikos, Antonis; Karampiperis, Pythagoras; Panagopoulos, George
2014-01-01
The process of identifying techniques for fostering creativity, and applying these theoretical constructs in real-world educational activities, is, by nature, multifaceted and not straightforward, pertaining to several fields such as cognitive theory and psychology. Furthermore, the quantification of the impact of different activities on…
ERIC Educational Resources Information Center
Practical Pointers, 1977
1977-01-01
Described are uses of creative dramatics with handicapped and non-handicapped children and adults. Creative dramatics is seen to involve acting out situations without formal or strict guidelines, with focus on expression of one's feelings and working cooperatively with others. Activities and leadership hints are listed for warm-up games and…
Saggar, Manish; Quintin, Eve-Marie; Kienitz, Eliza; Bott, Nicholas T; Sun, Zhaochun; Hong, Wei-Chen; Chien, Yin-hsuan; Liu, Ning; Dougherty, Robert F; Royalty, Adam; Hawthorne, Grace; Reiss, Allan L
2015-05-28
A novel game-like and creativity-conducive fMRI paradigm is developed to assess the neural correlates of spontaneous improvisation and figural creativity in healthy adults. Participants were engaged in the word-guessing game of Pictionary(TM), using an MR-safe drawing tablet and no explicit instructions to be "creative". Using the primary contrast of drawing a given word versus drawing a control word (zigzag), we observed increased engagement of cerebellum, thalamus, left parietal cortex, right superior frontal, left prefrontal and paracingulate/cingulate regions, such that activation in the cingulate and left prefrontal cortices negatively influenced task performance. Further, using parametric fMRI analysis, increasing subjective difficulty ratings for drawing the word engaged higher activations in the left pre-frontal cortices, whereas higher expert-rated creative content in the drawings was associated with increased engagement of bilateral cerebellum. Altogether, our data suggest that cerebral-cerebellar interaction underlying implicit processing of mental representations has a facilitative effect on spontaneous improvisation and figural creativity.
Sustainability as a Design Principle for Composition: Situational Creativity as a Habit of Mind
ERIC Educational Resources Information Center
Newcomb, Matthew
2012-01-01
Design is a rhetorical activity that requires creative thinking in response to difficult situations. That creative work ultimately builds new relationships and new contexts. Sustainable design can become an approach to composition that alters ways of thinking about writing situations, keeping ethical and contextual factors in focus, and…
ERIC Educational Resources Information Center
Wu, Chih-Hsiang; Hwang, Gwo-Jen; Kuo, Fan-Ray; Huang, Iwen
2013-01-01
Educators have indicated that creative teaching is the most important educational activity; nevertheless, most existing education systems fail to engage students in effective creative tasks. To address this issue, this study proposes a mind map based collaborative learning approach for supporting creative learning activities and enhancing…
Using Games to Creatively Enhance the Counselor Education Curriculum
ERIC Educational Resources Information Center
Swank, Jacqueline M.
2012-01-01
Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
ERIC Educational Resources Information Center
Rule, Audrey C.; Zhbanova, Ksenia; Webb, Angela Hileman; Evans, Judy; Schneider, Jean S.; Parpucu, Harun; Logan, Stephanie; Van Meeteren, Beth; Alkouri, Zaid; Ruan, Bin
2011-01-01
Creativity is a talent that undergirds invention and innovation, making it an important skill in today's society. Although students are often told to "be creative," they many times do not know how and have little practice in this skill. This document presents an analysis of 33 creative products made by adult participants at a state conference for…
NASA Astrophysics Data System (ADS)
Kwah, Helen
2012-12-01
In their paper, Muñoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Muñoz and El-Hani take a more creative route and include games such as Fallout 3® precisely because they are popular and they reproduce ideological and violent representations of gender, race, class, nationality, science and technology. However, there are many questions that arise in bringing these commercial video games into science classrooms, including the questions of how students' capacities for critical reflection can be facilitated, whether traditional science teachers can take on the role of using such games in their classrooms, and which video games would be most appropriate to use. In this response, I raise these questions and consider some of the challenges in order to further the possibility of implementing Muñoz and El-Hani's creative proposal for generating culturally sensitive science classrooms.
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
Michael's Inside Scoop: Genetics
... Vegetables Desserts Dining Decisions Mobile App – Dining Decisions Game Online Game – Dining Decisions Questions Answered Under the Microscope Xpert ... Test Your Smarts Feeling Frazzled…? Feeling Stressed Out? Game Grind Your Mind Game Kabam! Comic Creator Best ...
The Spawns of Creative Behavior in Team Sports: A Creativity Developmental Framework.
Santos, Sara D L; Memmert, Daniel; Sampaio, Jaime; Leite, Nuno
2016-01-01
Developing creativity in team sports players is becoming an increasing focus in sports sciences. The Creativity Developmental Framework is presented to provide an updated science based background. This Framework describes five incremental creative stages (beginner, explorer, illuminati, creator, and rise) and combines them into multidisciplinary approaches embodied in creative assumptions. In the first training stages, the emphasis is placed on the enrollment in diversification, deliberate play and physical literacy approaches grounded in nonlinear pedagogies. These approaches allow more freedom to discover different movement patterns increasing the likelihood of emerging novel, adaptive and functional solutions. In the later stages, the progressive specialization in sports and the differential learning commitment are extremely important to push the limits of the creative progress at higher levels of performance by increasing the range of skills configurations. Notwithstanding, during all developmental stages the teaching games for understanding, a game-centered approach, linked with the constraints-led approach play an important role to boost the tactical creative behavior. Both perspectives might encourage players to explore all actions possibilities (improving divergent thinking) and prevents the standardization in their actions. Overall, considering the aforementioned practice conditions the Creativity Developmental Framework scrutinizes the main directions that lead to a long-term improvement of the creative behavior in team sports. Nevertheless, this framework should be seen as a work in progress to be later used as the paramount reference in creativity training.
The Spawns of Creative Behavior in Team Sports: A Creativity Developmental Framework
Santos, Sara D. L.; Memmert, Daniel; Sampaio, Jaime; Leite, Nuno
2016-01-01
Developing creativity in team sports players is becoming an increasing focus in sports sciences. The Creativity Developmental Framework is presented to provide an updated science based background. This Framework describes five incremental creative stages (beginner, explorer, illuminati, creator, and rise) and combines them into multidisciplinary approaches embodied in creative assumptions. In the first training stages, the emphasis is placed on the enrollment in diversification, deliberate play and physical literacy approaches grounded in nonlinear pedagogies. These approaches allow more freedom to discover different movement patterns increasing the likelihood of emerging novel, adaptive and functional solutions. In the later stages, the progressive specialization in sports and the differential learning commitment are extremely important to push the limits of the creative progress at higher levels of performance by increasing the range of skills configurations. Notwithstanding, during all developmental stages the teaching games for understanding, a game-centered approach, linked with the constraints-led approach play an important role to boost the tactical creative behavior. Both perspectives might encourage players to explore all actions possibilities (improving divergent thinking) and prevents the standardization in their actions. Overall, considering the aforementioned practice conditions the Creativity Developmental Framework scrutinizes the main directions that lead to a long-term improvement of the creative behavior in team sports. Nevertheless, this framework should be seen as a work in progress to be later used as the paramount reference in creativity training. PMID:27617000
Dynamic Master Mind: Interactive Use of a Game for Testing Metacognition
ERIC Educational Resources Information Center
Saldana, David
2004-01-01
Master Mind is a commercial game, popular in the 1970s, that has been extensively used in psychological and educational research. Here, a dynamic assessment format is developed in order to test metacognitive skills in individuals with mental retardation. The main objective is to obtain valid scores that adequately reflect individual differences…
The Apperception of Musical Creativity: Performance as Ritual, Composition as Self-Realization
ERIC Educational Resources Information Center
Nagy, Zvonimir
2015-01-01
Musical invention is defined in this article as a form of inward creativity. The creative acts of musical performance are understood in terms of ritual-like symbolic and stylized actions, and those of musical composition as the mind's enactment of meditation and reflection. This article draws on the relationship between two psychological…
Learning via Game Design: From Digital to Card Games and Back Again
ERIC Educational Resources Information Center
Marchetti, Emanuela; Valente, Andrea
2015-01-01
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Game Literacy, Gaming Cultures and Media Education
ERIC Educational Resources Information Center
Partington, Anthony
2010-01-01
This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…
Utilizing a Creative Task to Assess Langerian Mindfulness
ERIC Educational Resources Information Center
Bercovitz, Katherine; Pagnini, Francesco; Phillips, Deborah; Langer, Ellen
2017-01-01
Despite the growing interest in mindfulness and its demonstrated benefits, there are concerns about the reliance on subjective assessment tools. This study focused on the measurement of Langerian mindfulness, which refers to the active process of noticing new things and flexibly responding to the current context. Some of its key features overlap…
Schoneveld, Elke A; Lichtwarck-Aschoff, Anna; Granic, Isabela
2018-02-01
A large proportion of children experience subclinical levels of anxiety and cognitive-behavioral therapy (CBT) aimed at preventing anxiety disorders is moderately effective. However, most at-risk children do not seek help or drop out of programs prematurely because of stigma, lack of motivation, and accessibility barriers. Applied games have received increased attention as viable alternatives and have shown promising results, but direct comparisons between applied games and the gold-standard CBT are lacking. Our aim was to investigate whether the applied game MindLight is as effective as CBT (i.e., Coping Cat) within an indicated prevention context. We conducted a randomized controlled non-inferiority trial with a sample of 174 children (7- to 12-year olds) with elevated levels of anxiety, comparing MindLight to CBT. Anxiety was assessed with self- and parent-reports at pre- and post-program, and at 3- and 6-month follow-ups. Intention-to-treat and completers-only confidence interval approach and latent growth curve modeling showed an overall significant quadratic decrease in child- and parent-reported anxiety symptoms over time and, as predicted, the magnitude of improvement was the same for MindLight and CBT. The within-group effect sizes were small to medium at post-test (- 0.32 to - 0.63), and medium to large (- 0.60 to - 1.07) at 3- and 6-month follow-ups. Furthermore, MindLight and CBT were rated equally anxiety inducing, difficult, and appealing; CBT was rated as more relevant to daily life than MindLight. The current study adds to the growing research on applied games for mental health and shows that these games hold potential as alternative delivery models for evidence-based therapeutic techniques.
Game changer: the topology of creativity.
de Vaan, Mathijs; Stark, David; Vedres, Balazs
2015-01-01
This article examines the sociological factors that explain why some creative teams are able to produce game changers--cultural products that stand out as distinctive while also being critically recognized as outstanding. The authors build on work pointing to structural folding--the network property of a cohesive group whose membership overlaps with that of another cohesive group. They hypothesize that the effects of structural folding on game changing success are especially strong when overlapping groups are cognitively distant. Measuring social distance separately from cognitive distance and distinctiveness independently from critical acclaim, the authors test their hypothesis about structural folding and cognitive diversity by analyzing team reassembly for 12,422 video games and the career histories of 139,727 video game developers. When combined with cognitive distance, structural folding channels and mobilizes a productive tension of rules, roles, and codes that promotes successful innovation. In addition to serving as pipes and prisms, network ties are also the source of tools and tensions.
Zhang, Lei; Li, Wenfu; Wei, Dongtao; Yang, Wenjing; Yang, Ning; Qiao, Lei; Qiu, Jiang; Zuo, Xi-Nian; Zhang, Qinglin
2016-06-01
Mind pops or involuntary semantic memories refer to words, phrases, images, or melodies that suddenly pop into one's mind without any deliberate attempt to recall them. Despite their prevalence in everyday life, research on mind pops has started only recently. Notably, mind pops are very similar to clinical involuntary phenomena such as hallucinations in schizophrenia, suggesting their potential role in pathology. The present study aimed to investigate the relationship between mind pops and the brain morphometry measured in 302 healthy young adults; after exclusions, 256 participants were included in our analyses. Specifically, the Mind Popping Questionnaire (MPQ) was employed to measure the degree of individual mind pops, whereas the Voxel-Based Morphometry (VBM) was used to compute the volumes of both gray and white matter tissues. Multiple regression analyses on MPQ and VBM metrics indicated that high-frequency mind pops were significantly associated with smaller gray matter volume in the left middle temporal gyrus as well as with larger gray and white matter volume in the right medial prefrontal cortex. This increase in mind pops is also linked to higher creativity and the personality trait of 'openness'. These data not only suggest a key role of the two regions in generating self-related thoughts, but also open a possible link between brain and creativity or personality.
Radiant thinking and the use of the mind map in nurse practitioner education.
Spencer, Julie R; Anderson, Kelley M; Ellis, Kathryn K
2013-05-01
The concept of radiant thinking, which led to the concept of mind mapping, promotes all aspects of the brain working in synergy, with thought beginning from a central point. The mind map, which is a graphical technique to improve creative thinking and knowledge attainment, utilizes colors, images, codes, and dimensions to amplify and enhance key ideas. This technique augments the visualization of relationships and links between concepts, which aids in information acquisition, data retention, and overall comprehension. Faculty can promote students' use of the technique for brainstorming, organizing ideas, taking notes, learning collaboratively, presenting, and studying. These applications can be used in problem-based learning, developing plans of care, health promotion activities, synthesizing disease processes, and forming differential diagnoses. Mind mapping is a creative way for students to engage in a unique method of learning that can expand memory recall and help create a new environment for processing information. Copyright 2013, SLACK Incorporated.
The Developmental Progression of Understanding of Mind during a Hiding Game
ERIC Educational Resources Information Center
Nelson, P. Brooke; Adamson, Lauren B.; Bakeman, Roger
2012-01-01
In this longitudinal study, 52 typically developing preschoolers engaged in a hiding game with their mothers when children were 42-, 54-, and 66-months old. Children's understanding of mind, positive affect, and engagement with the task were rated, and mothers' utterances were coded for role and content. Analyses confirmed that some facets of…
Genetic Screening: A Unique Game of Survival
ERIC Educational Resources Information Center
Kurvink, Karen; Bowser, Jessica
2004-01-01
A creative learning game that helps students reinforce basic genetic information and facilitate the identification and understanding of the more subtle issues is presented. The basic framework of the game was conceived by a business major taking non-biology major course 'heredity and society-intertwining legacy.
ERIC Educational Resources Information Center
Wood, Denise; Bilsborow, Carolyn
2014-01-01
Today's graduates need the skills to enable them to "persevere in the face of complexity and unresolvability" (McWilliam and Haukka 2008: 660), and to respond creatively in work environments that are increasingly dependent on digital technologies (Cunningham 2006). However, although many higher education institutions (HEIs) acknowledge…
Creative Minds Abroad: How Design Students Make Meaning of Their International Education Experiences
ERIC Educational Resources Information Center
Johnson, Rachel Sherman
2016-01-01
The purpose of this study is to explore the ways in which students majoring in a design discipline make meaning of their study abroad experiences in relation to their creativity and creative design work. Students and recent alumni from the College of Design (CDes) at the University of Minnesota-Twin Cities (UMTC) who had studied abroad formed the…
Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism
ERIC Educational Resources Information Center
Sedig, Kamran; Haworth, Robert
2012-01-01
Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…
Let the (Board) Games Begin: Creative Ways to Enhance Teaching and Learning
ERIC Educational Resources Information Center
Sardone, Nancy B.; Devlin-Scherer, Roberta
2016-01-01
Gaming, in its many forms, is becoming a more active force in classrooms. To prepare preservice candidates for this trend, one teacher education program asked candidates (n = 60) to develop games in varied curricular fields tied to curriculum standards. This article describes the development of a model game, assignment requirements, provides a…
Interactive Story Authoring: A Viable Form of Creative Expression for the Classroom
ERIC Educational Resources Information Center
Carbonaro, M.; Cutumisu, M.; Duff, H.; Gillis, S.; Onuczko, C.; Siegel, J.; Schaeffer, J.; Schumacher, A.; Szafron, D.; Waugh, K.
2008-01-01
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently,…
Federal Benefits for Veterans, Dependents and Survivors: 2017 Online Edition
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
Creativity, Management, and the Minds of Man
ERIC Educational Resources Information Center
Suojanen, Waino W.
1976-01-01
Describes recent neurophysical theories regarding the different functions of the brain's left hemisphere (linear, time-oriented, rational, and analytic) and right hemisphere (intuitive, artistic, and creative) and discusses their implications for management science. (Available from Office of Publications, Graduate School of Business…
Leveraging the Social Aspect of Educational Games
ERIC Educational Resources Information Center
Jiménez, Osvaldo
2015-01-01
With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…
Saggar, Manish; Quintin, Eve-Marie; Kienitz, Eliza; Bott, Nicholas T.; Sun, Zhaochun; Hong, Wei-Chen; Chien, Yin-hsuan; Liu, Ning; Dougherty, Robert F.; Royalty, Adam; Hawthorne, Grace; Reiss, Allan L.
2015-01-01
A novel game-like and creativity-conducive fMRI paradigm is developed to assess the neural correlates of spontaneous improvisation and figural creativity in healthy adults. Participants were engaged in the word-guessing game of PictionaryTM, using an MR-safe drawing tablet and no explicit instructions to be “creative”. Using the primary contrast of drawing a given word versus drawing a control word (zigzag), we observed increased engagement of cerebellum, thalamus, left parietal cortex, right superior frontal, left prefrontal and paracingulate/cingulate regions, such that activation in the cingulate and left prefrontal cortices negatively influenced task performance. Further, using parametric fMRI analysis, increasing subjective difficulty ratings for drawing the word engaged higher activations in the left pre-frontal cortices, whereas higher expert-rated creative content in the drawings was associated with increased engagement of bilateral cerebellum. Altogether, our data suggest that cerebral-cerebellar interaction underlying implicit processing of mental representations has a facilitative effect on spontaneous improvisation and figural creativity. PMID:26018874
The Mindfulness Practice, Aesthetic Experience, and Creative Democracy
ERIC Educational Resources Information Center
Greenwalt, Kyle A.; Nguyen, Cuong H.
2017-01-01
In this paper, we explore the degree to which the Buddhist mindfulness practice and the habits of democratic citizenship can be reconstructed in light of each other. We ask what mindfulness is, seeking to first understand it in its Buddhist context. Then we turn to the work of John Dewey in order to seek possibilities for mutual reconstruction.…
ERIC Educational Resources Information Center
Barnard, Dan
2017-01-01
This case study draws on some experiments I have been doing in the use of dice in the ideas generation phase of a creative project. It draws on workshops I have run with creative technology students at Goldsmiths, with a range of adults at the Counterplay Conference in Aarhus (Denmark) and the Playful Learning Conference at Manchester Metropolitan…
Two analogy strategies: the cases of mind metaphors and introspection
NASA Astrophysics Data System (ADS)
Fischer, Eugen
2018-04-01
Analogical reasoning is often employed in problem-solving and metaphor interpretation. This paper submits that, as a default, analogical reasoning addressing these different tasks employs different mapping strategies. In problem-solving, it employs analogy-maximising strategies (like structure mapping, Gentner, D., & Markman, A. B. (1997). Structure mapping in analogy and similarity. American Psychologist, 52, 45-56); in metaphor interpretation, analogy-minimising strategies (like ATT-Meta, Barnden, J. A. (2015). Open-ended elaborations in creative metaphor. In T. R. Besold, M. Schorlemmer, & A. Smaill (Eds.), Computational creativity research: Towards creative machines (pp. 217-242). Berlin: Springer). The two strategies interact in analogical reasoning with conceptual metaphors. This interaction leads to predictable fallacies. The paper supports these hypotheses through case-studies on "mind" metaphors from ordinary discourse, and abstract problem-solving in the philosophy of mind, respectively. It shows that (1) default metaphorical interpretations for vision- and space-cognition metaphors can be derived with a variant of the analogy-minimising ATT-Meta approach, (2) philosophically influential introspective conceptions of the mind can be derived with conceptual metaphors only through an analogy-maximising strategy, and (3) the interaction of these strategies leads to hitherto unrecognised fallacies in analogical reasoning with metaphors. This yields a debunking explanation of introspective conceptions.
Fostering 21st Century Skills through Game Design and Development
ERIC Educational Resources Information Center
Garvey, Gregory P.
2015-01-01
This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…
Cognitive Science Implications for Enhancing Training Effectiveness in a Serious Gaming Context
ERIC Educational Resources Information Center
Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy
2007-01-01
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…
ERIC Educational Resources Information Center
Kwah, Helen
2012-01-01
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…
The Game of History: A Creative Review Activity
ERIC Educational Resources Information Center
Bell, Christine
2005-01-01
About eight days before final exams, teacher, Christine Bell, gives her students a study guide and a new assignment: to create their own board game. She groups students into threes. They have a week or so to prepare their game, the form of which should be based on anything of interest. The key is that the content of their game must include one…
Mind Mapping in Executive Education: Applications and Outcomes.
ERIC Educational Resources Information Center
Mento, Anthony J.; Martinelli, Patrick; Jones, Raymond M.
1999-01-01
Illustrates the technique of mind mapping as applied in executive education and management development. Indicates that most of the 70 students surveyed appreciated its use for recall and creative thinking, although some prefer a top-to-bottom, linear outline approach. (SK)
Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation
ERIC Educational Resources Information Center
Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro
2014-01-01
The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…
Tunney, Conall; Cooney, Patricia; Coyle, David; O'Reilly, Gary
2017-04-01
Background The current popularity of mindfulness-based practices has coincided with the increase in access to mobile technology. This has led to many mindfulness apps and programs becoming available, some specifically for children. However, little is known about the experience of engaging with mindfulness through these mediums. Aims To explore children's experience of mindfulness delivered both face-to-face and through a computer game to highlight any differences or similarities. Method A two-armed qualitative focus groups design was used to explore children's experiences. The first arm offered mindfulness exercises in a traditional face-to-face setting with guided meditations. The second arm offered mindfulness exercises through a computer game avatar. Results Themes of relaxation, engagement, awareness, thinking, practice and directing attention emerged from both arms of focus groups. Subthematic codes highlight key differences as well as similarities in the experience of mindfulness. Conclusions These results indicate that mindfulness delivered via technology can offer a rich experience. © The Royal College of Psychiatrists 2017.
Scientific Habits of Mind in Virtual Worlds
NASA Astrophysics Data System (ADS)
Steinkuehler, Constance; Duncan, Sean
2008-12-01
In today's increasingly "flat" world of globalization (Friedman 2005), the need for a scientifically literate citizenry has grown more urgent. Yet, by some measures, we have done a poor job at fostering scientific habits of mind in schools. Recent research on informal games-based learning indicates that such technologies and the communities they evoke may be one viable alternative—not as a substitute for teachers and classrooms, but as an alternative to textbooks and science labs. This paper presents empirical evidence about the potential of games for fostering scientific habits of mind. In particular, we examine the scientific habits of mind and dispositions that characterize online discussion forums of the massively multiplayer online game World of Warcraft. Eighty-six percent of the forum discussions were posts engaged in "social knowledge construction" rather than social banter. Over half of the posts evidenced systems based reasoning, one in ten evidenced model-based reasoning, and 65% displayed an evaluative epistemology in which knowledge is treated as an open-ended process of evaluation and argument.
Out of the box: A psychedelic model to study the creative mind.
Kuypers, K P C
2018-06-01
Our creativity is challenged daily when facing new situations asking for novel solutions. Creativity, a multicomponent construct includes flexible divergent and rigid convergent thinking. Psychedelic drugs like psilocybin can enhance creativity and affect state of mind (mood, empathy, openness). Of note, flexible thinking is disturbed in psychopathological conditions like anxiety disorders and depression and preliminary findings have shown psychedelics to be efficacious in the treatment of those conditions. The question how psychedelics induce this state of enhanced flexible thinking remains to be answered and investigating the neurobiology underlying this phenomenon will not only help in understanding why psychedelics are of use in the therapeutic setting but also in other settings where flexible thinking is challenged. A model including neuronal networks, neurotransmitters and personal factors playing a role in this process will be proposed which can be put to the test by means of placebo-controlled pharmaco-imaging studies in healthy volunteers. Copyright © 2018 The Author. Published by Elsevier Ltd.. All rights reserved.
ERIC Educational Resources Information Center
Yu, Jing; Zhu, Liqi; Leslie, Alan M.
2016-01-01
This study investigated the motivational and social-cognitive foundations (i.e., inequality aversion, in-group bias, and theory of mind) that underlie the development of sharing behavior among 3- to 9-year-old Chinese children (N = 122). Each child played two mini-dictator games against an in-group member (friend) and an out-group member…
The Power of Limits and the Pleasure of Games: An Easy and Fun Piano Duo Improvisation
ERIC Educational Resources Information Center
Thibeault, Matthew D.
2012-01-01
This column presents an improvisation game designed to be played by any two musicians from beginner through professional skill level. The author argues that two aspects are critical for success: one, an understanding of the creative power of limits; and, two, the importance of framing the activity as a game. The game, based on the limit of the…
ERIC Educational Resources Information Center
Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L.
2017-01-01
Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…
ERIC Educational Resources Information Center
O'Hanlon, Charlene
2011-01-01
Using games as a learning tool is not new--research abounds to demonstrate the use of video games enhancing problem-solving skills and creativity. Pioneer educational games, like Carmen Sandiego and Oregon Trail, have given birth to online, multiuser, digital simulations that would make their forebears blush. Now, in what seems to be a natural…
ERIC Educational Resources Information Center
Lamb, Richard; Annetta, Leonard; Vallett, David
2015-01-01
Introduction: Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking. Evidence suggests that high levels of creativity and fluency are important in the continued development of student interest, efficacy and ultimately career impact in the sciences. Method: In this study, 559…
Made in Hawai'i: Critical Studies and the Academy for Creative Media
ERIC Educational Resources Information Center
Ng, Konrad
2009-01-01
In this article, the author offers a brief history of the Academy for Creative Media (ACM)--the University of Hawai'i's primary academic program for the production and study of film, animation, and computer game design--and its mission to fulfill the Hawai'i state government's agenda to diversify the economy with creative media and high…
ERIC Educational Resources Information Center
Schimanke, Florian; Mertens, Robert; Vornberger, Oliver
2017-01-01
Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…
Godwin, Christine A; Hunter, Michael A; Bezdek, Matthew A; Lieberman, Gregory; Elkin-Frankston, Seth; Romero, Victoria L; Witkiewitz, Katie; Clark, Vincent P; Schumacher, Eric H
2017-08-01
Individual differences across a variety of cognitive processes are functionally associated with individual differences in intrinsic networks such as the default mode network (DMN). The extent to which these networks correlate or anticorrelate has been associated with performance in a variety of circumstances. Despite the established role of the DMN in mind wandering processes, little research has investigated how large-scale brain networks at rest relate to mind wandering tendencies outside the laboratory. Here we examine the extent to which the DMN, along with the dorsal attention network (DAN) and frontoparietal control network (FPCN) correlate with the tendency to mind wander in daily life. Participants completed the Mind Wandering Questionnaire and a 5-min resting state fMRI scan. In addition, participants completed measures of executive function, fluid intelligence, and creativity. We observed significant positive correlations between trait mind wandering and 1) increased DMN connectivity at rest and 2) increased connectivity between the DMN and FPCN at rest. Lastly, we found significant positive correlations between trait mind wandering and fluid intelligence (Ravens) and creativity (Remote Associates Task). We interpret these findings within the context of current theories of mind wandering and executive function and discuss the possibility that certain instances of mind wandering may not be inherently harmful. Due to the controversial nature of global signal regression (GSReg) in functional connectivity analyses, we performed our analyses with and without GSReg and contrast the results from each set of analyses. Copyright © 2017 Elsevier Ltd. All rights reserved.
Thinking Creatively Is Thinking Critically
ERIC Educational Resources Information Center
Gruenfeld, Elizabeth
2010-01-01
The Cartoneras projects aim to promote the celebration of language, culture, and creativity through a collaboration between top literary minds and cardboard collectors in Buenos Aires and Lima. They produce and publish beautiful books with hand-painted cardboard covers that speak of the wonderful literature inside. Inspired by those projects, the…
The Improvement of Children's Creativity through Korean Picture Books.
ERIC Educational Resources Information Center
Cho, Boo-Kyung; Kim, Jeongjun
1999-01-01
Examines how one Korean kindergarten used picture books to facilitate children's creativity. Describes students' responses to literature-based science activities related to a picture book. Concludes that good picture books can unleash children's minds from conventional science activities and that the development of the children's ideas depended on…
Nurturing the Imagination: Creativity Processes and Innovative Qualitative Research Projects
ERIC Educational Resources Information Center
Mulvihill, Thalia M.; Swaminathan, Raji
2012-01-01
This article explores the creativity processes involved in designing and analyzing innovative qualitative research projects and evaluates examples of recent models and typologies that illustrate a variety of ways to approach qualitative inquiry. Using Gardner's Five Minds (2006) typology, Boyer's Model of Scholarship (1997) and Bloom's Taxonomy of…
Positive Management Education: Creating Creative Minds, Passionate Hearts, and Kindred Spirits
ERIC Educational Resources Information Center
Karakas, Fahri
2011-01-01
The goal of this article is to explore positive management education, a practice-based teaching and learning model centered on positive organizational scholarship. Six signs of transformation in organizations are presented: complexity, community, creativity, spirituality, flexibility, and positivity. A model for positive management education is…
Video Game Based Learning in English Grammar
ERIC Educational Resources Information Center
Singaravelu, G.
2008-01-01
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…
Computer Game Design Classes: The Students' and Professionals' Perspectives
ERIC Educational Resources Information Center
Swacha, Jakub; Skrzyszewski, Adam; Syslo, Wojciech A.
2010-01-01
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present…
Designing Role-Playing Video Games for Ethical Thinking
ERIC Educational Resources Information Center
Schrier, Karen
2017-01-01
How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…
ERIC Educational Resources Information Center
Moore, Kimberly
2018-01-01
Minecraft is an open world survival computer game that was originally created in Sweden in 2011 and later purchased by Microsoft® in 2014. It is among the most popular computer games with students of all ages because it gives players a sense of ownership and opportunities for creative exploration. The game has three unique features: (1) no clear…
Games as Artistic Medium: Interfacing Complexity Theory in Game-Based Art Pedagogy
ERIC Educational Resources Information Center
Patton, Ryan Matthew
2011-01-01
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Children's strategic theory of mind.
Sher, Itai; Koenig, Melissa; Rustichini, Aldo
2014-09-16
Human strategic interaction requires reasoning about other people's behavior and mental states, combined with an understanding of their incentives. However, the ontogenic development of strategic reasoning is not well understood: At what age do we show a capacity for sophisticated play in social interactions? Several lines of inquiry suggest an important role for recursive thinking (RT) and theory of mind (ToM), but these capacities leave out the strategic element. We posit a strategic theory of mind (SToM) integrating ToM and RT with reasoning about incentives of all players. We investigated SToM in 3- to 9-y-old children and adults in two games that represent prevalent aspects of social interaction. Children anticipate deceptive and competitive moves from the other player and play both games in a strategically sophisticated manner by 7 y of age. One game has a pure strategy Nash equilibrium: In this game, children achieve equilibrium play by the age of 7 y on the first move. In the other game, with a single mixed-strategy equilibrium, children's behavior moved toward the equilibrium with experience. These two results also correspond to two ways in which children's behavior resembles adult behavior in the same games. In both games, children's behavior becomes more strategically sophisticated with age on the first move. Beyond the age of 7 y, children begin to think about strategic interaction not myopically, but in a farsighted way, possibly with a view to cooperating and capitalizing on mutual gains in long-run relationships.
Children’s strategic theory of mind
Sher, Itai; Koenig, Melissa; Rustichini, Aldo
2014-01-01
Human strategic interaction requires reasoning about other people’s behavior and mental states, combined with an understanding of their incentives. However, the ontogenic development of strategic reasoning is not well understood: At what age do we show a capacity for sophisticated play in social interactions? Several lines of inquiry suggest an important role for recursive thinking (RT) and theory of mind (ToM), but these capacities leave out the strategic element. We posit a strategic theory of mind (SToM) integrating ToM and RT with reasoning about incentives of all players. We investigated SToM in 3- to 9-y-old children and adults in two games that represent prevalent aspects of social interaction. Children anticipate deceptive and competitive moves from the other player and play both games in a strategically sophisticated manner by 7 y of age. One game has a pure strategy Nash equilibrium: In this game, children achieve equilibrium play by the age of 7 y on the first move. In the other game, with a single mixed-strategy equilibrium, children’s behavior moved toward the equilibrium with experience. These two results also correspond to two ways in which children’s behavior resembles adult behavior in the same games. In both games, children’s behavior becomes more strategically sophisticated with age on the first move. Beyond the age of 7 y, children begin to think about strategic interaction not myopically, but in a farsighted way, possibly with a view to cooperating and capitalizing on mutual gains in long-run relationships. PMID:25197065
Release the Body, Release the Mind.
ERIC Educational Resources Information Center
Stoner, Martha Goff
1998-01-01
A college English teacher describes the anxiety and resentment of students during in-class writing assignments and the successful classroom use of meditation and body movement. Movement seemed to relax the students, change their attitudes, and release their creative impulses to write. Implications related to the body-mind connection are pondered.…
Peirce's Semiotics, Subdoxastic Aboutness, and the Paradox of Inquiry
ERIC Educational Resources Information Center
Semetsky, Inna
2005-01-01
The author suggests that educational philosophy should benefit from addressing questions traditionally asked within discourse in the philosophy of mind, namely: the relation between the mind and world and the problems of intentionality (or aboutness), meaning, and representation. Peirce's semiotics and his category of creative abduction provide a…
NASA Astrophysics Data System (ADS)
Susanti, L. B.; Poedjiastoeti, S.; Taufikurohmah, T.
2018-04-01
The purpose of this study is to explain the validity of guided inquiry and mind mapping-based worksheet that has been developed in this study. The worksheet implemented the phases of guided inquiry teaching models in order to train students’ creative thinking skills. The creative thinking skills which were trained in this study included fluency, flexibility, originality and elaboration. The types of validity used in this study included content and construct validity. The type of this study is development research with Research and Development (R & D) method. The data of this study were collected using review and validation sheets. Sources of the data were chemistry lecturer and teacher. The data is the analyzed descriptively. The results showed that the worksheet is very valid and could be used as a learning media with the percentage of validity ranged from 82.5%-92.5%.
Theory of mind and the Ultimatum Game in healthy adult aging.
Girardi, Alessandra; Sala, Sergio Della; MacPherson, Sarah E
2018-01-01
The Ultimatum Game assesses decision-making involved in cooperative interactions with others. However, little is known about the role that the ability to understand other people's intentions plays in these interactions. This study examined performance on the Ultimatum Game and theory of mind (ToM) tasks in younger and older adults. Age differences were not found on the ToM tasks, and a lack of variability in performance prevented analyses of the relationships between performance on the Ultimatum Game and ToM. However, age differences were found on the Ultimatum Game, with older adults accepting more unfair offers. Yet, the two age groups did not differ in their appreciation of fairness, as assessed using subjective fairness ratings. These findings suggest that older adults are more rational in their behavior, accepting unfair offers even when they know they are unfair, as it is in their self-interest to accept small monetary values rather than nothing at all.
Creativity and Inspiration for Problem Solving in Engineering Education
ERIC Educational Resources Information Center
Nordstrom, Katrina; Korpelainen, Paivi
2011-01-01
Problem solving is a critical skill for engineering students and essential to development of creativity and innovativeness. Essential to such learning is an ease of communication and allowing students to address the issues at hand via the terminology, attitudes, humor and empathy, which is inherent to their frame of mind as novices, without the…
Conscious and Unconscious Intent in the Creative Process: A Letter from Eugene Ionesco.
ERIC Educational Resources Information Center
Coleman, Ingrid H.
1981-01-01
Introduces a letter written by Eugene Ionesco in answer to questions on the interpretation of his plays. In his letter Ionesco discusses the creative process as a blend of ideological and emotional motifs, seen, respectively, as the expression of the conscious and the unconscious (or subconscious) mind. (MES)
ERIC Educational Resources Information Center
Schuster, Donald, Ed.
1980-01-01
The proceedings of the 1980 Suggestive-Accelerative Learning and Teaching (SALT) conference include: "Creative Power in Action: Discovering Your 'Right' Mind" (Carole Austen and Hilary Johnson); "The Co-Creative Teacher: A Key Dimension in Accelerated Learning in the Classroom" (Susan M. Campbell); "The Application of…
Flourishing Creativity: Education in an Age of Wonder
ERIC Educational Resources Information Center
Tan, Oon Seng
2015-01-01
The twenty-first century is often described as an age of uncertainty and ambiguity with unprecedented challenges. Those with a creative mind-set however might call this millennium an age of wonder. New technologies and digital media are facilitating imagination and inventiveness. How are we innovating education? Are schools and classroom fostering…
ERIC Educational Resources Information Center
Overton, Dave
2004-01-01
As a Teaching Awards Regional Winner in 2002, the author was recently awarded funding by Planet Science (NESTA) for projects to disseminate best practice. One of the things he had in mind was to organise a "creative science event." So last July year 4 children from Chiltern Primary School, Hull, joined a class of year 5 children from…
Mind Map Marketing: A Creative Approach in Developing Marketing Skills
ERIC Educational Resources Information Center
Eriksson, Lars Torsten; Hauer, Amie M.
2004-01-01
In this conceptual article, the authors describe an alternative course structure that joins learning key marketing concepts to creative problem solving. The authors describe an approach using a convergent-divergent-convergent (CDC) process: key concepts are first derived from case material to be organized in a marketing matrix, which is then used…
Creatively Expanding Minds through Interdisciplinary Exploration
ERIC Educational Resources Information Center
Ambrose, Don
2010-01-01
A long term, ever broadening search for ideas from multiple disciplines strengthens creative thinking for many gifted young people, especially if the search is guided by the evolving interests of the individual. Instead of asking students to delve deeply into a particular topic, encourage them to allow one point of study to suggest others, and…
Li, Wen; Garland, Eric L.; McGovern, Patricia; O'Brien, Jennifer E.; Tronnier, Christine; Howard, Matthew O.
2017-01-01
Empirical studies have identified increasing rates of Internet Gaming Disorder (IGD) and associated adverse consequences. However, very few evidence-based interventions have been evaluated for IGD or problematic video gaming behaviors. This study evaluated Mindfulness-Oriented Recovery Enhancement (MORE) as a treatment for IGD. Thirty adults (M age = 25.0, SD = 5.4) with IGD or problematic video gaming behaviors were randomized to 8 weeks of group-based MORE or 8 weeks of a support group (SG) control condition. Outcome measures were administered at pre-and posttreatment, and 3-month following treatment completion using self-report instruments. Linear mixed models were used for outcome analyses. MORE participants had significantly greater reductions in the number of DSM-5 IGD criteria they met, craving for video gaming, and maladaptive cognitions associated with gaming than SG participants, and therapeutic benefits were maintained at 3-month follow-up. MORE is a promising treatment approach for IGD. PMID:28437120
Alternate Reality Gaming: Teaching Visual Art Skills to Multiple Subject Credential Candidates
ERIC Educational Resources Information Center
Engdahl, Eric
2014-01-01
Through Alternate Reality Games, students engage in narrative, play, cooperation, creativity, and joy by creating storylines focusing on one element of art. In 2008, the Luce Center at the Smithsonian American Art Museum presented Ghosts of a Chance. The first Alternative Reality Game (ARG) to be hosted by a museum, it was designed to deepen and…
Creative Movement and Physical Development. Books for Professionals.
ERIC Educational Resources Information Center
Hagens, Helen E.
1994-01-01
Reviews three books on creative movement and physical development appropriate for early childhood teachers: (1) "Hello Toes! Movement Games for Children" (A. F. Barlin and N. Kalev); (2) "Movement Activities for Early Childhood" (C. T. Hammett); and (3) "Designing Preschool Movement Programs" (S. W. Sanders). (MDM)
Trost, Stewart G; Sundal, Deborah; Foster, Gary D; Lent, Michelle R; Vojta, Deneen
2014-05-01
Active video games may offer an effective strategy to increase physical activity in overweight and obese children. However, the specific effects of active gaming when delivered within the context of a pediatric weight management program are unknown. To evaluate the effects of active video gaming on physical activity and weight loss in children participating in an evidence-based weight management program delivered in the community. Group-randomized clinical trial conducted during a 16-week period in YMCAs and schools located in Massachusetts, Rhode Island, and Texas. Seventy-five overweight or obese children (41 girls [55%], 34 whites [45%], 20 Hispanics [27%], and 17 blacks [23%]) enrolled in a community-based pediatric weight management program. Mean (SD) age of the participants was 10.0 (1.7) years; body mass index (BMI) z score, 2.15 (0.40); and percentage overweight from the median BMI for age and sex, 64.3% (19.9%). All participants received a comprehensive family-based pediatric weight management program (JOIN for ME). Participants in the program and active gaming group received hardware consisting of a game console and motion capture device and 1 active game at their second treatment session and a second game in week 9 of the program. Participants in the program-only group were given the hardware and 2 games at the completion of the 16-week program. Objectively measured daily moderate-to-vigorous and vigorous physical activity, percentage overweight, and BMI z score. Participants in the program and active gaming group exhibited significant increases in moderate-to-vigorous (mean [SD], 7.4 [2.7] min/d) and vigorous (2.8 [0.9] min/d) physical activity at week 16 (P < .05). In the program-only group, a decline or no change was observed in the moderate-to-vigorous (mean [SD] net difference, 8.0 [3.8] min/d; P = .04) and vigorous (3.1 [1.3] min/d; P = .02) physical activity. Participants in both groups exhibited significant reductions in percentage overweight and BMI z scores at week 16. However, the program and active gaming group exhibited significantly greater reductions in percentage overweight (mean [SD], -10.9%[1.6%] vs -5.5%[1.5%]; P = .02) and BMI z score (-0.25 [0.03] vs -0.11 [0.03]; P < .001). CONCLUSIONS AND RELEVANCE Incorporating active video gaming into an evidence-based pediatric weight management program has positive effects on physical activity and relative weight. TRIAL REGISTRATION clinicaltrials.gov Identifier: NCT01757925.
Green Energy: Powering Education from a STEM Education Methodology
ERIC Educational Resources Information Center
Hughes, Bill
2011-01-01
With the pressing energy needs that the global population is facing, renewable energies are rapidly becoming prominent science and engineering challenges throughout the world. Where will the young scientific and engineering minds come from to meet these demands? With some creative, open-minded thinking, it could be from one's very own classrooms.…
Contemplative Pedagogy and Mindfulness: Developing Creative Attention in an Age of Distraction
ERIC Educational Resources Information Center
O'Donnell, Aislinn
2015-01-01
Over the last decade, there has been a considerable expansion of mindfulness programmes into a number of different domains of contemporary life, such as corporations, schools, hospitals and even the military. Understanding the reasons for this phenomenon involves, I argue, reflecting upon the nature of contemporary capitalism and mapping the…
The Self-Generative Mind in Education: Review and Future Directions
ERIC Educational Resources Information Center
Ergas, Oren; Berkovich-Ohana, Aviva
2017-01-01
Since the turn of the millennium, there has been a surge of interest in diverse forms of spontaneous thinking, such as mind-wandering, and their associated brain networks. Studies demonstrate the pervasiveness of these phenomena as well as their effects on education-relevant domains such as academic skills, well-being, creativity, executive…
The High-Performance Mind: Mastering Brainwaves for Insight, Healing, and Creativity.
ERIC Educational Resources Information Center
Wise, Anna
This book aims to enlighten its readers on how to achieve optimal human efficiency, well-being, and balance through "brainwave training." According to the book, the 4 kinds of brainwaves--beta, alpha, theta, and delta--communicate with each other to pass information between conscious and unconscious mind. Mastering these brainwaves…
Mind the Gap! Differences between Parents' Childhood Games and Their Children's Game Preferences
ERIC Educational Resources Information Center
Balci, Sibel; Ahi, Berat
2017-01-01
This study discusses the differences between parents' childhood games and their children's game preferences. Four hundred and nineteen parents were surveyed to determine their play experiences as children as well as their children's play experiences today. The results of the study indicate that there is a gap between the time spent outdoors by…
The Effect of Playing a Logic Game on Student Learning in Physics.
ERIC Educational Resources Information Center
Parsons, Ralph
The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…
ERIC Educational Resources Information Center
Marigliano, Michelle L.; Russo, Michele J.
2011-01-01
Creative movement is an ideal way to help young children develop critical-thinking and problem-solving skills. Most young children are, by nature, extremely physical. They delight in exploring the world with their bodies and expressing their ideas and feelings through movement. During creative movement experiences, children learn to think before…
Notebooks of the Mind. Explorations of Thinking.
ERIC Educational Resources Information Center
John-Steiner, Vera
In an attempt to find out more about how creative people engage in thinking, more than 50 men and women considered to be prominant in the humanities, the arts, and the sciences were interviewed. Letters, diaries and autobiographies of other creative individuals were examined in an effort to provide a broad base for studying the psychology of…
The Creative Classroom: The Role of Space and Place toward Facilitating Creativity
ERIC Educational Resources Information Center
Warner, Scott A.; Myers, Kerri L.
2010-01-01
As people become more sophisticated in their understanding of the workings of the human mind, it becomes increasingly clear that the processes of teaching and learning are more complex and subtle than was once thought. Models of education that were appropriate in the past are now obsolete. Cornell (2002) proposed an emerging paradigm of teaching…
The Perfectionist Call of Intelligibility: Secondary English, Creative Writing, and Moral Education
ERIC Educational Resources Information Center
Belas, Oliver
2016-01-01
This article puts forward moral-philosophical arguments for re-building and re-thinking secondary-level (high-school equivalent) English studies around creative writing practices. I take it that when educators and policy makers talk about such entities as the "well-rounded learner," what we have, or should have, in mind is moral agents…
3 CFR 8723 - Proclamation 8723 of October 3, 2011. National Arts and Humanities Month, 2011
Code of Federal Regulations, 2012 CFR
2012-01-01
... the creative thinkers of tomorrow. Educators across our country are opening young minds, fostering... education for our children that will fuel our efforts to lead in a new economy where critical and creative thinking will be the keys to success. Today, the arts and humanities continue to break social and political...
... than 65, stimulating your brain with activities and games can keep your mind sharp later in life ( ... you currently have some form of dementia, brain games and “active mind” activity can still help. There ...
Rahmati, Narges; Rostami, Reza; Zali, Mohammad Reza; Nowicki, Stephen; Zarei, Jamilah
2014-10-01
The aim of this study is to investigate the entrepreneurial traits of school children in the city of Tehran. For this purpose, 48 students were selected with an average IQ between 90 and 119. Ranging from 7th to 12th grades, all the subjects were assessed using Nowicki-Strickland's Locus of Control Scale (N-SLCS), Torrance Tests of Creative Thinking (TTCT), and Hyperkinetic Syndrome Assessment Method (HKSD). The obtained results were then organized and categorized into three groups. One of the groups was randomly chosen as experimental and the other as the control group and the last play group. In this empirical study, the students received Sensory Motor Rhythm (SMR) and Beta neurofeedback for 20 sessions. The play group was assigned to play mind games for 20 sessions. At the same time, the control group received no experiments. After the end of the experiments, all the students in three groups were reassessed by Torrance Tests of Creative Thinking, Hyperkinetic Syndrome Assessment Method, and Nowicki-Strickland's Locus of Control Scale. The results from MANOVA showed that the neurofeedback group had demonstrated a meaningful change in creativity and locus of control while the adaptability of risk-taking was on a meaningful level for the experimental group. The results also indicate an improvement in creativity for the neurofeedback group in comparison with the play group on a 0.02 meaningful level. Similarly, the results suggest an improvement in creativity for the neurofeedback group on a 0.000 meaningful level in comparison with the control group. This is while the play group and the control group do not show any meaningful difference. The results also show an improvement in the internal locus of control for the neurofeedback group in comparison with the play group on a 0.032 meaningful level; while, it is meaningful on a 0.01 level for the neurofeedback group in comparison with the control group. The findings for the play group and control group do not show any meaningful difference. The paper concludes that neurofeedback training can be used for increasing the level of entrepreneurial traits in students.
Mind-wandering as spontaneous thought: a dynamic framework.
Christoff, Kalina; Irving, Zachary C; Fox, Kieran C R; Spreng, R Nathan; Andrews-Hanna, Jessica R
2016-11-01
Most research on mind-wandering has characterized it as a mental state with contents that are task unrelated or stimulus independent. However, the dynamics of mind-wandering - how mental states change over time - have remained largely neglected. Here, we introduce a dynamic framework for understanding mind-wandering and its relationship to the recruitment of large-scale brain networks. We propose that mind-wandering is best understood as a member of a family of spontaneous-thought phenomena that also includes creative thought and dreaming. This dynamic framework can shed new light on mental disorders that are marked by alterations in spontaneous thought, including depression, anxiety and attention deficit hyperactivity disorder.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Greitzer, Frank L.; Kuchar, Olga A.; Huston, Kristy A.
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based training application in the domain of cyber security education.
ERIC Educational Resources Information Center
Tyndale, Eric; Ramsoomair, Franklin
2016-01-01
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
Sharing Teaching Ideas: Active Participation in the Classroom through Creative Problem Generation.
ERIC Educational Resources Information Center
Gonzales, Nancy A.; And Others
1996-01-01
Presents an activity to involve students in mathematical communication and creative thinking. The activity is similar to the "pass it along" gossip game in which each person in a chain adds a piece of information. The class analyzes the resulting mathematics problem using George Polya's problem-solving techniques. (MKR)
Creative Writing, Problem-Based Learning, and Game-Based Learning Principles
ERIC Educational Resources Information Center
Trekles, Anastasia M.
2012-01-01
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Mixing It up: Bringing Young People's Digital Creativity to Class
ERIC Educational Resources Information Center
Burwell, Catherine
2012-01-01
Remix is the practice of recombining music, sound, images, and words from sources such as film, television, video, online games, advertising, and novels into new kinds of creative blends. It is a process of re-assembling, recontextualizing, and creating new meanings, and a practice at which young, media-savvy creators excel. Increasingly, youth…
Minding Your Own Small Business. Simulation Game 1.
ERIC Educational Resources Information Center
Athena Corp., Bethesda, MD.
Designed as an integral part of a one-semester course in small business ownership and management for high school students, this first of two simulation games is intended to be introduced after the students have received a general introduction to the principles of small business ownership and management. The game is divided into two…
Minding Your Own Small Business. Simulation Game 2.
ERIC Educational Resources Information Center
Athena Corp., Bethesda, MD.
Designed as an integral part of a one-semester course in small business ownership and management for high school students, this second of two simulation games is intended to be introduced at the end of Unit 2, "The Market is People," and completed in Unit 3, "Dollars and Decisions." The game is divided into two…
Li, Wen; Garland, Eric L; McGovern, Patricia; O'Brien, Jennifer E; Tronnier, Christine; Howard, Matthew O
2017-06-01
Empirical studies have identified increasing rates of Internet gaming disorder (IGD) and associated adverse consequences. However, very few evidence-based interventions have been evaluated for IGD or problematic video gaming behaviors. This study evaluated Mindfulness-Oriented Recovery Enhancement (MORE) as a treatment for IGD. Thirty adults (Mage = 25.0, SD = 5.4) with IGD or problematic video gaming behaviors were randomized to 8 weeks of group-based MORE or 8 weeks of a support group (SG) control condition. Outcome measures were administered at pre- and posttreatment and 3-months following treatment completion using self-report instruments. Linear mixed models were used for outcome analyses. MORE participants had significantly greater reductions in the number of Diagnostic and Statistical Manual of Mental Disorders-5 IGD criteria they met, craving for video gaming, and maladaptive cognitions associated with gaming than SG participants, and therapeutic benefits were maintained at 3-month follow-up. MORE is a promising treatment approach for IGD. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Multimedia Games for Fun and Learning English in Preschool
ERIC Educational Resources Information Center
Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor
2015-01-01
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
ERIC Educational Resources Information Center
Fugate, C. Matthew; Zentall, Sydney S.; Gentry, Marcia
2013-01-01
There have been some behavioral indicators and some types of task performance that suggest greater creativity in students with attention deficit hyperactive disorder (ADHD). This evidence would appear counterintuitive given that lower working memory (i.e., holding information in mind for novel recombinations) has often been documented in students…
ERIC Educational Resources Information Center
Booth, Eric
2013-01-01
In this reflective essay, Eric Booth utilizes his Habits of Mind for Creative Engagement to offer two suggestions for intensifying the impact of arts learning in schools. Booth's first suggestion redefines what artistic engagement really means and where it can contribute to creative learning. His second suggestion advocates for the use of…
ERIC Educational Resources Information Center
Flowers, Michelle; Lipsett, Lisa; Barrett, M. J.
2014-01-01
What can happen when the "monkey mind" of habitual conceptual thought is awakened to the more-than-human through attention to subtle energies and artmaking? Drawing on autoethnographic methods, we demonstrate how one graduate student's creative engagement with a tree brought animist theory to life. This paper illustrates how a…
Yu, Shu; Mao, Sijie; Wu, Anise M S
2018-05-24
Internet gaming disorder (IGD) is a growing mental health threat across age groups, but existing literature regarding IGD mainly focuses on student populations. Empirical investigation of the risk and protective factors in adult populations is warranted. This study aimed to fill the research gap by examining whether stress and 3 positive psychology factors (ie, frustration tolerance, mindfulness, and social support) are associated with IGD symptoms in working adults. It was also the first attempt to test the buffering effects of these positive psychology factors on the relationship between stress and IGD vulnerability. This cross-sectional study was conducted in Shenzhen, China. We recruited 327 full-time working Chinese adults (mean age = 31.93 years), who had online gaming experience and voluntarily completed an anonymous questionnaire with DSM-5 criteria to measure their IGD symptoms. Internet gaming disorder symptoms were positively correlated with stress and negatively correlated with the 3 positive psychology factors, among which mindfulness emerged as the most salient protective factor. Moreover, mindfulness, but not frustration tolerance and social support, was found to significantly alleviate the relationship between stress and IGD. Our findings provide supportive evidence for the protective and moderating roles of positive psychology variables against IGD among Chinese working adults. Workplace-based prevention programs may take the identified factors into account to help promote individuals' personal resources to mitigate development of IGD. © 2018 John Wiley & Sons Australia, Ltd.
De Dreu, Carsten K W; Nijstad, Bernard A; Baas, Matthijs; Wolsink, Inge; Roskes, Marieke
2012-05-01
Anecdotes from creative eminences suggest that executive control plays an important role in creativity, but scientific evidence is sparse. Invoking the Dual Pathway to Creativity Model, the authors hypothesize that working memory capacity (WMC) relates to creative performance because it enables persistent, focused, and systematic combining of elements and possibilities (persistence). Study 1 indeed showed that under cognitive load, participants performed worse on a creative insight task. Study 2 revealed positive associations between time-on-task and creativity among individuals high but not low in WMC, even after controlling for general intelligence. Study 3 revealed that across trials, semiprofessional cellists performed increasingly more creative improvisations when they had high rather than low WMC. Study 4 showed that WMC predicts original ideation because it allows persistent (rather than flexible) processing. The authors conclude that WMC benefits creativity because it enables the individual to maintain attention focused on the task and prevents undesirable mind wandering.
Theory of Mind Enhances Preference for Fairness
ERIC Educational Resources Information Center
Takagishi, Haruto; Kameshima, Shinya; Schug, Joanna; Koizumi, Michiko; Yamagishi, Toshio
2010-01-01
The purpose of the current study was to examine the role of theory of mind in fairness-related behavior in preschoolers and to introduce a tool for examining fairness-related behavior in children. A total of 68 preschoolers played the Ultimatum Game in a face-to-face setting. Acquisition of theory of mind was defined as the understanding of false…
Improving creativity performance by short-term meditation.
Ding, Xiaoqian; Tang, Yi-Yuan; Tang, Rongxiang; Posner, Michael I
2014-03-19
One form of meditation intervention, the integrative body-mind training (IBMT) has been shown to improve attention, reduce stress and change self-reports of mood. In this paper we examine whether short-term IBMT can improve performance related to creativity and determine the role that mood may play in such improvement. Forty Chinese undergraduates were randomly assigned to short-term IBMT group or a relaxation training (RT) control group. Mood and creativity performance were assessed by the Positive and Negative Affect Schedule (PANAS) and Torrance Tests of Creative Thinking (TTCT) questionnaire respectively. As predicted, the results indicated that short-term (30 min per day for 7 days) IBMT improved creativity performance on the divergent thinking task, and yielded better emotional regulation than RT. In addition, cross-lagged analysis indicated that both positive and negative affect may influence creativity in IBMT group (not RT group). Our results suggested that emotion-related creativity-promoting mechanism may be attributed to short-term meditation.
Outside advantage: can social rejection fuel creative thought?
Kim, Sharon H; Vincent, Lynne C; Goncalo, Jack A
2013-08-01
Eminently creative people working in fields as disparate as physics and literature refer to the experience of social rejection as fuel for creativity. Yet, the evidence of this relationship is anecdotal, and the psychological process that might explain it is as yet unknown. We theorize that the experience of social rejection may indeed stimulate creativity but only for individuals with an independent self-concept. In 3 studies, we show that individuals who hold an independent self-concept performed more creatively after social rejection relative to inclusion. We also show that this boost in creativity is mediated by a differentiation mind-set, or salient feelings of being different from others. Future research might investigate how the self-concept--for example, various cultural orientations-may shape responses to social rejection by mitigating some of the negative consequences of exclusion and potentially even motivating creative exploration. PsycINFO Database Record (c) 2013 APA, all rights reserved.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hueter, J.M.
Creativity involves the associating of hitherto unrelated elements to form a new and useful combination. All have the ability but most seldom use it because of some false beliefs and failure to understand the creative process. Deterrents to creativity include fear of criticism, narrowness of education and training, habit, negative attitudes toward problems, lack of motivation, lack of self-confidence, lack of courage and discouragement by failures. The recognition and development of creative ideas requires mental effort, an open mind, searching seemingly unrelated fields and definition of the problem. Brainstorming is widely used to produce alternate ideas. Modifications of it aremore » the Gordon Technique and Synectics. Morphological analysis and the examination of attributes are other aids to creativity. Recognition of a need, or of a new use of an old idea can be helpful. Management should encourage attempts at creativity. If the will exists, creativity can be developed by conscious effort instead of being left to chance.« less
Just Society as a Fair Game: John Rawls and Game Theory in the 1950s.
Gališanka, Andrius
2017-01-01
I explore the influence of game theory on the political philosopher John Rawls as a way of analyzing the character of his democratic thought. Recent narratives bring Rawls closer to direct democracy as a result of game theory's influence. I argue that game theory prompted creative, organic developments in Rawls's political framework rather than shaping it. It prompted Rawls to emphasize autonomy and fairness, leading him to the analogy between a just society and a fair game. And it prompted thought experiments that analyzed our considered judgments. This was an idealized analysis unconnected to the vision of direct democracy.
Preschool Children Fail Primate Prosocial Game Because of Attentional Task Demands
Burkart, Judith Maria; Rueth, Katja
2013-01-01
Various nonhuman primate species have been tested with prosocial games (i.e. derivates from dictator games) in order to better understand the evolutionary origin of proactive prosociality in humans. Results of these efforts are mixed, and it is difficult to disentangle true species differences from methodological artifacts. We tested 2- to 5-year-old children with a costly and a cost-free version of a prosocial game that differ with regard to the payoff distribution and are widely used with nonhuman primates. Simultaneously, we assessed the subjects’ level of Theory of Mind understanding. Prosocial behavior was demonstrated with the prosocial game, and did not increase with more advanced Theory of Mind understanding. However, prosocial behavior could only be detected with the costly version of the game, whereas the children failed the cost-free version that is most commonly used with nonhuman primates. A detailed comparison of the children’s behavior in the two versions of the game indicates that the failure was due to higher attentional demands of the cost-free version, rather than to a lack of prosociality per se. Our results thus show (i) that subtle differences in prosociality tasks can substantially bias the outcome and thus prevent meaningful species comparisons, and (ii) that like in nonhuman primates, prosocial behavior in human children does not require advanced Theory of Mind understanding in the present context. However, both developmental and comparative psychology accumulate increasing evidence for the multidimensionality of prosocial behaviors, suggesting that different forms of prosociality are also regulated differentially. For future efforts to understand the evolutionary origin of prosociality it is thus crucial to take this heterogeneity into account. PMID:23844201
Preschool children fail primate prosocial game because of attentional task demands.
Burkart, Judith Maria; Rueth, Katja
2013-01-01
Various nonhuman primate species have been tested with prosocial games (i.e. derivates from dictator games) in order to better understand the evolutionary origin of proactive prosociality in humans. Results of these efforts are mixed, and it is difficult to disentangle true species differences from methodological artifacts. We tested 2- to 5-year-old children with a costly and a cost-free version of a prosocial game that differ with regard to the payoff distribution and are widely used with nonhuman primates. Simultaneously, we assessed the subjects' level of Theory of Mind understanding. Prosocial behavior was demonstrated with the prosocial game, and did not increase with more advanced Theory of Mind understanding. However, prosocial behavior could only be detected with the costly version of the game, whereas the children failed the cost-free version that is most commonly used with nonhuman primates. A detailed comparison of the children's behavior in the two versions of the game indicates that the failure was due to higher attentional demands of the cost-free version, rather than to a lack of prosociality per se. Our results thus show (i) that subtle differences in prosociality tasks can substantially bias the outcome and thus prevent meaningful species comparisons, and (ii) that like in nonhuman primates, prosocial behavior in human children does not require advanced Theory of Mind understanding in the present context. However, both developmental and comparative psychology accumulate increasing evidence for the multidimensionality of prosocial behaviors, suggesting that different forms of prosociality are also regulated differentially. For future efforts to understand the evolutionary origin of prosociality it is thus crucial to take this heterogeneity into account.
Breaking the rules of the game: Ethical implications for nursing practice and education.
Milton, Constance L
2006-07-01
Rules in games are fundamental to the ethics of practice. Rules provide a context or space where a game is defined and played. Throughout human life, games may be formalized with written and unwritten rules. Imaginations may be sparked in the creative structuring of new, informal games. Formal and informal rules can serve to provide direction for what may be viewed as decorum and appropriate behavior with professional groups. In this column, the author illuminates possible ethical meanings for rule-making and breaking with implications for nursing practice and education from a nursing theoretical perspective.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bodnarczuk, M.
How does one assure that both quality and creativity are obtained in basic research environments QA theoreticians have attempted to develop workable definitions of quality, but in more reflective moments, these definitions often fail to capture the deeper essence of the idea of quality.'' This paper asserts that creativity (as a product of the human mind) is a concrete interface between perfunctory definitions of quality (conformance to specifications) and more philosophical speculations about the nature of quality- related ultimates'' like elegance or beauty. In addition, we describe the distinction between creative ideas and creative acts and highlight one of themore » major inhibitors of creativity, fear. Finally we show that highly creative people often have an irreverent attitude toward boundaries and established authority, and discuss how one can allow for this when designing a QA program in a basic research environment.« less
Developing Strategic and Reasoning Abilities with Computer Games at Primary School Level
ERIC Educational Resources Information Center
Bottino, R. M.; Ferlino, L.; Ott, M.; Tavella, M.
2007-01-01
The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in…
Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks?
ERIC Educational Resources Information Center
Jackson, David
2017-01-01
Story writing is a complex semantic and creative task, and the difficulty of managing it is made greater by attempting to write in collaboration with others. This complication can deter students from experimenting with collaboration before mastering their own practice in relative privacy. Such reticence is in spite of the fact that there are many…
Math Thinking Motivators. A Good Apple Math Activity Book for Grades 2-7.
ERIC Educational Resources Information Center
Bernstein, Bob
In this booklet are 43 mathematical games and activities to stimulate creative thinking in grades 2-7. The goal of teaching divergent thinking is stressed, as well as the need to encourage positive self-image, motivation, and creativity. For each activity, the mathematical skills addressed in the activity are listed; topics span the elementary…
From Compulsory to Compelling: A Whole New School for a Whole New Mind
ERIC Educational Resources Information Center
DeGarmo, Jacqueline; Turckes, Steven R.
2009-01-01
In his book "A Whole New Mind: Why Right Brainers Will Rule the Future," Daniel Pink uses the traditionally held beliefs about the cognitive functioning of the left and right hemispheres of the brain (left: logical, sequential, mathematical, etc., and right: intuition, creative, artistic, etc.) as a metaphor to postulate that a new era is emerging…
Imaginative Learning: Teaching Music through the Creative Mind
ERIC Educational Resources Information Center
Garner, Alison M.
2011-01-01
Only a few of the author's music students are dedicated to music as a possible career. Most squeeze their lessons in between soccer tournaments and play practices, homework and a social life. As their only musical outlet, the author feels a double responsibility. Her goal is to open children's minds and hearts to the world of music--for them to…
Mindfulness over matter > U.S. Air Force > Article Display
Speeches Archive Former AF Top 3 Viewpoints and Speeches Air Force Warrior Games 2017 Events 2018 Air Force Strategic Documents Desert Storm 25th Anniversary Observances DoD Warrior Games Portraits in Courage
ERIC Educational Resources Information Center
Chesimet, M. C.; Githua, B. N.; Ng'eno, J. K.
2016-01-01
Mathematics is a subject which seeks to understand patterns that permeate both the world around us and the mind within us. There are many ways of thinking and the kind of thinking one learns in mathematics is an ability to handle abstraction and solve problems that require knowledge of mathematics. Mathematical creativity is essential for…
How Do the "Real Housewives" Get to History Class? A Multimodal Twist on a Project
ERIC Educational Resources Information Center
Adams, Caswell
2016-01-01
When eighth-grade students tire of writing, their history teacher must get creative to keep their attention for the next project. By applying a multimodal design to an old project, the teacher creates a new one that appeals to various learners and creative minds. The result is not only historical learning but also an opportunity to see how…
Thinking beyond the Obvious Boundaries in Mathematics: An Exploration of Joyous Discovery.
ERIC Educational Resources Information Center
de Vries, Marianne E.
1992-01-01
Ideas for the development of creative exploration in mathematics are offered, including games to play in class (e.g., card games and tangrams), competitions (sample problems), clubs and math evenings (math relays and treasure hunts), projects (possible topics in patchwork quilting, art, and music), and math camps. (DB)
Alaskan Native Games--A Cross-Cultural Addition to the Physical Education Curriculum.
ERIC Educational Resources Information Center
Frey, Richard D.; Allen, Mike
1989-01-01
Importing traditional, yet unknown, physical activities from different cultures is an exciting way to add creativity and imagination to the physical education curriculum. Explanations, accompanied by teaching hints, are given of several traditional Alaskan native games which have been successfully used with K-Six students in the Anchorage School…
Video Games, Adolescents, and the Displacement Effect
ERIC Educational Resources Information Center
Fisher, Carla Christine
2012-01-01
The displacement effect (the idea that time spent in one activity displaces time spent in other activities) was examined within the lens of adolescents' video game use and their time spent reading, doing homework, in physically active sports and activities, in creative play, and with parents and friends. Data were drawn from the Panel Study…
How minimal executive feedback influences creative idea generation
Camarda, Anaëlle; Agogué, Marine; Houdé, Olivier; Weil, Benoît; Le Masson, Pascal
2017-01-01
The fixation effect is known as one of the most dominant of the cognitive biases against creativity and limits individuals’ creative capacities in contexts of idea generation. Numerous techniques and tools have been established to help overcome these cognitive biases in various disciplines ranging from neuroscience to design sciences. Several works in the developmental cognitive sciences have discussed the importance of inhibitory control and have argued that individuals must first inhibit the spontaneous ideas that come to their mind so that they can generate creative solutions to problems. In line with the above discussions, in the present study, we performed an experiment on one hundred undergraduates from the Faculty of Psychology at Paris Descartes University, in which we investigated a minimal executive feedback-based learning process that helps individuals inhibit intuitive paths to solutions and then gradually drive their ideation paths toward creativity. Our results provide new insights into novel forms of creative leadership for idea generation. PMID:28662154
How minimal executive feedback influences creative idea generation.
Ezzat, Hicham; Camarda, Anaëlle; Cassotti, Mathieu; Agogué, Marine; Houdé, Olivier; Weil, Benoît; Le Masson, Pascal
2017-01-01
The fixation effect is known as one of the most dominant of the cognitive biases against creativity and limits individuals' creative capacities in contexts of idea generation. Numerous techniques and tools have been established to help overcome these cognitive biases in various disciplines ranging from neuroscience to design sciences. Several works in the developmental cognitive sciences have discussed the importance of inhibitory control and have argued that individuals must first inhibit the spontaneous ideas that come to their mind so that they can generate creative solutions to problems. In line with the above discussions, in the present study, we performed an experiment on one hundred undergraduates from the Faculty of Psychology at Paris Descartes University, in which we investigated a minimal executive feedback-based learning process that helps individuals inhibit intuitive paths to solutions and then gradually drive their ideation paths toward creativity. Our results provide new insights into novel forms of creative leadership for idea generation.
[Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].
Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu
2018-02-01
Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.
Creative Play Leads to Lasting Memories
ERIC Educational Resources Information Center
Goff, Lynn
2010-01-01
When the author visits art museums, she always winds up in the children's section of the museum shop looking for appropriate books and games for her students. The games always intrigue her; however, they are rarely designed for more than two to four players, and the cost is often prohibitive. In light of this frustrating situation, she has spent a…
Get Kids Moving: Simple Activities To Build Gross-Motor Skills.
ERIC Educational Resources Information Center
Texas Child Care, 2003
2003-01-01
Highlights the importance of activities to build gross motor skills and provides hints for encouraging such activities. Specific areas of activities presented are: (1) running and jumping; (2) music games; (3) action games; (4) races; (5) bed sheets or parachutes; (6) hula hoops; (7) balls; (8) batting; (9) balance; and (10) creative movement. (SD)
ERIC Educational Resources Information Center
Voulgari, Iro; Komis, Vassilis; Sampson, Demetrios G.
2014-01-01
Over the past decade research has recognised the learning potential of massively multiplayer online games (MMOGs). MMOGs can be used by the technology-enhanced learning research community to study and identify good educational practices that may inspire engaging, creative and motivating approaches for education and learning. To this end, in this…
What Happened Next? Making and Using an Interactive DVD Quiz Game
ERIC Educational Resources Information Center
Sluman, Jonny
2013-01-01
In this article Jonny Sluman describes how he adapted an interactive DVD quiz game at a Christmas family get-together into an exciting, creative science activity to teach his students. The rounds included: a "quick fire" question round, a "what happened next" round, a music round, and a "spot the difference" round.…
Spontaneous Cognition and Epistemic Agency in the Cognitive Niche.
Fabry, Regina E
2018-01-01
According to Thomas Metzinger, many human cognitive processes in the waking state are spontaneous and are deprived of the experience of epistemic agency. He considers mind wandering as a paradigm example of our recurring loss of epistemic agency. I will enrich this view by extending the scope of the concept of epistemic agency to include cases of depressive rumination and creative cognition, which are additional types of spontaneous cognition. Like mind wandering, they are characterized by unique phenomenal and functional properties that give rise to varying degrees of epistemic agency. The main claim of this paper will be that the experience of being an epistemic agent within a certain time frame is a relational phenomenon that emerges from the organism's capacity to interact with its cognitive niche. To explore this relation, I develop a new framework that integrates phenomenological considerations on epistemic agency with a functional account of the reciprocal coupling of the embodied organism with its cognitive niche. This account rests upon dynamical accounts of strong embodied and embedded cognition and recent work on cognitive niche construction. Importantly, epistemic agency and organism-niche coupling are gradual phenomena ranging from weak to strong realizations. The emerging framework will be employed to analyze mind wandering, depressive rumination, and creative cognition as well as their commonalities and differences. Mind wandering and depressive rumination are cases of weak epistemic agency and organism-niche coupling. However, there are also important phenomenological, functional, and neuronal differences. In contrast, creative cognition is a case of strong epistemic agency and organism-niche coupling. By providing a phenomenological and functional analysis of these distinct types of spontaneous cognition, we can gain a better understanding of the importance of organism-niche interaction for the realization of epistemic agency.
Spontaneous Cognition and Epistemic Agency in the Cognitive Niche
Fabry, Regina E.
2018-01-01
According to Thomas Metzinger, many human cognitive processes in the waking state are spontaneous and are deprived of the experience of epistemic agency. He considers mind wandering as a paradigm example of our recurring loss of epistemic agency. I will enrich this view by extending the scope of the concept of epistemic agency to include cases of depressive rumination and creative cognition, which are additional types of spontaneous cognition. Like mind wandering, they are characterized by unique phenomenal and functional properties that give rise to varying degrees of epistemic agency. The main claim of this paper will be that the experience of being an epistemic agent within a certain time frame is a relational phenomenon that emerges from the organism’s capacity to interact with its cognitive niche. To explore this relation, I develop a new framework that integrates phenomenological considerations on epistemic agency with a functional account of the reciprocal coupling of the embodied organism with its cognitive niche. This account rests upon dynamical accounts of strong embodied and embedded cognition and recent work on cognitive niche construction. Importantly, epistemic agency and organism-niche coupling are gradual phenomena ranging from weak to strong realizations. The emerging framework will be employed to analyze mind wandering, depressive rumination, and creative cognition as well as their commonalities and differences. Mind wandering and depressive rumination are cases of weak epistemic agency and organism-niche coupling. However, there are also important phenomenological, functional, and neuronal differences. In contrast, creative cognition is a case of strong epistemic agency and organism-niche coupling. By providing a phenomenological and functional analysis of these distinct types of spontaneous cognition, we can gain a better understanding of the importance of organism-niche interaction for the realization of epistemic agency. PMID:29937749
Improving creativity performance by short-term meditation
2014-01-01
Background One form of meditation intervention, the integrative body-mind training (IBMT) has been shown to improve attention, reduce stress and change self-reports of mood. In this paper we examine whether short-term IBMT can improve performance related to creativity and determine the role that mood may play in such improvement. Methods Forty Chinese undergraduates were randomly assigned to short-term IBMT group or a relaxation training (RT) control group. Mood and creativity performance were assessed by the Positive and Negative Affect Schedule (PANAS) and Torrance Tests of Creative Thinking (TTCT) questionnaire respectively. Results As predicted, the results indicated that short-term (30 min per day for 7 days) IBMT improved creativity performance on the divergent thinking task, and yielded better emotional regulation than RT. In addition, cross-lagged analysis indicated that both positive and negative affect may influence creativity in IBMT group (not RT group). Conclusions Our results suggested that emotion-related creativity-promoting mechanism may be attributed to short-term meditation. PMID:24645871
The costs and benefits of mind-wandering: a review.
Mooneyham, Benjamin W; Schooler, Jonathan W
2013-03-01
Substantial evidence suggests that mind-wandering typically occurs at a significant cost to performance. Mind-wandering-related deficits in performance have been observed in many contexts, most notably reading, tests of sustained attention, and tests of aptitude. Mind-wandering has been shown to negatively impact reading comprehension and model building, impair the ability to withhold automatized responses, and disrupt performance on tests of working memory and intelligence. These empirically identified costs of mind-wandering have led to the suggestion that mind-wandering may represent a pure failure of cognitive control and thus pose little benefit. However, emerging evidence suggests that the role of mind-wandering is not entirely pernicious. Recent studies have shown that mind-wandering may play a crucial role in both autobiographical planning and creative problem solving, thus providing at least two possible adaptive functions of the phenomenon. This article reviews these observed costs and possible functions of mind-wandering and identifies important avenues of future inquiry.
A Gaming Frame of Mind: Digital Contexts and Academic Implications
ERIC Educational Resources Information Center
Abrams, Sandra S.
2009-01-01
When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and…
Bountiful health care and A Beautiful Mind.
Flower, Joe
2002-01-01
The Nash Equilibrium (put forward by John Nash and celebrated in the film, A Beautiful Mind) mathematically describes multi-player, infinite games. It is a general description of large human transactions, such as health care. Learn how new inputs, new players or new resources can disrupt these transactions.
Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer
ERIC Educational Resources Information Center
Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno
2018-01-01
Purpose: The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest…
Passion play: Will Wright and games for science learning
NASA Astrophysics Data System (ADS)
Ching, Dixie
2012-12-01
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games ( SimCity, The Sims, Spore) present wide "possibility spaces" that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.
Rahmati, Narges; Rostami, Reza; Zali, Mohammad Reza; Nowicki, Stephen; Zarei, Jamilah
2014-01-01
Introduction: The aim of this study is to investigate the entrepreneurial traits of school children in the city of Tehran. Methods: For this purpose, 48 students were selected with an average IQ between 90 and 119. Ranging from 7th to 12th grades, all the subjects were assessed using Nowicki-Strickland’s Locus of Control Scale (N-SLCS), Torrance Tests of Creative Thinking (TTCT), and Hyperkinetic Syndrome Assessment Method (HKSD). The obtained results were then organized and categorized into three groups. One of the groups was randomly chosen as experimental and the other as the control group and the last play group. In this empirical study, the students received Sensory Motor Rhythm (SMR) and Beta neurofeedback for 20 sessions. The play group was assigned to play mind games for 20 sessions. At the same time, the control group received no experiments. After the end of the experiments, all the students in three groups were reassessed by Torrance Tests of Creative Thinking, Hyperkinetic Syndrome Assessment Method, and Nowicki-Strickland’s Locus of Control Scale. Results: The results from MANOVA showed that the neurofeedback group had demonstrated a meaningful change in creativity and locus of control while the adaptability of risk-taking was on a meaningful level for the experimental group. The results also indicate an improvement in creativity for the neurofeedback group in comparison with the play group on a 0.02 meaningful level. Similarly, the results suggest an improvement in creativity for the neurofeedback group on a 0.000 meaningful level in comparison with the control group. This is while the play group and the control group do not show any meaningful difference. The results also show an improvement in the internal locus of control for the neurofeedback group in comparison with the play group on a 0.032 meaningful level; while, it is meaningful on a 0.01 level for the neurofeedback group in comparison with the control group. Discussion: The findings for the play group and control group do not show any meaningful difference. The paper concludes that neurofeedback training can be used for increasing the level of entrepreneurial traits in students. PMID:27284392
Home-based, Online Mindfulness and Cognitive Training for Soldiers and Veterans with TBI
2017-10-01
evaluated as a Quality of Life (QOL) enhancing strategy by comparing it to an active control condition (casual video games + online TBI information...Contribution to Project: Dr. Jackson has developed study website. Funding Support: Name: Jose Gallegos Project Role: Game Programmer Researcher
GAME--Gym Activities for Mind's Efficiency
ERIC Educational Resources Information Center
Rocha Ferreira, Cristina
2016-01-01
GAME results from the exhaustion of doing the same activities, dealing with unmotivated students and not getting the desired results academically. Thus, I initiated a process of research and training in areas such as Positive Psychology, Neurosciences and Neurolinguistic Programming, which allowed to design an Evidence-Based Intervention. Students…
ERIC Educational Resources Information Center
Kangas, Marjaana
2010-01-01
This paper reports on a pilot study in which children aged 7-12 (N = 68) had an opportunity to study in a novel formal and informal learning setting. The learning activities were extended from the classroom to the playful learning environment (PLE), an innovative playground enriched by technological tools. Curriculum-based learning was intertwined…
Game-Based Learning: How to Delight and Instruct in The 21st Century
ERIC Educational Resources Information Center
Foreman, Joel
2004-01-01
Not long after he completed his Ph.D. at the University of Michigan, Mike Van Lent used his interest in videogames and artificial intelligence to land a research professorship at the University of Southern California (USC). There he edits the Journal of Game Development and conducts studies for the Institute for Creative Technologies, a $45…
ERIC Educational Resources Information Center
Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting
2018-01-01
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Dancing Mindfulness: A Phenomenological Investigation of the Emerging Practice.
Marich, Jamie; Howell, Terra
2015-01-01
An extensive review of both quantitative and qualitative literature reveals numerous connections between mindfulness practice and psychological well-being. Dancing Mindfulness, as a holistic wellness practice, is a creative approach to mindfulness meditation that draws on dance as the vehicle for engaging in the ancient practice characterized by non-judgment, loving kindness, and present-centered awareness. Of the first participants who learned the Dancing Mindfulness practice in a community-based setting, 10 shared their lived experience with the practice, and these experiences were analyzed using A.P. Giorgi׳s descriptive phenomenological psychological method. As a collective sample, the women described positive experiences with the Dancing Mindfulness practice. Specific themes indicated improvements in emotional and spiritual well-being, increased acceptance, positive changes to the self, and increased application of mindfulness techniques and strategies to real-world living. Another thematic area suggested that dancing and music are the two major components of action within Dancing Mindfulness leading to these benefits. Copyright © 2015 Elsevier Inc. All rights reserved.
Jeux droles ou droles de jeux. (Funny Games or Strange Games.)
ERIC Educational Resources Information Center
Care, Jean-Marc
1983-01-01
Role playing differs from the more static teaching technique of simulation in its incorporation of originality and theatricality. From preparation to presentation, it is important to retain the element of play, avoid techniques of or tendencies toward psychodrama, and hold the pedagogical or evaluative purposes in mind. (MSE)
ERIC Educational Resources Information Center
Corbitt, Cynthia; Carpenter, Molly
2006-01-01
For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…
Rebirth of Paideia: Ultimacy and the Game of Games
ERIC Educational Resources Information Center
Doner, Jonathan
2018-01-01
Plato's philosophy of paideia concerns the life-long growth toward areté, excellence, in body, mind, and spirit. Implementation of this philosophy in modern times is challenged by many societal conditions, especially relativism, plurality, and secularity. This paper discusses an approach that advocates individualized paideia. In its most simple…
Malinin, Laura H
2015-01-01
Memoires by eminently creative people often describe architectural spaces and qualities they believe instrumental for their creativity. However, places designed to encourage creativity have had mixed results, with some found to decrease creative productivity for users. This may be due, in part, to lack of suitable empirical theory or model to guide design strategies. Relationships between creative cognition and features of the physical environment remain largely uninvestigated in the scientific literature, despite general agreement among researchers that human cognition is physically and socially situated. This paper investigates what role architectural settings may play in creative processes by examining documented first person and biographical accounts of creativity with respect to three central theories of situated cognition. First, the embodied thesis argues that cognition encompasses both the mind and the body. Second, the embedded thesis maintains that people exploit features of the physical and social environment to increase their cognitive capabilities. Third, the enaction thesis describes cognition as dependent upon a person's interactions with the world. Common themes inform three propositions, illustrated in a new theoretical framework describing relationships between people and their architectural settings with respect to different cognitive processes of creativity. The framework is intended as a starting point toward an ecological model of creativity, which may be used to guide future creative process research and architectural design strategies to support user creative productivity.
Malinin, Laura H.
2016-01-01
Memoires by eminently creative people often describe architectural spaces and qualities they believe instrumental for their creativity. However, places designed to encourage creativity have had mixed results, with some found to decrease creative productivity for users. This may be due, in part, to lack of suitable empirical theory or model to guide design strategies. Relationships between creative cognition and features of the physical environment remain largely uninvestigated in the scientific literature, despite general agreement among researchers that human cognition is physically and socially situated. This paper investigates what role architectural settings may play in creative processes by examining documented first person and biographical accounts of creativity with respect to three central theories of situated cognition. First, the embodied thesis argues that cognition encompasses both the mind and the body. Second, the embedded thesis maintains that people exploit features of the physical and social environment to increase their cognitive capabilities. Third, the enaction thesis describes cognition as dependent upon a person’s interactions with the world. Common themes inform three propositions, illustrated in a new theoretical framework describing relationships between people and their architectural settings with respect to different cognitive processes of creativity. The framework is intended as a starting point toward an ecological model of creativity, which may be used to guide future creative process research and architectural design strategies to support user creative productivity. PMID:26779087
Developing a computer game to prepare children for surgery.
Rassin, Michal; Gutman, Yaira; Silner, Dina
2004-12-01
Computer games are a major part of the culture of children and teenagers in many developed countries. Research shows that children of the computer age prefer computer-assisted learning to any other teaching strategy. Health care workers traditionally have used dolls, games, drawings, creative arts, and even videotapes to prepare children for surgery. No studies have been conducted in Israel on using computers to help ailing children in general or to help children preparing for surgery in particular. This article discusses the potential for using computers to educate patients based on a review of the literature and interviews with children and describes the process of computer game development.
Prisoners of Childhood? Child Abuse and the Development of Heroes and Monsters in "Ender's Game"
ERIC Educational Resources Information Center
Gross, Melissa
2007-01-01
Alice Miller's work provides a theoretical framework to assess the effects of child abuse and its relationship to the development of creativity, hatred, and violence in the novel "Ender's Game." Analysis focuses on the extent to which children are manipulated in order to meet the needs of adults, the presence of behaviors such as the repression of…
ERIC Educational Resources Information Center
Decker, Adrienne; Phelps, Andrew; Egert, Christopher A.
2017-01-01
This article explores the critical need to articulate computing as a creative discipline and the potential for gender and ethnic diversity that such efforts enable. By embracing a culture shift within the discipline and using games as a medium of discourse, we can engage students and faculty in a broader definition of computing. The transformative…
Implementation Fest: The Last Decade
2010-08-01
architectures New Learning Technologies Simulations, games, and virtual world Mobile systems Performance support, S1000D tech manuals Intelligent...Darwars Ambush (ECS) Gator 6 (Will Interactive) Games Today 22 VBS2 Enhanced Learning Environment using Creative Technology – Bilateral Negotiations...5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Advanced Decision Learning (ADL),1901 N. Beauregard Street Suite 600
Scientific Habits of Mind in Virtual Worlds
ERIC Educational Resources Information Center
Steinkuehler, Constance; Duncan, Sean
2008-01-01
In today's increasingly "flat" world of globalization (Friedman 2005), the need for a scientifically literate citizenry has grown more urgent. Yet, by some measures, we have done a poor job at fostering "scientific habits of mind" in schools. Recent research on informal games-based learning indicates that such technologies and the communities they…
[The place of cyber addiction in teenagers' addictive behavior].
Valleur, Marc
2013-01-01
The easy access which modern teenagers have to new technologies favours their excessive use of video games, as they seek to escape potential existential difficulties. This harmful aspect should not mask the creative potential of games for the majority of teenagers. Treatment for young people with a gaming addiction is based on psychotherapy and takes into account the family dimension of the problem. This article presents an interview with Marc Valleur, a psychiatrist and head physician at Marmottan hospital specialising in the care and support of people with addictions.
A Qualitative Study on the Effects of Psychoactive Substance use upon Artistic Creativity.
Iszaj, Fruzsina; Ehmann, Bea; Griffiths, Mark D; Demetrovics, Zsolt
2017-11-29
Psychoactive substance use has often been claimed to help generate and facilitate the artistic creative process. This study explored the role of artists' substance use in their creative processes and their efforts to balance between enhancement and relaxation. Semistructured interviews concerning the artistic creative process and the role of psychoactive substance use were recorded with 72 artists and analyzed using content analysis. The participants were classified according to their substance use in three groups (Cannabis Group, Alcohol Group, and Control Group). Results show that both alcohol and cannabis were used to facilitate creativity and the emotional states that are necessary for the artistic creative process. Participants in the Control group reported that listening to music might function as a mind-altering tool. It was also found that for some artists, substance use is not only characteristic to creation, but it is also part of their everyday lives. Artists are aware of the balancing phenomenon during the artistic creative process. Whether psychoactive substance(s) or other environmental stimuli (such as music) are used to reach the required effect appears to depend upon the individual.
Gouda, Sarah; Luong, Minh T.; Schmidt, Stefan; Bauer, Joachim
2016-01-01
Objective: There is a research gap in studies that evaluate the effectiveness of a school-embedded mindfulness-based intervention for both students and teachers. To address this gap, the present pilot study reviews relevant literature and investigates whether students and teachers who participate in separate Mindfulness-Based Stress Reduction (MBSR) courses show improvements across a variety of psychological variables including areas of mental health and creativity. Methods: The study applied a controlled waitlist design with three measurement points. A total of 29 students (n = 15 in the intervention and n = 14 in the waitlist group) and 29 teachers (n = 14 in the intervention and n = 15 in the waitlist group) completed questionnaires before and after the MBSR course. The intervention group was also assessed after a 4-month follow-up period. Results: Relative to the control group, significant improvements in self-reported stress, self-regulation, school-specific self-efficacy and interpersonal problems were found among the students who participated in the MBSR course (p < 0.05, Cohens' d ranges from 0.62 to 0.68). Medium effect sizes on mindfulness, anxiety and creativity indicate a realistic potential in those areas. By contrast, teachers in the intervention group showed significantly higher self-reported mindfulness levels and reduced interpersonal problems compared to the control group(p < 0.05, Cohens' d = 0.66 and 0.42, respectively), with medium effect sizes on anxiety and emotion regulation. Conclusion: The present findings contribute to a growing body of studies investigating mindfulness in schools by discussing the similarities and differences in the effects of MBSR on students and teachers as well as stressing the importance of investigating interpersonal effects. PMID:27199825
Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da
2017-04-01
To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.
Creative Ways to Teach Nutrition
ERIC Educational Resources Information Center
Spitze, Hazel Taylor; And Others
1977-01-01
Presents activities, materials, and instructions for three classroom games developed in University of Illinois nutrition education workshops on new ways to teach nutrition: Vit-A-Vend, Nutrition Basketball, and Nutrition Baseball. (MF)
Suspicious spirits, flexible minds: when distrust enhances creativity.
Mayer, Jennifer; Mussweiler, Thomas
2011-12-01
Intuitively, as well as in light of prior research, distrust and creativity appear incompatible. The social consequences of distrust include reluctance to share information, a quality detrimental to creativity in social settings. At the same time, the cognitive concomitants of distrust bear resemblance to creative cognition: Distrust seems to foster thinking about nonobvious alternatives to potentially deceptive appearances. These cognitive underpinnings of distrust hold the provocative implication that distrust may foster creativity. Mirroring these contradictory findings, we suggest that the social versus cognitive consequences of distrust have diverging implications for creativity. We address this question in Study 1 by introducing private/public as a moderating variable for effects of distrust on creativity. Consistent with distrust's social consequences, subliminal distrust (vs. trust) priming had detrimental effects on creative generation presumed to be public. Consistent with distrust's cognitive consequences, though, an opposite tendency emerged in private. Study 2 confirmed a beneficial effect of distrust on private creative generation with a different priming method and pointed to cognitive flexibility as the mediating process. Studies 3 and 4 showed increased category inclusiveness versus increased remote semantic spread after distrust priming, consistent with enhanced cognitive flexibility as a consequence of distrust. Taken together, these results provide evidence for the creativity-enhancing potential of distrust and suggest cognitive flexibility as its underlying mechanism.
Unifying Computer-Based Assessment across Conceptual Instruction, Problem-Solving, and Digital Games
ERIC Educational Resources Information Center
Miller, William L.; Baker, Ryan S.; Rossi, Lisa M.
2014-01-01
As students work through online learning systems such as the Reasoning Mind blended learning system, they often are not confined to working within a single educational activity; instead, they work through various different activities such as conceptual instruction, problem-solving items, and fluency-building games. However, most work on assessing…
Neural signatures of strategic types in a two-person bargaining game
Bhatt, Meghana A.; Lohrenz, Terry; Camerer, Colin F.; Montague, P. Read
2010-01-01
The management and manipulation of our own social image in the minds of others requires difficult and poorly understood computations. One computation useful in social image management is strategic deception: our ability and willingness to manipulate other people's beliefs about ourselves for gain. We used an interpersonal bargaining game to probe the capacity of players to manage their partner's beliefs about them. This probe parsed the group of subjects into three behavioral types according to their revealed level of strategic deception; these types were also distinguished by neural data measured during the game. The most deceptive subjects emitted behavioral signals that mimicked a more benign behavioral type, and their brains showed differential activation in right dorsolateral prefrontal cortex and left Brodmann area 10 at the time of this deception. In addition, strategic types showed a significant correlation between activation in the right temporoparietal junction and expected payoff that was absent in the other groups. The neurobehavioral types identified by the game raise the possibility of identifying quantitative biomarkers for the capacity to manipulate and maintain a social image in another person's mind. PMID:21041646
A Creative Teacher's Innovative-Mind-Expanding Vertebrate Project Ideas.
ERIC Educational Resources Information Center
Winters, Faye H.
1981-01-01
The article provides a collection of teaching ideas about vertebrate animals. Ideas include making a poem book about a group of animals, rhyming words with animal names, and finding animal names in a puzzle. (DB)
Takahashi, Hideyuki; Terada, Kazunori; Morita, Tomoyo; Suzuki, Shinsuke; Haji, Tomoki; Kozima, Hideki; Yoshikawa, Masahiro; Matsumoto, Yoshio; Omori, Takashi; Asada, Minoru; Naito, Eiichi
2014-09-01
Internal (neuronal) representations in the brain are modified by our experiences, and this phenomenon is not unique to sensory and motor systems. Here, we show that different impressions obtained through social interaction with a variety of agents uniquely modulate activity of dorsal and ventral pathways of the brain network that mediates human social behavior. We scanned brain activity with functional magnetic resonance imaging (fMRI) in 16 healthy volunteers when they performed a simple matching-pennies game with a human, human-like android, mechanical robot, interactive robot, and a computer. Before playing this game in the scanner, participants experienced social interactions with each opponent separately and scored their initial impressions using two questionnaires. We found that the participants perceived opponents in two mental dimensions: one represented "mind-holderness" in which participants attributed anthropomorphic impressions to some of the opponents that had mental functions, while the other dimension represented "mind-readerness" in which participants characterized opponents as intelligent. Interestingly, this "mind-readerness" dimension correlated to participants frequently changing their game tactic to prevent opponents from envisioning their strategy, and this was corroborated by increased entropy during the game. We also found that the two factors separately modulated activity in distinct social brain regions. Specifically, mind-holderness modulated activity in the dorsal aspect of the temporoparietal junction (TPJ) and medial prefrontal and posterior paracingulate cortices, while mind-readerness modulated activity in the ventral aspect of TPJ and the temporal pole. These results clearly demonstrate that activity in social brain networks is modulated through pre-scanning experiences of social interaction with a variety of agents. Furthermore, our findings elucidated the existence of two distinct functional networks in the social human brain. Social interaction with anthropomorphic or intelligent-looking agents may distinctly shape the internal representation of our social brain, which may in turn determine how we behave for various agents that we encounter in our society. Copyright © 2014 The Authors. Published by Elsevier Ltd.. All rights reserved.
NASA Astrophysics Data System (ADS)
Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan
Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.
Playing interprofessional games: reflections on using the Interprofessional Education Game (iPEG).
Joseph, Sundari; Diack, Lesley
2015-05-01
This report explores the relevance of gaming in IPE curriculum design with the use of the Interprofessional Education Game (iPEG) as an activity aimed to achieve positive interprofessional learning outcomes for students. It was designed to enable the understanding of professional roles and responsibilities in patient/client care settings. We provide a description of its implementation and evaluation with first year student cohorts (900+ per cohort) over a 3-year period within an established interprofessional education (IPE) programme. The game encapsulates fun and memorable learning styles to explore professional stereotypes and team approaches to care delivery. It can be a valuable teaching tool for those designing IPE curriculum. Evaluation data from students and staff were mainly positive. We discuss the use of the game and its potential to be adapted in flexible and creative ways to assist educators in consider incorporating gaming within their own IPE programmes.
What Eye Movements Can Tell about Theory of Mind in a Strategic Game
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A.; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning. PMID:23029341
What eye movements can tell about theory of mind in a strategic game.
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning.
Poor creativity in frontotemporal dementia: a window into the neural bases of the creative mind.
de Souza, Leonardo Cruz; Volle, Emmanuelle; Bertoux, Maxime; Czernecki, Virginie; Funkiewiez, Aurélie; Allali, Gilles; Leroy, Baptiste; Sarazin, Marie; Habert, Marie-Odile; Dubois, Bruno; Kas, Aurélie; Levy, Richard
2010-11-01
The prefrontal cortex (PFC) supports functions critical for creative thinking. Damage to the PFC is expected to impair creativity. Yet, previous works suggested the emergence of artistic talent in patients with frontotemporal lobar degeneration (FTLD), which was interpreted as increased creativity. We designed a study in patients with frontal variant (fv) of FTLD in order to verify whether: (1) creativity is impaired after frontal degeneration, (2) poor creativity is associated with frontal dysfunctions, and (3) poor creativity is related to hypoperfusion in specific PFC regions. Three groups of subjects were enrolled in the study: fvFTLD patients (n=17), non-demented Parkinson's disease (PD) patients (n=12) and healthy controls (n=17). Participants performed a standardized test of creativity, the Torrance Test of Creative Thinking (TTCT) and tests assessing frontal functions. Brain perfusion was correlated to fvFTLD patients' performance in the TTCT. Patients with fvFTLD were strongly impaired in all dimensions of the TTCT, compared to PD patients and controls. Disinhibited and perseverative responses were observed only in fvFTLD patients, leading to "pseudo-creative" responses. Poor creativity was positively correlated with several frontal tests. Poor creativity was also correlated with prefrontal hypoperfusion, particularly in the frontal pole. Poor creativity is associated with fvFTLD. The results also suggest that the integrity of the PFC (in particular frontopolar) is strongly associated with creative thinking. The emergence of artistic talent in patients with fvFTLD is explained by the release of involuntary behaviors, rather than by the development of creative thinking. Copyright © 2010 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Bertocchini, Paola; And Others
1991-01-01
Four ideas for French language classroom activities are described, including an exercise highlighting creative use of language in daily commercial life, a language activity focusing on acquired immune deficiency syndrome; a grammar lesson using a French song about colors; and a game designed to teach French names. (MSE)
Peer review and competition in the Art Exhibition Game.
Balietti, Stefano; Goldstone, Robert L; Helbing, Dirk
2016-07-26
To investigate the effect of competitive incentives under peer review, we designed a novel experimental setup called the Art Exhibition Game. We present experimental evidence of how competition introduces both positive and negative effects when creative artifacts are evaluated and selected by peer review. Competition proved to be a double-edged sword: on the one hand, it fosters innovation and product diversity, but on the other hand, it also leads to more unfair reviews and to a lower level of agreement between reviewers. Moreover, an external validation of the quality of peer reviews during the laboratory experiment, based on 23,627 online evaluations on Amazon Mechanical Turk, shows that competition does not significantly increase the level of creativity. Furthermore, the higher rejection rate under competitive conditions does not improve the average quality of published contributions, because more high-quality work is also rejected. Overall, our results could explain why many ground-breaking studies in science end up in lower-tier journals. Differences and similarities between the Art Exhibition Game and scholarly peer review are discussed and the implications for the design of new incentive systems for scientists are explained.
Exploring the links between the phenomenology of creativity and bipolar disorder.
Taylor, Katherine; Fletcher, I; Lobban, F
2015-03-15
The links between bipolar disorder (BD) and creativity have historically attracted academic and public interest. Previous research highlights common characteristics of people considered to be highly creative, and those diagnosed with BD, including extraversion, impulsivity, divergent thinking and high motivation (Ma, 2009). In the first phenomenological study focussing on the links between creativity and extreme mood, an Interpretative Phenomenological Analysis (IPA) approach was used to collect and analyse in-depth interview data from seven people diagnosed with BD in the UK. Four key themes were constructed to reflect and convey the collective accounts: 1. High mood leads to an expanding mind; 2. Full steam ahead; 3. A reciprocal relationship between mood and creativity 4. Reframing bipolar experiences through creative activity. Participants were a small sample of people who were identified as having BD on the basis of a clinical diagnosis and Mood Disorders screening Questionnaire (MDQ), and who defined themselves as creative without further corroboration. Among this sample, creativity was recognised as a valued aspect of BD. Clinical services may usefully draw on creative resources to aid assessment and formulation, and even utilise the effects of creativity on the management of mood. Research demonstrates a high prevalence of non-adherence to medication among persons with BD and this ambivalence might be better understood when the links between extreme mood and creativity are considered. Copyright © 2015. Published by Elsevier B.V.
Evaluation of the MIND Research Institute's Spatial-Temporal Math (ST Math) Program in California
ERIC Educational Resources Information Center
Wendt, Staci; Rice, John; Nakamoto, Jonathan
2014-01-01
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
Mental Aerobics: Exercises for the Mind in Later Life.
ERIC Educational Resources Information Center
Paggi, Kay; Hayslip, Bert, Jr.
1999-01-01
Reports observations of the use of mental aerobics with 48 adults whose median age was 70. Provides examples of the group puzzles and logic, math, and word problems used to enhance cognitive functioning and creative thinking. (SK)
Effect of quantum learning model in improving creativity and memory
NASA Astrophysics Data System (ADS)
Sujatmika, S.; Hasanah, D.; Hakim, L. L.
2018-04-01
Quantum learning is a combination of many interactions that exist during learning. This model can be applied by current interesting topic, contextual, repetitive, and give opportunities to students to demonstrate their abilities. The basis of the quantum learning model are left brain theory, right brain theory, triune, visual, auditorial, kinesthetic, game, symbol, holistic, and experiential learning theory. Creativity plays an important role to be success in the working world. Creativity shows alternatives way to problem-solving or creates something. Good memory plays a role in the success of learning. Through quantum learning, students will use all of their abilities, interested in learning and create their own ways of memorizing concepts of the material being studied. From this idea, researchers assume that quantum learning models can improve creativity and memory of the students.
ERIC Educational Resources Information Center
Kabbeko, Erica
2008-01-01
Good design brings the excitement of the Olympic Games into the visual realm of public media. Inspired by the design involved in the making of the Olympic Games, the author developed a lesson called Fashion Forward. Fashion Forward, which is taught to ninth and tenth graders, is based on the enduring idea that visual images are power communication…
Minds That Matter: 2007 Gairdner International Awards Lectures
Krasnoshtein, F.; Nikolov, N.
2007-01-01
On October 25 and 26, 2007, at the University of Toronto, the Gairdner Foundation in partnership with Canadian Institutes of Health Research presented a two-day international symposium titled Minds That Matter. The symposium featured academic lectures by Gairdner Award winners past and present and by other leading biomedical scientists. These distinguished researchers share many characteristics in common: creativity, vision, tenacity, and driving curiosity to illuminate discovery with high degree of relevance. The present article summarizes the 2007 Gairdner Award lectures.
2018-01-05
research team recorded fMRI or event-related potentials while subjects were playing two cognitive games . At the first experiment, human subjects played a...theory-of-mind bilateral game with two types of computerized agents: with or without humanlike cues. At the second experiment, human subjects played...a unilateral game in which the human subjects played the role of the Coach (or supervisor) while a computer agent played as the Player
Nanotechnology: A Vast Field For The Creative Mind
NASA Technical Reports Server (NTRS)
Benavides, Jeannette
2004-01-01
This viewgraph presentation gives examples of possible future uses of nanotechnology, with some emphasis on carbon nanotubes and medical applications. The presentation provides an overview of organizations conducting nanotechnology research in the United States, and suggests a timeline for nanotechnology development.
ERIC Educational Resources Information Center
Fishman, Jerry
"Doodlefunking" is a useful method for motivating students to produce creative language products: "doodle" suggests aimless drawing directed by the unconscious while the conscious is attending to other matters, and "funking" connotes moving into a mental state in which the conscious mind is shut off while the…
Cassotti, Mathieu; Agogué, Marine; Camarda, Anaëlle; Houdé, Olivier; Borst, Grégoire
2016-01-01
Developmental cognitive neuroscience studies tend to show that the prefrontal brain regions (known to be involved in inhibitory control) are activated during the generation of creative ideas. In the present article, we discuss how a dual-process model of creativity-much like the ones proposed to account for decision making and reasoning-could broaden our understanding of the processes involved in creative ideas generation. When generating creative ideas, children, adolescents, and adults tend to follow "the path of least resistance" and propose solutions that are built on the most common and accessible knowledge within a specific domain, leading to fixation effect. In line with recent theory of typical cognitive development, we argue that the ability to resist the spontaneous activation of design heuristics, to privilege other types of reasoning, might be critical to generate creative ideas at all ages. In the present review, we demonstrate that inhibitory control at all ages can actually support creativity. Indeed, the ability to think of something truly new and original requires first inhibiting spontaneous solutions that come to mind quickly and unconsciously and then exploring new ideas using a generative type of reasoning. © 2016 Wiley Periodicals, Inc.
ERIC Educational Resources Information Center
Croucher, John S.
2007-01-01
This article describes how a crystal ball known as "The Flash Mind Reader" is played. "The Flash Mind Reader" is a mathematics game in which the player is invited to select any-two digit number and then subtract the sum of these two digits from the original number. A chart is provided in which the (adjusted) number they obtained will have a symbol…
Fires in the Mind: What Kids Can Tell Us about Motivation and Mastery
ERIC Educational Resources Information Center
Cushman, Kathleen
2010-01-01
Through the voices of students themselves, "Fires in the Mind" brings a game-changing question to teachers of adolescents: What does it take to get really good at something? Starting with what they already know and do well, teenagers from widely diverse backgrounds join a cutting-edge dialogue with adults about the development of mastery in and…
ERIC Educational Resources Information Center
Johnson, Tyler G.
2012-01-01
Mind-body dualism has likely influenced how many view human beings and their behavior--mind (i.e., thinking) is elevated over body (i.e., performing)--even in Physical Education Teacher Education. The problem is that such a perspective makes physical education content (i.e., dance, games, play, and sport) subsidiary to more "intellectual" or…
Yu, Jing; Zhu, Liqi; Leslie, Alan M
2016-11-01
This study investigated the motivational and social-cognitive foundations (i.e., inequality aversion, in-group bias, and theory of mind) that underlie the development of sharing behavior among 3- to 9-year-old Chinese children (N = 122). Each child played two mini-dictator games against an in-group member (friend) and an out-group member (stranger) to divide four stickers. Results indicated that there was a small to moderate age-related increase in children's egalitarian sharing with strangers, whereas the age effect was moderate to large in interactions with friends. Moreover, 3- to 4-year-olds did not treat strangers and friends differently, but 5- to 6-year-old and older children showed strong in-group favoritism. Finally, theory of mind was an essential prerequisite for children's sharing behavior toward strangers, but not a unique predictor of their sharing with friends. © 2016 The Authors. Child Development © 2016 Society for Research in Child Development, Inc.
Creating Well-Being: Increased Creativity and proNGF Decrease following Quadrato Motor Training
Verdone, Loredana; Pesce, Caterina; Tocci, Nicoletta; Caserta, Micaela; Ben-Soussan, Tal Dotan
2015-01-01
Mind-body practices (MBP) are known to induce electrophysiological and morphological changes, whereas reports related to changes of neurotrophins are surprisingly scarce. Consequently, in the current paper, we focused on the Quadrato motor training (QMT), a newly developed whole-body movement-based MBP, which has been reported to enhance creativity. Here we report the effects of 4 weeks of daily QMT on creativity and proNGF level in two interrelated studies. In Study A, we examined the effects of QMT compared with a walking training (WT) in healthy adults, utilizing the alternate uses task. In contrast with the WT, QMT resulted in increased creativity. In addition, the change in creativity negatively correlated with the change in proNGF levels. In Study B, we examined QMT effects on creativity and additional metacognitive functions in children, using a nonintervention group as control. Similar to Study A, following QMT, we found a negative correlation of proNGF with creativity, as well as working memory updating and planning ability. Together, the current results point to the relationship between increased creativity and decreased proNGF following MBP. Thus, the current research emphasizes the importance of widening the scope of examination of “MBP in motion” in relation to metacognition and well-being. PMID:26137470
Creating Well-Being: Increased Creativity and proNGF Decrease following Quadrato Motor Training.
Venditti, Sabrina; Verdone, Loredana; Pesce, Caterina; Tocci, Nicoletta; Caserta, Micaela; Ben-Soussan, Tal Dotan
2015-01-01
Mind-body practices (MBP) are known to induce electrophysiological and morphological changes, whereas reports related to changes of neurotrophins are surprisingly scarce. Consequently, in the current paper, we focused on the Quadrato motor training (QMT), a newly developed whole-body movement-based MBP, which has been reported to enhance creativity. Here we report the effects of 4 weeks of daily QMT on creativity and proNGF level in two interrelated studies. In Study A, we examined the effects of QMT compared with a walking training (WT) in healthy adults, utilizing the alternate uses task. In contrast with the WT, QMT resulted in increased creativity. In addition, the change in creativity negatively correlated with the change in proNGF levels. In Study B, we examined QMT effects on creativity and additional metacognitive functions in children, using a nonintervention group as control. Similar to Study A, following QMT, we found a negative correlation of proNGF with creativity, as well as working memory updating and planning ability. Together, the current results point to the relationship between increased creativity and decreased proNGF following MBP. Thus, the current research emphasizes the importance of widening the scope of examination of "MBP in motion" in relation to metacognition and well-being.
Zabelina, Darya L; Colzato, Lorenza; Beeman, Mark; Hommel, Bernhard
2016-01-01
The dopaminergic (DA) system may be involved in creativity, however results of past studies are mixed. We attempted to clarify this putative relation by considering the mediofrontal and the nigrostriatal DA pathways, uniquely and in combination, and their contribution to two different measures of creativity--an abbreviated version of the Torrance Test of Creative Thinking, assessing divergent thinking, and a real-world creative achievement index. We found that creativity can be predicted from interactions between genetic polymorphisms related to frontal (COMT) and striatal (DAT) DA pathways. Importantly, the Torrance test and the real-world creative achievement index related to different genetic patterns, suggesting that these two measures tap into different aspects of creativity, and depend on distinct, but interacting, DA sub-systems. Specifically, we report that successful performance on the Torrance test is linked with dopaminergic polymorphisms associated with good cognitive flexibility and medium top-down control, or with weak cognitive flexibility and strong top-down control. The latter is particularly true for the originality factor of divergent thinking. High real-world creative achievement, on the other hand, as assessed by the Creative Achievement Questionnaire, is linked with dopaminergic polymorphisms associated with weak cognitive flexibility and weak top-down control. Taken altogether, our findings support the idea that human creativity relies on dopamine, and on the interaction between frontal and striatal dopaminergic pathways in particular. This interaction may help clarify some apparent inconsistencies in the prior literature, especially if the genes and/or creativity measures were analyzed separately.
ERIC Educational Resources Information Center
Bell, Raoul; Buchner, Axel; Musch, Jochen
2010-01-01
A popular assumption in evolutionary psychology is that the human mind comprises specialized cognitive modules for social exchange, including a module that serves to enhance memory for faces of cheaters. In the present study, participants played a trust game with computerized opponents, who either defected or cooperated. In a control condition, no…
Dreams and creative problem-solving.
Barrett, Deirdre
2017-10-01
Dreams have produced art, music, novels, films, mathematical proofs, designs for architecture, telescopes, and computers. Dreaming is essentially our brain thinking in another neurophysiologic state-and therefore it is likely to solve some problems on which our waking minds have become stuck. This neurophysiologic state is characterized by high activity in brain areas associated with imagery, so problems requiring vivid visualization are also more likely to get help from dreaming. This article reviews great historical dreams and modern laboratory research to suggest how dreams can aid creativity and problem-solving. © 2017 New York Academy of Sciences.
Bowman, Nicholas David; Schultheiss, Daniel; Schumann, Christina
2012-03-01
One's feelings of intimacy and connectedness with distal, fictional media characters are referred to as parasocial interactions. Video games have challenged this concept, as the distance between game players and characters is greatly reduced, if not completely removed, in virtual environments. Games encourage the internalization and psychological merging of a player's and a character's mind, a multidimensional concept known as character attachment (CA). Data from our study suggest that dimensions of CA are useful in understanding both pro- and anti-social gaming motivations. Pro-social gamers feel a greater sense of control over their characters, while anti-social gamers are more likely to suspend their disbelief of the game environment and not take responsibility for their virtual actions. Pro-social gaming was more prevalent in older gamers, and younger male game characters were motivated by anti-social reasons.
Helping Video Games Rewire "Our Minds"
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Palsson, Olafur S.
2001-01-01
Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.
Creativity-the unconscious foundations of the incubation period.
Ritter, Simone M; Dijksterhuis, Ap
2014-01-01
Creativity is one of the most important assets we have to navigate through the fast changing world of the 21st century. Anecdotal accounts of creative individuals suggest that oftentimes, creative discoveries result from a process whereby initial conscious thought is followed by a period during which one refrains from task-related conscious thought. For example, one may spend an embarrassing amount of time thinking about a problem when the solution suddenly pops into consciousness while taking a shower. Not only creative individuals but also traditional theories of creativity have put a lot of emphasis on this incubation stage in creative thinking. The aim of the present article is twofold. First, an overview of the domain of incubation and creativity is provided by reviewing and discussing studies on incubation, mind-wandering, and sleep. Second, the causes of incubation effects are discussed. Previously, little attention has been paid to the causes of incubation effects and most findings do not really speak to whether the effects should be explained by unconscious processes or merely by consequences of a period of distraction. In the latter case, there is no need to assume active unconscious processes. The findings discussed in the current article support the idea that it is not merely the absence of conscious thought that drives incubation effects, but that during an incubation period unconscious processes contribute to creative thinking. Finally, practical implications and directions for future research will be discussed.
Relations between the Development of Teaching and Theory of Mind in Early Childhood
ERIC Educational Resources Information Center
Ziv, Margalit; Solomon, Ayelet; Strauss, Sidney; Frye, Douglas
2016-01-01
The relations among children's theory of mind (ToM), their understanding of the intentionality of teaching, and their own peer teaching strategies were tested. Seventy-five 3-, 4-, and 5-year-olds completed 11 ToM and understanding-of-teaching tasks. Subsequently, 30 of the children were randomly chosen to teach a peer how to play a board game,…
Zabelina, Darya L.; Colzato, Lorenza; Beeman, Mark; Hommel, Bernhard
2016-01-01
The dopaminergic (DA) system may be involved in creativity, however results of past studies are mixed. We attempted to clarify this putative relation by considering the mediofrontal and the nigrostriatal DA pathways, uniquely and in combination, and their contribution to two different measures of creativity–an abbreviated version of the Torrance Test of Creative Thinking, assessing divergent thinking, and a real-world creative achievement index. We found that creativity can be predicted from interactions between genetic polymorphisms related to frontal (COMT) and striatal (DAT) DA pathways. Importantly, the Torrance test and the real-world creative achievement index related to different genetic patterns, suggesting that these two measures tap into different aspects of creativity, and depend on distinct, but interacting, DA sub-systems. Specifically, we report that successful performance on the Torrance test is linked with dopaminergic polymorphisms associated with good cognitive flexibility and medium top-down control, or with weak cognitive flexibility and strong top-down control. The latter is particularly true for the originality factor of divergent thinking. High real-world creative achievement, on the other hand, as assessed by the Creative Achievement Questionnaire, is linked with dopaminergic polymorphisms associated with weak cognitive flexibility and weak top-down control. Taken altogether, our findings support the idea that human creativity relies on dopamine, and on the interaction between frontal and striatal dopaminergic pathways in particular. This interaction may help clarify some apparent inconsistencies in the prior literature, especially if the genes and/or creativity measures were analyzed separately. PMID:26783754
Peer review and competition in the Art Exhibition Game
Goldstone, Robert L.; Helbing, Dirk
2016-01-01
To investigate the effect of competitive incentives under peer review, we designed a novel experimental setup called the Art Exhibition Game. We present experimental evidence of how competition introduces both positive and negative effects when creative artifacts are evaluated and selected by peer review. Competition proved to be a double-edged sword: on the one hand, it fosters innovation and product diversity, but on the other hand, it also leads to more unfair reviews and to a lower level of agreement between reviewers. Moreover, an external validation of the quality of peer reviews during the laboratory experiment, based on 23,627 online evaluations on Amazon Mechanical Turk, shows that competition does not significantly increase the level of creativity. Furthermore, the higher rejection rate under competitive conditions does not improve the average quality of published contributions, because more high-quality work is also rejected. Overall, our results could explain why many ground-breaking studies in science end up in lower-tier journals. Differences and similarities between the Art Exhibition Game and scholarly peer review are discussed and the implications for the design of new incentive systems for scientists are explained. PMID:27402744
ERIC Educational Resources Information Center
Montessori, Maria
1998-01-01
Describes the absorbent mind as the manifestation of individual unconscious and as the unconscious forces manifested in nature's evolution. The natural creative unconscious directs the instinctive balance of nonhuman lives. Human consciousness creates a conscious, human-made universe, a cultural and technological zone, which evolves on its own…
Foreword to "The Secret of Childhood."
ERIC Educational Resources Information Center
Stephenson, Margaret E.
2000-01-01
Discusses the basic discoveries of Montessori's Casa dei Bambini. Considers principles of Montessori's organizing theory: the absorbent mind, the unfolding nature of life, the spiritual embryo, self-construction, acquisition of culture, creativity of life, repetition of exercise, freedom within limits, children's discovery of knowledge, the secret…
3 CFR 8395 - Proclamation 8395 of July 6, 2009. National Summer Learning Day, 2009
Code of Federal Regulations, 2010 CFR
2010-01-01
...-on learning and creative projects. Participation can result in gains in writing, reading, and math.... Parents can also encourage youth to keep a journal and to practice math skills through cooking and games...
Federal Register 2010, 2011, 2012, 2013, 2014
2013-12-17
... Festival Event Application, VA0929a, b, c, d, e, f, g, h. Type of Review: Revision of an already approved... Age Games, National Veterans Creative Arts Festival, National Veterans TEE Tournament, National...
A Case Study of the In-Class Use of a Video Game for Teaching High School History
ERIC Educational Resources Information Center
Watson, William R.; Mong, Christopher J.; Harris, Constance A.
2011-01-01
This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…
Constructing Training Demonstrations
2009-01-16
evaluates approaches and platforms to be employed for demonstrations, such as film, video , computer-based training, videogames , and simulations [10...environments using 3-D multiplayer gaming technologies. Together these avenues inform our effort to create demonstrations for Army curricula. 1 2 TABLE OF...space of technology platforms with a focus on 3-D game engines. With these two pieces of work in mind, we examine team training applications for
Collaborating with the unconscious other. The analysand's capacity for creative thinking.
Rather, L
2001-06-01
The analysand's capacity for making use of psychoanalytic treatment has been a subject of importance since the beginning of psychoanalysis. The author addresses an aspect of the difficulty encountered by analysands in achieving a psychic state that allows the creative use of free association, dreams, parapraxes and other spontaneous phenomena occurring during the course of treatment. He suggests that a very specific state of mind is essential to both the psychoanalytic process and the creative process. Using theoretical concepts derived from Freud, Klein and Bion, he develops the idea of an internal object relationship, 'the collaboration with the unconscious other', which forms the basis for both creative thinking and the psychoanalytic function of the personality. Creative thinking is distinguished from artistic endeavour and discussed as a universal potential, on which growth in psychoanalysis depends. The term 'unconscious other' is meant to signify the subjective experience of a foreign presence within oneself from which both spontaneous creative inspiration and involuntary psychic phenomena are felt to emanate. The author presents clinical material to suggest that paranoid-schizoid and depressive anxieties form obstacles to collaborating with the unconscious other, and must be worked through in order to achieve an analytic process.
Games as an innovative teaching strategy for overactive bladder and BPH.
LeCroy, Cheryl
2006-10-01
A challenge for urologic nurses and nurse educators is how to present information to staff, students, and patients in a way that will capture their interest and engage them in the learning process. The use of adult-learning principles and innovative teaching strategies can make the learning experience dynamic, and encourage learners to take a more active role in their own learning. Games are a creative, fun, and interactive way to assist in the emphasis, review, reinforcement, and retention of information for urology nurses.
NASA Astrophysics Data System (ADS)
Oliverio, A.
Creativity can be considered from different points of view. Afirst possibility is to trace its natural history in mammals, mostly in non human primates. A second one is to consider mental processes, such as analogies, that may result in creative associations as evident in many fields, from arts to sciences. These two approaches lead to a better understanding of cognitive systems at the roots of creative behaviour. A third strategy relies on an analysis of primary and secondary states of mind characterizing flow and creativity. Flow, the mental state of operation in which a person is fully immersed in what he or she is doing, typical of intense problem solving activities, has been explained in terms of reduced prefrontal activity. While it is not difficult to carry out tests of problem solving activity, creativity is much more elusive and it is not easy to measure it. Thus, flow has often been simplistically assimilated to creativity and it has been assumed that also creati ve performance depends on low prefrontal activity. It is instead proposed that creativity involves two consecutive steps: 1. Generation of novelty, mostly in the ventral striatum. 2. Analysis of novelty by the prefrontal cortex that transforms it into creative behaviour. The emergence of creativity has been explained through a Darwinian process based upon the classic variation-selection procedure. Thus, basal ganglia, with their implicit strategies and memories, may be regarded as a mechanism that continuously generates novelty (variation) while the prefrontal cortex, possibly its dorsolateral areas, may be considered as the computational mechanism that transforms novelty (selection) into explicit creative behaviours.
ERIC Educational Resources Information Center
Riley, Shirley
2004-01-01
This article relates recent findings in neuropsychology to the practice of art therapy. Based on published literature and the author?s experiences as a therapist, it illustrates how knowledge of neurological functioning can be used to therapeutic advantage with art therapy clients. Case examples reveal that providing clients with a basic…
ERIC Educational Resources Information Center
Weinberger, Norman M.
1998-01-01
New brain research shows that music improves our brain development and even enhances skills in other subjects such as reading and math. Music enhances creativity and promotes social development, personality adjustment, and self-worth. Music making provides the most extensive exercise for brain cells and their synaptic interconnections. (12…
ERIC Educational Resources Information Center
Machiavelli, Nick
1992-01-01
Inspired by the survivalist strategies of James Clavell's protagonist in "King Rat," this article advises administrators how to practice creative insubordination by informally lobbying board members, winking at obstructive rules, and pursuing devious ends in their school's interest. The best administrators take chances, hiding their…
Fostering of Creative Engineers Who Can Devise and Implement Imaginative Concepts
NASA Astrophysics Data System (ADS)
Tobita, Hidetaka
A new educational program was introduced in Faculty of Engineering, University of Fukui, aiming at producing students with full of creativity and positive attitude. In this program, the students across the engineering departments and academic years form small groups, and each team works on an interdisciplinary and integrated project. The professors and academic staff participate in each project as an advisor/facilitator. A student can join the program at any academic year when he or she thinks it necessary. The effectiveness of the program was assessed through the inquiry and hearing from the students, alumni, teachers, business organizations for which the alumni are employed. According to the survey, the program is effective to develop various important human skills, such as independent mind-set, accountability and creativity.
Dimensions of Experience: Exploring the Heterogeneity of the Wandering Mind.
Wang, Hao-Ting; Poerio, Giulia; Murphy, Charlotte; Bzdok, Danilo; Jefferies, Elizabeth; Smallwood, Jonathan
2018-01-01
The tendency for the mind to wander to concerns other than the task at hand is a fundamental feature of human cognition, yet the consequences of variations in its experiential content for psychological functioning are not well understood. Here, we adopted multivariate pattern analysis to simultaneously decompose experience-sampling data and neural functional-connectivity data, which revealed dimensions that simultaneously describe individual variation in self-reported experience and default-mode-network connectivity. We identified dimensions corresponding to traits of positive-habitual thoughts and spontaneous task-unrelated thoughts. These dimensions were uniquely related to aspects of cognition, such as executive control and the ability to generate information in a creative fashion, and independently distinguished well-being measures. These data provide the most convincing evidence to date for an ontological view of the mind-wandering state as encompassing a broad range of different experiences and show that this heterogeneity underlies mind wandering's complex relationship to psychological functioning.
ERIC Educational Resources Information Center
Evans, Michael A.; Johri, Aditya
2008-01-01
We appropriate Rogoff's ("Apprenticeship in thinking: Cognitive development in social context," 1991; in: Wertsch et al. (eds.) "Sociocultural studies of mind," 1993) notion of guided participation to demonstrate, through abbreviated case studies, our strategy for integrating mobile technology-based learning experiences in higher education. Guided…
Cultural Democracy: Universities in the Creative Economy
ERIC Educational Resources Information Center
Araya, Daniel
2010-01-01
The influence of globalization on institutions of higher education is one of the leading topics in educational policy today. As the nexus of innovation increasingly moves from labor-intensive "smokestack industries" to "mind work," education is becoming critical to policy discussions on economic growth. Tracing current discourse on the…
Creative Curriculum Integration in Atlantic Canada: A "MindShift"
ERIC Educational Resources Information Center
Warner, Alan; de Vreede, Cate
2011-01-01
Curriculum integration through block programs has not taken hold in Atlantic Canada, but another approach has blossomed in Nova Scotia that is achieving some of the key benefits--interdisciplinary, holistic and problem-based learning, student engagement, community building, collaborative relationships, and real-world experiences. If block programs…
ERIC Educational Resources Information Center
Hall, Julie
2008-01-01
In today's economic climate, Americans must find creative ways to do more with less. School and university administrators are challenged with stretching budgets to compensate for the increased costs of construction, maintenance and operations. Furniture is a tempting place to save money. It is one of the last things put in place in a construction…
Being Creative "Inside the Box"
ERIC Educational Resources Information Center
Tomascoff, Rocky
2011-01-01
Artist Joseph Cornell (1903-1972) created wonderful environments inside boxes using mostly found objects. They were often Surrealistic in nature. Some boxes were designed with glass fronts, and others were meant to be interactive with the viewer, wherein the objects could be handled. With Joseph Cornell in mind, the author introduces an art…
ERIC Educational Resources Information Center
Howard-Jones, Paul A.; Winfield, M.; Crimmins, G.
2008-01-01
Background: Neuroscience is unlikely to produce findings for immediate application in the classroom. The educational significance and practical implications of knowledge about mind and brain inevitably require some level of interpretation, yet the multiplying examples of unscientific "brain-based" educational concepts suggest this process of…
Representing Knowledge: Assessment of Creativity in Humanities
ERIC Educational Resources Information Center
Zemits, Birut Irena
2017-01-01
Traditionally, assessment for university students in the humanities has been in an essay format, but this has changed extensively in the last decade. Assessments now may entail auditory and visual presentations, films, mind-maps, and other modes of communication. These formats are outside the established conventions of humanities and may be…
TLC for Growing Minds. Microcomputer Projects. Elementary Intermediate Microcomputer Projects.
ERIC Educational Resources Information Center
Buxton, Marilyn
Designed to improve students' thinking, learning, and creative skills while they learn to program a microcomputer in BASIC programing language, this book for intermediate learners at the elementary school level provides a variety of microcomputer activities designed to extend the concepts learned in accompanying instructional manuals (Volumes 3…
Creating a Nation of Innovators. A Brief Report
ERIC Educational Resources Information Center
Fluellen, Jerry E., Jr.
2011-01-01
The Learning and Brain Conference for 2011 featured talks on a handful of themes including creativity, technology, education tomorrow, five minds for the future and innovation. Of these, innovation took center stage. Tony Wagner's opening plenary session became the conference prologue, examining innovation from several perspectives including seven…
The Free Mind: Intellectual Freedom's Perils and Prospects
ERIC Educational Resources Information Center
Oboler, Eli
1976-01-01
It is more important to make available all possible shades of opinion and varieties of creative effort than to have the widest possible range of gadgets and gizmos connected by the fanciest and longest possible networks, but including only a restricted, censored, limited range of topics and their interpretations. (Author)
Knowledge Production in Small and Medium Sized Enterprises
ERIC Educational Resources Information Center
Van der Meer, Han
2010-01-01
This article presents the author's response to Hisham B. Ghassib's (2010) article entitled "Where Does Creativity Fit into a Productivist Industrial Model of Knowledge Production?" When the author tries to characterise Ghassib's (2010) world, three words come into mind: University, Scientific Knowledge, and Marx. The author's world on the other…
Essays of a peripheral mind: Desperately creative acts
USDA-ARS?s Scientific Manuscript database
This article focuses on New Mexico rangelands and some of the more progressive resource management collaborations that are at home in the Land of Enchantment. These examples can be viewed as experiments, and they are experimental in a sense that they may still fail or reform in face of experience. T...
Creative Programming for Young Minds...on the TRS-80. I-Volume VII and All Stars Programs.
ERIC Educational Resources Information Center
Brown, Devin
These manuals provide self-teaching and individualized instruction activities to assist students in learning BASIC programming. Originally planned as a mathematics enrichment program for academically gifted children, three series of instructional workbooks and supplementary projects for seven microcomputers are now included to accommodate…
Women Leaders and Entrepreneurs: Learning from One to Teach the Other
ERIC Educational Resources Information Center
Knopik, Margareta Smith; Moerer, Tammy
2008-01-01
Motivated, visionary, energetic, hard working, creative, tough-minded, responsible, inspiring. Do these words describe leaders or entrepreneurs or both? This paper summarizes research conducted in the fields of leadership and entrepreneurship throughout the past 30 years, attempting to identify similarities and differences between female leaders…
ERIC Educational Resources Information Center
Nelson, Jacqueline M.
2011-01-01
In looking at the interesting shapes and sizes of old computer parts, creating robots quickly came to the author's mind. In this article, she describes how computer parts can be used creatively. Students will surely enjoy creating their very own robots while learning about the importance of recycling in the society. (Contains 1 online resource.)
ERIC Educational Resources Information Center
D'Andrea, Kathleen
2005-01-01
The new learning opportunities that feed mind, body and soul helps the senior students develop the resiliency and intellectual qualities they need to make a healthy transition to post-high school life. The Monsignor Donovan High School in Toms River, New Jersey, has provided creative learning opportunities to seniors, which has planted in them the…
Energizing the Thinking Dimensions of Physical Education.
ERIC Educational Resources Information Center
Miller, Donna Mae
1987-01-01
Physical educators should reinforce the mind-body dualism covered in physical education through activities that illustrate the use of problem-solving, asking and answering questions, developing game sense, and perceiving relationships. (CB)
A tangible programming tool for children to cultivate computational thinking.
Wang, Danli; Wang, Tingting; Liu, Zhen
2014-01-01
Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5-9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity.
The use of gaming strategies in a transcultural setting.
Gary, R; Marrone, S; Boyles, C
1998-01-01
Saudi Arabia's vast economic resources have enabled the development of state-of-the-art hospitals. Nurses recruited from around the world staff these hospitals creating one of the most multicultural practice settings in the world. Ethnic, educational, and experiential diversity; language and communication barriers; and alternative ways of knowing and learning challenge nurse educators to be more creative and explore opportunities for greater participation and learning among various cultural groups. Gaming, as a teaching-learning strategy for multicultural participants, affords the necessary flexibility and nonthreatening atmosphere which facilitates positive interactions among different, and often competing, communication patterns and learning styles. This article explores how and why gaming is as an effective educational strategy in a transcultural setting.
Cognitive Analysis of Educational Games: The Number Game.
van der Maas, Han L J; Nyamsuren, Enkhbold
2017-04-01
We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number Game is part of Math Garden, a popular online educational platform for practicing and monitoring math skills using innovations in computerized adaptive testing. These educational games generate enormous amounts of rich data on children's cognitive development. We found converging evidence for the use of forward proximity heuristics in the data of Math Garden, consisting of more than 20 million answers to 1,700 items. Item difficulties and the structure of correct answers were analyzed. Copyright © 2016 Cognitive Science Society, Inc.
Theory of mind deficits partly mediate impaired social decision-making in schizophrenia.
Yang, Liuqing; Li, Peifu; Mao, Haiying; Wang, Huiling; Shu, Chang; Bliksted, Vibeke; Zhou, Yuan
2017-05-05
Using paradigms from game theory, researchers have reported abnormal decision-making in social context in patients with schizophrenia. However, less is known about the underpinnings of the impairment. This study aimed to test whether theory of mind (ToM) deficits and/or neurocognitive dysfunctions mediate impaired social decision-making in patients with schizophrenia. We compared thirty-five patients with schizophrenia to thirty-eight matched healthy controls with regard to social decision-making using the mini Ultimatum Game (mini UG), a paradigm from game theory. Additionally, we assessed ToM using the Theory of Mind Picture Stories Task, a mental state attribution task, and assessed neurocognition using the Brief Assessment of Cognition in Schizophrenia. Mediation analyses were performed on the data. In contrast to the behavioral pattern of healthy controls in the mini UG, the patients with schizophrenia significantly accepted more disadvantageous offers and rejected more advantageous offers, and showed reduced sensitivity to the fairness-related context changes in the mini UG. Impaired ToM and neurocognition were also found in the patients. Mediation analyses indicated that ToM but not neurocognition partially mediated the group differences on the disadvantageous and advantageous offers in the mini UG. Patients with schizophrenia exhibited impaired social decision-making. This impairment can be partly explained by their ToM deficits rather than neurocognitive deficits. However, the exact nature of the ToM deficits that mediate impaired social decision-making needs to be identified in future.
ERIC Educational Resources Information Center
Greer, Leslie
1977-01-01
The Sociedade Brasileira de Cultura Inglesa of Sao Paolo, Brazil, is an English teaching center which also runs an introductory course to train teachers of English. This article describes some of the projects completed by prospective teachers; they include language games, pictures, cartoons, role-playing and writing creative dialogue. (CHK)
Girls Physical Education Handbook.
ERIC Educational Resources Information Center
Fairfax County Schools, VA.
This handbook was designed to provide the student with basic information for various individual, dual, and team sports. The individual and dual sports which are discussed include archery, badminton, creative dance, fencing, golf, gymnastics, and games such as deck tennis, table tennis, horseshoes, and shuffledboard. Basketball, field hockey,…
Job Design for Mindful Work: The Boosting Effect of Psychosocial Safety Climate.
Lawrie, Emily J; Tuckey, Michelle R; Dollard, Maureen F
2017-12-28
Despite a surge in workplace mindfulness research, virtually nothing is known about how organizations can cultivate everyday mindfulness at work. Using the extended job demands-resources model, we explored daily psychological demands and job control as potential antecedents of daily mindfulness, and the moderating effect of psychosocial safety climate (PSC, which relates to the value organizations place on psychological health at work). We also examined the relationship between mindfulness and learning to augment understanding of the benefits of everyday mindfulness at work. A sample of 57 employees, primarily working in education, health care, and finance, completed a diary for five days within a 2-week period, covering mindfulness, psychological demands, job control, and learning. PSC was measured in a baseline survey, with individual ratings combined with those of up to four colleagues to tap objective (shared) climate. Hierarchical linear modeling showed that daily psychological demands were negatively related to daily mindfulness, and daily job control was positively related to daily mindfulness especially as PSC increased. Additionally, daily mindfulness was positively associated with daily workplace learning. This study is one of the first to identify work-related antecedents to everyday mindfulness. The findings suggest that (a) to support everyday mindfulness at work, jobs must be designed with manageable demands and a variety of tasks that allow for creativity and skill discretion, and (b) the benefits of mindfulness interventions for employee psychological health and well-being may not be sustainable unless employees have influence over when and how they do their work, in the "right" climate. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
"Minding the gap": imagination, creativity and human cognition.
Pelaprat, Etienne; Cole, Michael
2011-12-01
Inquiry into the nature of mental images is a major topic in psychology where research is focused on the psychological faculties of imagination and creativity. In this paper, we draw on the work of L.S. Vygotsky to develop a cultural-historical approach to the study of imagination as central to human cognitive processes. We characterize imagination as a process of image making that resolves "gaps" arising from biological and cultural-historical constraints, and that enables ongoing time-space coordination necessary for thought and action. After presenting some basic theoretical considerations, we offer a series of examples to illustrate for the reader the diversity of processes of imagination as image making. Applying our arguments to contemporary digital media, we argue that a cultural-historical approach to image formation is important for understanding how imagination and creativity are distinct, yet inter-penetrating processes.
"Survivor" torches "Who Wants to Be a Physician?" in the educational games ratings war.
Howard, Mary G; Collins, Heidi L; DiCarlo, Stephen E
2002-12-01
We recently developed an educational game for reviewing respiratory physiology in a large classroom. The "Who Wants to be a Physician?" game encouraged medical students to be active participants in the learning process. An evaluation of the game documented that students enjoyed the active format, and the students reported that the game enhanced their ability to understand and retain information. However, the evaluation also revealed that the game had limitations. Specifically, the students recommended the use of multiple-choice questions to match the Medical Board Examination format and to speed up the game (i.e., cover more topics). The students also wanted to increase their level of participation and interaction. Finally, we wanted to emphasize the benefits of peer instruction as a collaborative learning tool. To address these limitations, we designed a new game, "Survivor." Survivor incorporated multiple-choice questions and emphasized peer instruction and a capacity to gather information and solve novel problems. In addition, participation was increased by including the student audience in the game. Finally, an evaluation instrument was utilized to assess the effectiveness of this instructional tool in an academic setting. As a result of these improvements, the evaluation documents that the newly developed tool is a more effective educational game that couples fun and creative excitement with proven and effective educational concepts.
Creativity—the unconscious foundations of the incubation period
Ritter, Simone M.; Dijksterhuis, Ap
2014-01-01
Creativity is one of the most important assets we have to navigate through the fast changing world of the 21st century. Anecdotal accounts of creative individuals suggest that oftentimes, creative discoveries result from a process whereby initial conscious thought is followed by a period during which one refrains from task-related conscious thought. For example, one may spend an embarrassing amount of time thinking about a problem when the solution suddenly pops into consciousness while taking a shower. Not only creative individuals but also traditional theories of creativity have put a lot of emphasis on this incubation stage in creative thinking. The aim of the present article is twofold. First, an overview of the domain of incubation and creativity is provided by reviewing and discussing studies on incubation, mind-wandering, and sleep. Second, the causes of incubation effects are discussed. Previously, little attention has been paid to the causes of incubation effects and most findings do not really speak to whether the effects should be explained by unconscious processes or merely by consequences of a period of distraction. In the latter case, there is no need to assume active unconscious processes. The findings discussed in the current article support the idea that it is not merely the absence of conscious thought that drives incubation effects, but that during an incubation period unconscious processes contribute to creative thinking. Finally, practical implications and directions for future research will be discussed. PMID:24782742
The roles of associative and executive processes in creative cognition.
Beaty, Roger E; Silvia, Paul J; Nusbaum, Emily C; Jauk, Emanuel; Benedek, Mathias
2014-10-01
How does the mind produce creative ideas? Past research has pointed to important roles of both executive and associative processes in creative cognition. But such work has largely focused on the influence of one ability or the other-executive or associative-so the extent to which both abilities may jointly affect creative thought remains unclear. Using multivariate structural equation modeling, we conducted two studies to determine the relative influences of executive and associative processes in domain-general creative cognition (i.e., divergent thinking). Participants completed a series of verbal fluency tasks, and their responses were analyzed by means of latent semantic analysis (LSA) and scored for semantic distance as a measure of associative ability. Participants also completed several measures of executive function-including broad retrieval ability (Gr) and fluid intelligence (Gf). Across both studies, we found substantial effects of both associative and executive abilities: As the average semantic distance between verbal fluency responses and cues increased, so did the creative quality of divergent-thinking responses (Study 1 and Study 2). Moreover, the creative quality of divergent-thinking responses was predicted by the executive variables-Gr (Study 1) and Gf (Study 2). Importantly, the effects of semantic distance and the executive function variables remained robust in the same structural equation model predicting divergent thinking, suggesting unique contributions of both constructs. The present research extends recent applications of LSA in creativity research and provides support for the notion that both associative and executive processes underlie the production of novel ideas.
Why use case studies rather than simulation-gaming techniques or library research?
NASA Technical Reports Server (NTRS)
Mcdonald, S. W.
1981-01-01
Method which present a student with a more challenging and true to life situation of needing to conduct research in a problem solving context--and not thinking about organization of format until research and thinking are complete are investigated. Simulation-gaming techniques which attempt to teach initiative and creativity that library research are used for this purpose. However, it is shown case studies provide the greatest opportunities to engage the students in problem solving situations in which they develop skills as researchers and writers.
Physiological approach to optimal stereographic game programming: a technical guide
NASA Astrophysics Data System (ADS)
Martens, William L.; McRuer, Robert; Childs, C. Timothy; Viirree, Erik
1996-04-01
With the advent of mass distribution of consumer VR games comes an imperative to set health and safety standards for the hardware and software used to deliver stereographic content. This is particularly important for game developers who intend to present this stereographic content via head-mounted display (HMD). The visual discomfort that is commonly reported by the user of HMD-based VR games presumably could be kept to a minimum if game developers were provided with standards for the display of stereographic imagery. In this paper, we draw upon both results of research in binocular vision and practical methods from clinical optometry to develop some technical guidelines for programming stereographic games that have the end user's comfort and safety in mind. This paper will provide generate strategies for user- centered implementation of 3D virtual worlds, as well as pictorial examples demonstrating a natural means for rendering stereographic imagery more comfortable to view in games employing first-person perspective.
Mind Games: Game Engines as an Architecture for Intuitive Physics.
Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B
2017-09-01
We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.
Implementing evidence-based practice during an economic downturn.
Beck, Mary S; Staffileno, Beth A
2012-01-01
Building a sustainable evidence-based practice (EBP) infrastructure during times of financial constraints poses challenges for nurse leaders. To be successful, plans need to be creative and adaptive, while mindful of limited resources. This commentary describes change management strategies used to implement an EBP infrastructure at a hospital after organizational restructuring occurred.
ERIC Educational Resources Information Center
Stanko-Kaczmarek, Maja; Kaczmarek, Lukasz D.
2016-01-01
Research has shown that creative performance, such as painting, influences affective and cognitive processes. Yet little is known about how tactile sensations experienced during painting determine what individuals feel and how they think while they create. Based on prior research, finger painting (compared to brush painting) was expected to…
ERIC Educational Resources Information Center
Barraclough, Helen; Bracey, Becky
2005-01-01
"Eureka!" is an interactive museum for children situated in Halifax, West Yorkshire, which opened in 1992. It has over 400 hands-on exhibits in four gallery spaces: (1) "SoundSpace"; (2) "Living and working together"; (3) "Our global garden"; and (4) "Me and my body". It aims to inspire children about themselves and the world around them through…
TLC for Growing Minds. Microcomputer Projects. Advanced Projects for Adults.
ERIC Educational Resources Information Center
Taitt, Henry A.
Designed to improve students' thinking, learning, and creative skills while they learn to program a microcomputer in BASIC programing language, this book for advanced learners at the high school/adult level provides a variety of microcomputer activities designed to extend the concepts learned in the accompanying instructional manuals (volumes 3…
ERIC Educational Resources Information Center
Ohlsson, Stellan; Cosejo, David G.
2014-01-01
The problem of how people process novel and unexpected information--"deep learning" (Ohlsson in "Deep learning: how the mind overrides experience." Cambridge University Press, New York, 2011)--is central to several fields of research, including creativity, belief revision, and conceptual change. Researchers have not converged…
TLC for Growing Minds. Microcomputer Projects. Junior High Projects for Volumes 3 & 4.
ERIC Educational Resources Information Center
Taitt, Henry A.
Designed to improve students' thinking, learning, and creative skills while they learn to program a microcomputer in BASIC programing language, this book for intermediate learners at the junior high level provides a variety of microcomputer activities designed to extend the concepts learned in the accompanying instructional manuals (Volumes 3 and…
Read All about It: Motivate Your Students with These Exercises
ERIC Educational Resources Information Center
Tuttle, Harry Grover
2007-01-01
Educators at elementary, middle, and high school levels will find that integrating digital tools and resources--many commonly used by students in their "out of school" lives--can be a springboard to creativity and new skills. In this article, the author describes how word processors, presentation software and hardware, mind-mapping applications,…
Thinking with Hands-On Activities
ERIC Educational Resources Information Center
Conover, Patricia Ross
2009-01-01
The goal for library media specialists and teachers is to lead students to use technology to communicate, in a powerful and meaningful way, and to creatively display what they have learned. With these ideas in mind, this article details several projects using Microsoft PowerPoint XP. The activities, with simplified instructions, can be adapted to…
Activities for Challenging Gifted Learners by Increasing Complexity in the Common Core
ERIC Educational Resources Information Center
McKeone, Alyssa; Caruso, Lenora; Bettle, Kailyn; Chase, Ashley; Bryson, Bridget; Schneider, Jean S.; Rule, Audrey C.
2015-01-01
Gifted learners need opportunities for critical and creative thinking to stretch their minds and imaginations. Strategies for increasing complexity in the four core areas of language arts, mathematics, science, and social studies were addressed using the Common Core and Iowa Core Standards through several methods. Descriptive adjective object…
ERIC Educational Resources Information Center
Engel, Lis; Andersen, Lars Bo
2000-01-01
Investigates the psychological and physical effects of training of body awareness and slow stretching on persons (N=8) with chronic toxic encephalopathy. Results show that electromyography on the frontalis muscle and state anxiety decreased, but no changes were observed in trait anxiety and in the creativity score. (Author/MKA)
ERIC Educational Resources Information Center
Ward, Robin E.; Lee, William D.
2006-01-01
Roundhouse is a visually creative information-processing tool (J. E. Trowbridge and J. H. Wandersee 1998). The procedure requires learners to construct knowledge using "mindful" connections to replace less effective practices of memorizing fragmented information. Students create observable organization schemes of related ideas and icons in a…
TLC for Growing Minds. Microcomputer Projects. Advanced Projects for Junior High.
ERIC Educational Resources Information Center
Taitt, Henry A.
Designed to improve students' thinking, learning, and creative skills while they learn to program a microcomputer in BASIC programing language, this book for advanced learners at the junior high level provides a variety of microcomputer activities designed to extend the concepts learned in the accompanying instructional manuals (volumes 5 and 6).…
Mathematical Connections and Their Relationship to Mathematics Knowledge for Teaching Geometry
ERIC Educational Resources Information Center
Eli, Jennifer A.; Mohr-Schroeder, Margaret J.; Lee, Carl W.
2013-01-01
Effective competition in a rapidly growing global economy places demands on a society to produce individuals capable of higher-order critical thinking, creative problem solving, connection making, and innovation. We must look to our teacher education programs to help prospective middle grades teachers build the mathematical habits of mind that…
Let's Teach Students to Innovate
ERIC Educational Resources Information Center
McLester, Susan
2005-01-01
It is very likely that history will prove the last 25 years a mere prelude to an age of unparalleled innovation. What creative, untamed minds paired with technology have made possible today was simply inconceivable a decade ago. The pace has indeed been dizzying. This article provides a brief review of technology for the past 25 years.
The Academic Mind at the Top: The Political Behavior and Values of Faculty Elites.
ERIC Educational Resources Information Center
Lipset, Seymour Martin
1982-01-01
Faculty surveys of the honorific academies and of American professors indicate that the former are more liberal politically than the latter, including those at the most distinguished institutions. Theories of intellectual creativity and political socialization are applied to these findings. Available from Elsevier Publishing, 52 Vanderbilt Avenue,…
Retaining Teacher Talent: The View from Generation Y
ERIC Educational Resources Information Center
Coggshall, Jane G.; Ott, Amber; Behrstock, Ellen; Lasagna, Molly
2010-01-01
Members of Generation Y (those born between 1977 and 1995) have been characterized as creative, innovative, self-confident, highly educated, and educationally minded. They like to share what they've learned in small groups and are dissatisfied with workplaces that are technologically inferior. They have a strong moral drive to make a difference in…
London: An Art Teacher's Inspiration
ERIC Educational Resources Information Center
Guhin, Paula
2012-01-01
Often overshadowed in people's minds by Paris, London is truly an artist's jewel. The art and architecture, history, gardens and museums are inspiring, yes, but there's so much more to this ancient city. The performances, attractions and markets are a boon to the creative soul. London can be surprisingly inexpensive to visit. Gazing at statues,…
Inspiring Middle School Minds: Gifted, Creative, and Challenging
ERIC Educational Resources Information Center
Willis, Judy
2009-01-01
Teaching adolescents can be quite challenging. Dr. Judy Willis, a neurologist and teacher, explains the inner workings of the adolescent brain. She uses the findings of brain research in her classroom to explain how parents and teachers can trigger untapped inspiration in students. Middle school education has often been a "black hole" for gifted…
Educating the Democratic Mind. SUNY Series, Democracy and Education.
ERIC Educational Resources Information Center
Parker, Walter C., Ed.
This volume features 16 essays about educating young people for the amorphous state called democracy. The collections addresses the central questions: (1) How and what might children be taught so that they respond well and creatively to the demands of an increasingly diverse society that is organized under and struggling to realize the democratic…
Interdisciplinary Robotic Activity Hones Important Skills
ERIC Educational Resources Information Center
Black, Dan; Zeigler, Jodi
2011-01-01
As educators, the authors believe in guiding students towards the life skills, knowledge, and expertise they need to succeed in life and in the workforce of the 21st century. With that in mind, they have created a project in which students drive their own learning through creativity and collaborative work to develop an efficient product. Through…
TLC for Growing Minds. Microcomputer Projects. Adult Intermediate Microcomputer Projects.
ERIC Educational Resources Information Center
Taitt, Henry A.
Designed to improve students' thinking, learning, and creative skills while they learn to program a microcomputer in BASIC programing language, this book for intermediate learners at the high school/adult level provides a variety of microcomputer activities designed to extend the concepts taught in the accompanying instructional manuals (Volumes 3…
ERIC Educational Resources Information Center
Peterson, George
1986-01-01
This paper discusses the role of the National Geographic Society (NGS) in providing educational materials on geography, from the National Geographic magazine to future innovative educational technologies. The changing nature of technology, communications, and the role of the creative mind are described in remarks quoted from the Society's…
Circular Poetics: Cybernetics, Zen Koans, and the Art of Creative Transformative Pedagogy
ERIC Educational Resources Information Center
Stephenson Keeney, Hillary
2011-01-01
There is an expressed desire across academic disciplines to move beyond the limitations of linear, reductionist epistemologies and infuse teaching and learning with a greater recognition of relational interdependence, circular causality, patterns of connection, and generally what Gregory Bateson (1972) called the "ecology of mind" (p. xxiii). This…
Nurturing Brain Development from Birth to 3
ERIC Educational Resources Information Center
Gopnik, Alison
2012-01-01
Alison Gopnik, PhD, a researcher and professor at the University of California, Berkeley, responds to questions about the ways researchers are discovering the complex processes of early cognitive development. Dr. Gopnik shares some of the creative research methods that are demonstrating how infants are figuring out what is going on in the mind of…
Emerging Careers Come into Focus
ERIC Educational Resources Information Center
Reese, Susan
2010-01-01
When career and technological education (CTE) began, known then as vocational technical education, only those with the most vivid imaginations and creative minds could envision it as it is today. Many of today's jobs didn't even exist when the baby boomers entered the workforce. Over the decades, CTE has maintained its commitment to preparing a…
Engaging Minds in the Common Core: Integrating Standards for Student Engagement
ERIC Educational Resources Information Center
Howard, Christy
2016-01-01
With the implementation of Common Core State Standards (CCSS) many teachers continue to search for ways to engage students in the learning process while meeting the rigorous demands of the standards. Researchers suggest that by providing opportunities for higher order thinking, student choice, and creative ways to showcase knowledge, students will…
ERIC Educational Resources Information Center
McNeece, Molly
2009-01-01
Two fourth-grade teachers presented the idea of using the author's art class to inspire the students to write creatively. The theme of scary stories needed an art project to match. The author immediately had a favorite lesson in mind. By putting a small twist on one of her standard "Frank Lloyd Wright House" projects, scary plans began to take…
Psychostimulants and Artistic, Musical, and Literary Creativity.
Smith, Iain
2015-01-01
This chapter explores links between psychostimulants and creativity in the arts. These links are set in the context of an overview of the association between mind-altering drugs in general and specific branches of the arts, particularly literature. The economic impact of the psychostimulants both historically and in today's world has been substantial and this is mirrored in the culture of the countries involved with the trade in these special commodities. As with other families of addictive drugs, the psychostimulants are sought out more frequently than is the norm by creative individuals who then may represent the drugs in their art or associate the drugs with their creativity. The creative process is outlined and it is noted that if a drug helps at all with creativity then the specific properties of the drug may link it to a particular stage of the creative process. Stimulants are particularly associated with the evaluation and elaboration stage of the creative process and in particular nicotine and caffeine have been used in this way by writers when putting words on paper. The ability of psychostimulants to boost convergent thinking is the main mechanism at work but this is at a cost as divergent thinking is diminished. The other findings of note in this review are that particular venues based around the consumption of a psychostimulants can act as a creative hub-café culture in Paris and Vienna and early modern Europe-and that particular drugs can come to define an artistic grouping as with the Beats and the group around Warhol who had a preference for amphetamine. © 2015 Elsevier Inc. All rights reserved.
The Tyre-Child in the Early World
ERIC Educational Resources Information Center
Sturm, Sean; Turner, Stephen
2016-01-01
This article considers the "creative education" of influential Aotearoa/New Zealand art educator Elwyn Richardson, which is based on what he calls the "discovery method": the "concentrated study of material from [students'] own surroundings." Through a game that his students play with tyres, we explore the role that…
Brain Stretchers Book 4--Advanced.
ERIC Educational Resources Information Center
Anderson, Carolyn
This book provides puzzles, games, and mathematical activities for students in elementary grades. Number concepts and arithmetic are common topics. These classic math, logic, and word-problem activities encourage students to become flexible, creative thinkers while teaching them to draw valid conclusions based on logic and evidence. Each activity…
Translations on Eastern Europe, Political, Sociological, and Military Affairs, Number 1345
1977-01-27
even have their displays there and put on a number of interesting get-togethers and actions with women there. Artists creative ensembles, of which...the groups of the organization will stimulate the systematic practice of physical exer- cises, invigorating gymnastics , track exercises, and games
ERIC Educational Resources Information Center
Carlson, Scott
2006-01-01
This article describes how researchers work with military to create the next generation of training technology. This article also describes the features of Flatworld, a virtual military training technology. Flatworld is one of many projects under development at the Institute for Creative Technologies, a research group that is supported primarily…
Making It Professionally: Student Identity and Industry Professionals in Higher Education
ERIC Educational Resources Information Center
Ashton, Daniel
2009-01-01
Addressing connections between higher education and "industry" framed by UK government creative industries strategies, this article draws on research with games design students to explore their transition from being a student to being "industry-ready". The article introduces broader currents within higher education around…
NASA Chief Technologist See Technology with Norfolk State University Associate Professor Rasha Morsi
2018-02-06
Norfolk State University Associate Professor Rasha Morsi showcases a phone operated, 3D-printed robot sign language interpreter to NASA Chief Technologist Douglas Terrier during a tour of the university’s Creative Gaming Simulation lab on February 6, 2018. (Credit: NASA)
A Handbook of Bright Ideas: Facilitating Giftedness.
ERIC Educational Resources Information Center
Cherry, Betty S., Ed.
Presented is a manual developed by the Manatee, Florida, program for gifted students which includes articles by leading thinkers, information on J. Guilford's structure of the intellect model, the importance of cognitive and affective balance, creative development, checklists, games, and other ideas for teachers of gifted students. Articles…
Wandering Minds: Tracing Inner Worlds Through a Historical-Geographical Art Installation
Powell, Hilary; Morrison, Hazel; Callard, Felicity
2018-01-01
The human act of wandering across landscapes and cityscapes has carved the research interests of scholars in cultural, urban, and historical geography, as well as in the humanities. Here we call for—and take the first steps toward—a historical geography of wandering that is pursued in the head rather than with the legs. We do so through analyzing how our audiovisual installation on mind wandering opened up epistemological and ontological questions facing historical geographies of the mind. This installation both modeled mind wandering as conceptualized at different historical moments and aimed to induce mental perambulation in its visitors. In so doing, it was intended both to stage and to disrupt relations between body and mind, the internal and external, attention and inattention, motion and stillness—and, importantly, between the archival and that which resists archival capture. We reflect on how we interspersed traditional scholarly historical and geographical enquiry with methods gleaned from creative practices. In particular, we consider the challenges that such practices pose for how we conceptualize archives—not least when the focus of attention comprises fugitive mental phenomena.
BANFISA and (IN) DICA-SUS in health undergraduate education: playing and learning construction.
Silva, Laianna Victoria Santiago; Tanaka, Patrícia Sayuri de Lima; Pires, Maria Raquel Gomes Maia
2015-01-01
To analyze the learning built during the matches of the games by students of the subject Gestão de Políticas Públicas em Saúde at the Universidade de Brasília. Exploratory, descriptive research, in a qualitative approach, with 26 students from various graduation courses in health, using a questionnaire and participant observation. Participants reinvented rules, related issues addressed in the games to the reality, interacted with colleagues and had fun throughout the match. Comparing the games in relation to ludicity, the BANFISA was more attractive than the (IN) DICA-SUS, although they are complementary. Learning constructed by the students goes beyond the content of the subject; involve the active participation in group and creativity.
A Tangible Programming Tool for Children to Cultivate Computational Thinking
Wang, Danli; Liu, Zhen
2014-01-01
Game and creation are activities which have good potential for computational thinking skills. In this paper we present T-Maze, an economical tangible programming tool for children aged 5–9 to build computer programs in maze games by placing wooden blocks. Through the use of computer vision technology, T-Maze provides a live programming interface with real-time graphical and voice feedback. We conducted a user study with 7 children using T-Maze to play two levels of maze-escape games and create their own mazes. The results show that T-Maze is not only easy to use, but also has the potential to help children cultivate computational thinking like abstraction, problem decomposition, and creativity. PMID:24719575
Enhancing learning: A comparison of lecture and gaming outcomes.
Gipson, Mary; Bear, Mary
2013-01-01
Contrary to what we anticipated, our outcomes indicated that learning and satisfaction with learning were no different between the traditional lecture group and the educational gaming group. Learners in the gaming group scored on the examination just as well as, but no higher than, did those in the lecture group. Similarly, students in the gaming group were just as, but no more, satisfied with their learning than were students in the lecture group. Of note, both teaching/learning strategies were shown to be effective for learning with students earning a B average on the examination. Likewise, students in both groups were very satisfied with their respective teaching/learning strategies. Given that our assessment did not support gaming as a superior teaching/learning strategy over lecture, what remains now is the need for a longitudinal study to determine if there are differences in long-term learning. As we implement creative methods of instruction, it is also important to test their effectiveness to ensure that the teaching-learning process is evidence based.
The Development of Theory of Mind and Positive and Negative Reciprocity in Preschool Children
Schug, Joanna; Takagishi, Haruto; Benech, Catalina; Okada, Hiroyuki
2016-01-01
This study examined the relation between the acquisition of false-beliefs theory of mind (ToM) and reciprocity in preschoolers. Preschool-aged children completed a task assessing the understanding of false beliefs, and played an Ultimatum Game (UG) with another child in a face-to-face setting. Negative reciprocity was assessed by examining the rejection of unfair offers made by another child in the UG, while positive reciprocity was assessed by examining allocations made by participants in a Dictator Game (DG) following the UG. The results indicated that children who had passed a task assessing first-order false beliefs were more likely to make generous offers in a DG following a fair offer made by their partner in a proceeding UG, but that false beliefs ToM was unrelated to the rejection of unfair offers in the UG. PMID:27445881
The Development of Theory of Mind and Positive and Negative Reciprocity in Preschool Children.
Schug, Joanna; Takagishi, Haruto; Benech, Catalina; Okada, Hiroyuki
2016-01-01
This study examined the relation between the acquisition of false-beliefs theory of mind (ToM) and reciprocity in preschoolers. Preschool-aged children completed a task assessing the understanding of false beliefs, and played an Ultimatum Game (UG) with another child in a face-to-face setting. Negative reciprocity was assessed by examining the rejection of unfair offers made by another child in the UG, while positive reciprocity was assessed by examining allocations made by participants in a Dictator Game (DG) following the UG. The results indicated that children who had passed a task assessing first-order false beliefs were more likely to make generous offers in a DG following a fair offer made by their partner in a proceeding UG, but that false beliefs ToM was unrelated to the rejection of unfair offers in the UG.
The Whole Cosmos. Catalog of Science Activities.
ERIC Educational Resources Information Center
Abruscato, Joe; Hassard, Jack
Based on the notion that science begins and ends with the natural curiosity that young people have about themselves and the world, this book provides teachers and parents with many options for science exploration. Concepts are developed through science activities, creative arts activities, puzzles and games, and short biographies of individuals…
ERIC Educational Resources Information Center
Butler, Elaine
2000-01-01
Critically examines the emerging dominance of vocationalism in education, supported by discourses of globalization and the "Risk Society." Analyzes "knowledge games" in vocational education and practices that seek to train workers to perform as economic/productive units in the marketplace. Urges development of creative,…
Music Software and Young Children: Fun and Focused Instruction
ERIC Educational Resources Information Center
Peters, G. David
2009-01-01
Readers have experienced the acceleration in music technology developments in recent years. The ease with which students and teacher can access digital audio files, video clips of music performances, and online instructional resources is impressive. Creativity "environments" were developed in a game-like format for children to experiment with…
Developing Technological Fluency through Creative Robotics
ERIC Educational Resources Information Center
Bernstein, Debra Lynn
2010-01-01
Children have frequent access to technologies such as computers, game systems, and mobile phones (Sefton-Green, 2006). But it is useful to distinguish between engaging with technology as a "consumer" and engaging as a "creator" or designer (Resnick & Rusk, 1996). Children who engage as the former can use technology efficiently, while those who…
ERIC Educational Resources Information Center
Rodari, Gianni
1998-01-01
Depicts how any word chosen by chance can function as a magical word to exhume fields of memory and excite imagination. Details several word games of invention for children (such as the "fantastic binomial," using creative errors, and "Little Red Riding Hood in a Helicopter") that juxtapose normally unrelated words and that can…
iSTEM: Learning Mathematics through Minecraft
ERIC Educational Resources Information Center
Bos, Beth; Wilder, Lucy; Cook, Marcelina; O'Donnell, Ryan
2014-01-01
The Common Core State Standards can be taught with Minecraft, an interactive creative Lego®-like game. Integrating Science, Technology, Engineering, and Mathematics (iSTEM) authors share ideas and activities that stimulate student interest in the integrated fields of science, technology, engineering, and mathematics (STEM) in K-grade 6 classrooms.
Physical Education Activities Book for the Primary Grades.
ERIC Educational Resources Information Center
Green, Arthur S.
The guide is divided into 10 chapters, the first on general program organization, the rest on specific activities. The nine activities are as follows: posture; calisthenics; active recreational games; stunts, tumbling, and apparatus skills; track and field events; team sports; fundamental and creative or interpretive rhythms; dramatized rhythms;…
Mission and Methods of Democratizing the Classroom.
ERIC Educational Resources Information Center
Slaton, Christa Daryl
1993-01-01
Too many college students seem conditioned (by authoritarian teaching styles) to serve as "clerks" to the decision makers and power holders. To help students learn to think critically and independently, this article advises faculty to create practica based on televotes and mediation training, creative projects (such as monopoly games and…
ERIC Educational Resources Information Center
Cady, Susan
2005-01-01
One of the first tasks students learn in chemistry is to pronounce and spell the names of elements and learn their corresponding chemical symbols. Repetitive oral recitation is commonly used to learn this information, but games and puzzles can make this task creative, variable, and fun. Elemental Food for Thought is a puzzlelike activity that…
Developing Games and Simulations for Today and Tomorrow's Tech Savvy Youth
ERIC Educational Resources Information Center
Klopfer, Eric; Yoon, Susan
2005-01-01
Constructively promoting the educational development of today's young tech savvy students and fostering the productive technological facility of tomorrow's youth requires harnessing new technological tools creatively. The MIT Teacher Education Program (TEP) focuses on the research and development of educational computer-based simulations and games…
Games and Students: Creating Innovative Professionals
ERIC Educational Resources Information Center
Davis, Jason Stratton
2011-01-01
To create professionals for the future, who will be innovative and internationally competitive, we need to change the learning environment. The current traditional delivery systems of education do not develop the necessary interpersonal, analytical and creative skills to deal with the new knowledge economy. Baer (2005), in calling for a new model…
NASA Astrophysics Data System (ADS)
Gomes, Joan Julieanne Mariani
The importance of thinking and problem-solving skills, and the ability to integrate and analyze information has been recognized and yet may be lacking in schools. Creativity is inherently linked to problem finding, problem solving, and divergent thinking (Arieti, 1976; Csikszentmihalyi, 1990; Milgram, 1990). The importance of early childhood education and its role in the formation of young minds has been recognized (Caine & Caine, 1991; Montessori, 1967a, 1967b; Piaget, 1970). Early childhood education also impacts creativity (Gardner, 1999). The features of brain-based learning (Caine & Caine, 1991; Jensen, 1998; Sousa, 2001; Wolfe, 2001) have a clear connection to nurturing the creative potential in students. Intrinsic motivation and emotions affect student learning and creativity as well (Hennessey & Amabile, 1987). The purpose of this study was to discern if a creativity-focused science curriculum for the kindergarteners at a Montessori early learning center could increase creativity in students. This action research study included observations of the students in two classrooms, one using the creativity-focused science curriculum, and the other using the existing curriculum. The data collected for this interpretive study included interviews with the students, surveys and interviews with their parents and teachers, teacher observations, and the administration of Torrance's (1981) Thinking Creatively in Action and Movement (TCAM) test. The interpretation of the data indicated that the enhanced science curriculum played a role in enhancing the creativity of the children in the creativity-focused group. The results of the TCAM (Torrance, 1981) showed a significant increase in scores for the children in the creativity-focused group. The qualitative data revealed a heightened interest in science and the observation of creative traits, processes, and products in the creativity-focused group children. The implications of this study included the need for meaningful learning experiences, experiential learning opportunities, critical thinking and problem solving activities, and an emphasis on freedom, independence, and autonomy on the part of the learner. These elements, when combined with an integrated science curriculum, can foster creativity in young children.
Greenberg, Jonathan; Romero, Victoria L; Elkin-Frankston, Seth; Bezdek, Matthew A; Schumacher, Eric H; Lazar, Sara W
2018-03-17
Proactive interference occurs when previously relevant information interferes with retaining newer material. Overcoming proactive interference has been linked to the hippocampus and deemed critical for cognitive functioning. However, little is known about whether and how this ability can be improved or about the neural correlates of such improvement. Mindfulness training emphasizes focusing on the present moment and minimizing distraction from competing thoughts and memories. It improves working memory and increases hippocampal density. The current study examined whether mindfulness training reduces proactive interference in working memory and whether such improvements are associated with changes in hippocampal volume. 79 participants were randomized to a 4-week web-based mindfulness training program or a similarly structured creative writing active control program. The mindfulness group exhibited lower proactive interference error rates compared to the active control group following training. No group differences were found in hippocampal volume, yet proactive interference improvements following mindfulness training were significantly associated with volume increases in the left hippocampus. These results provide the first evidence to suggest that (1) mindfulness training can protect against proactive interference, and (2) that these benefits are related to hippocampal volumetric increases. Clinical implications regarding the application of mindfulness training in conditions characterized by impairments to working memory and reduced hippocampal volume such as aging, depression, PTSD, and childhood adversity are discussed.
Looking for Creativity: Where Do We Look When We Look for New Ideas?
Salvi, Carola; Bowden, Edward M.
2016-01-01
Recent work using the eye movement monitoring technique has demonstrated that when people are engaged in thought they tend to disengage from the external world by blinking or fixating on an empty portion of the visual field, such as a blank wall, or out the window at the sky. This ‘looking at nothing’ behavior has been observed during thinking that does not explicitly involve visual imagery (mind wandering, insight in problem solving, memory encoding and search) and it is associated with reduced analysis of the external visual environment. Thus, it appears to indicate (and likely facilitate) a shift of attention from external to internal stimuli that benefits creativity and problem solving by reducing the cognitive load and enhancing attention to internally evolving activation. We briefly mention some possible reasons to collect eye movement data in future studies of creativity. PMID:26913018
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wiley, H. S.
There comes a time in every scientist’s career when one's mind seems to hit a wall. You can’t think of a new experiment that hasn’t been done before or figure out how to crack a problem that is blocking your progress. The easy questions have been answered. You go back to the wellspring of your creativity and find it dry. What to do? Collaborating with investigators who are investigating problems from a different data or analytical perspective is the best way I know to kick-start research creativity. They not only can provide new data, but they can also bring anmore » expertise on how to get the most “flavor” out of the ingredient that they bring to your problem. As the complexity of the important biological problems continues to grow, too many cooks will never spoil the broth, but become a hallmark of the most creative research.« less
Neuroart: picturing the neuroscience of intentional actions in art and science.
Siler, Todd
2015-01-01
Intentional actions cover a broad spectrum of human behaviors involving consciousness, creativity, innovative thinking, problem-solving, critical thinking, and other related cognitive processes self-evident in the arts and sciences. The author discusses the brain activity associated with action intentions, connecting this activity with the creative process. Focusing on one seminal artwork created and exhibited over a period of three decades, Thought Assemblies (1979-82, 2014), he describes how this symbolic art interprets the neuropsychological processes of intuition and analytical reasoning. It explores numerous basic questions concerning observed interactions between artistic and scientific inquiries, conceptions, perceptions, and representations connecting mind and nature. Pointing to some key neural mechanisms responsible for forming and implementing intentions, he considers why and how we create, discover, invent, and innovate. He suggests ways of metaphorical thinking and symbolic modeling that can help integrate the neuroscience of intentional actions with the neuroscience of creativity, art and neuroaesthetics.
Neuroart: picturing the neuroscience of intentional actions in art and science
Siler, Todd
2015-01-01
Intentional actions cover a broad spectrum of human behaviors involving consciousness, creativity, innovative thinking, problem-solving, critical thinking, and other related cognitive processes self-evident in the arts and sciences. The author discusses the brain activity associated with action intentions, connecting this activity with the creative process. Focusing on one seminal artwork created and exhibited over a period of three decades, Thought Assemblies (1979–82, 2014), he describes how this symbolic art interprets the neuropsychological processes of intuition and analytical reasoning. It explores numerous basic questions concerning observed interactions between artistic and scientific inquiries, conceptions, perceptions, and representations connecting mind and nature. Pointing to some key neural mechanisms responsible for forming and implementing intentions, he considers why and how we create, discover, invent, and innovate. He suggests ways of metaphorical thinking and symbolic modeling that can help integrate the neuroscience of intentional actions with the neuroscience of creativity, art and neuroaesthetics. PMID:26257629
Saggar, Manish; Quintin, Eve-Marie; Bott, Nicholas T; Kienitz, Eliza; Chien, Yin-Hsuan; Hong, Daniel W-C; Liu, Ning; Royalty, Adam; Hawthorne, Grace; Reiss, Allan L
2017-07-01
Creativity is widely recognized as an essential skill for entrepreneurial success and adaptation to daily-life demands. However, we know little about the neural changes associated with creative capacity enhancement. For the first time, using a prospective, randomized control design, we examined longitudinal changes in brain activity associated with participating in a five-week design-thinking-based Creative Capacity Building Program (CCBP), when compared with Language Capacity Building Program (LCBP). Creativity, an elusive and multifaceted construct, is loosely defined as an ability to produce useful/appropriate and novel outcomes. Here, we focus on one of the facets of creative thinking-spontaneous improvization. Participants were assessed pre- and post-intervention for spontaneous improvization skills using a game-like figural Pictionary-based fMRI task. Whole-brain group-by-time interaction revealed reduced task-related activity in CCBP participants (compared with LCBP participants) after training in the right dorsolateral prefrontal cortex, anterior/paracingulate gyrus, supplementary motor area, and parietal regions. Further, greater cerebellar-cerebral connectivity was observed in CCBP participants at post-intervention when compared with LCBP participants. In sum, our results suggest that improvization-based creative capacity enhancement is associated with reduced engagement of executive functioning regions and increased involvement of spontaneous implicit processing. © The Author 2016. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.
Evolution in Mind: Evolutionary Dynamics, Cognitive Processes, and Bayesian Inference.
Suchow, Jordan W; Bourgin, David D; Griffiths, Thomas L
2017-07-01
Evolutionary theory describes the dynamics of population change in settings affected by reproduction, selection, mutation, and drift. In the context of human cognition, evolutionary theory is most often invoked to explain the origins of capacities such as language, metacognition, and spatial reasoning, framing them as functional adaptations to an ancestral environment. However, evolutionary theory is useful for understanding the mind in a second way: as a mathematical framework for describing evolving populations of thoughts, ideas, and memories within a single mind. In fact, deep correspondences exist between the mathematics of evolution and of learning, with perhaps the deepest being an equivalence between certain evolutionary dynamics and Bayesian inference. This equivalence permits reinterpretation of evolutionary processes as algorithms for Bayesian inference and has relevance for understanding diverse cognitive capacities, including memory and creativity. Copyright © 2017 Elsevier Ltd. All rights reserved.
A Theoretical Construct of Serious Play and the Design of a Tangible Social Interface
NASA Astrophysics Data System (ADS)
Jennings, Pamela L.
To construct is to creatively invent one's world by engaging in creative decision-making, problem solving, and negotiation. The metaphor of construction is used to demonstrate how a simple artifact - a building blockw can be used to facilitate the exploration of personal narratives. This chapter presents an argument for the development of tangible social interfaces and interaction design practices that are informed by the premises of twentieth century philosophical and cultural theories. Specifically, this chapter explores the historical notion of the role of play in constructing a civic society. The constructed narratives' electronic construction kit is introduced as an example of research and development of a critical creative technology built on a wireless ad hoc 802.15.4 network platform. The game is designed to support collaborative play and learning.
Gamification: The Intersection between Behavior Analysis and Game Design Technologies.
Morford, Zachary H; Witts, Benjamin N; Killingsworth, Kenneth J; Alavosius, Mark P
2014-05-01
Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9-15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.
ERIC Educational Resources Information Center
Gregory, E.; Lytra, V.; Choudhury, H.; Ilankuberan, A.; Kwapong, A.; Woodham, M.
2013-01-01
In this paper, we illustrate how young children from four faith communities (Tamil Hindu/Saiva, Bangladeshi Muslim, Polish Catholic and Ghanaian Pentecostal) new to London bring together and juxtapose an array of different languages, literacies, learning and discourse styles, communicative resources and experience to create unique personal…
Conducting Informal Developmental Assessments
ERIC Educational Resources Information Center
Gibson, Craig; Jones, Sandra; Patrick, Tamika
2010-01-01
Early childhood professionals take on numerous roles: They inspire; they nurture; they foster creativity in the young and impressionable minds of tomorrow. And while each one of these roles holds equal importance to the other, none is more important than the role of the observer. But when a teacher has 15, 20, or more children in his/her class, it…
ERIC Educational Resources Information Center
Kohn, Nicholas; Smith, Steven M.
2009-01-01
Incubation has long been proposed as a mechanism in creative problem solving (Wallas, 1926). A new trial-by-trial method for observing incubation effects was used to compare the forgetting fixation hypothesis with the conscious work hypothesis. Two experiments examined the effects of incubation on initially unsolved Remote Associates Test (RAT)…
The Mozart Effect[R] for Children: Awakening Your Child's Mind, Health, and Creativity with Music.
ERIC Educational Resources Information Center
Campbell, Don
The Mozart Effect is defined as the ability of Mozart's music to temporarily heighten listeners' spatial awareness and intelligence, to improve listeners' concentration and speech abilities, and to advance reading and language skills. This book provides information about the ways in which the rhythm and tone components of music can enhance…
In Search of an Index of Imagination for Virtual Experience Designers
ERIC Educational Resources Information Center
Liang, Chaoyun; Hsu, Yuling; Chang, Chi-Cheng; Lin, Li-Jhong
2013-01-01
Imagination is a gift to humans, and a creative faculty of the mind. Although early studies in the fields of philosophy and psychology appreciated the value of imagination, little work has been done pertaining to indicators of imagination. This study synthesized early works on imagination carried out between 1900 and 2012 to clarify its meaning…
Using Movement to Teach Academics: The Mind and Body as One Entity
ERIC Educational Resources Information Center
Minton, Sandra
2008-01-01
This book is developed to help teach curriculum through the use of movement and dance, while giving students a chance to use their creative problem-solving skills. The text describes a step-by-step process through which instructor and students can learn to transform academic concepts into actions and dances. Theoretical information is also…
Creating Reflective Choreographers: The Eyes See/Mind Sees Process
ERIC Educational Resources Information Center
Kimbrell, Sinead
2012-01-01
Since 1999, when the author first started teaching creative process-based dance programs in public schools, she has struggled to find the time to teach children the basic concepts and tools of dance while teaching them to be deliberate with their choreographic choices. In this article, the author describes a process that helps students and…
ERIC Educational Resources Information Center
Burks, Romi L.; Boles, Larry C.
2007-01-01
Chocolate calms the mind, yet excites the senses. Chocolate also unites cultures. "Chocolat" (2000), a movie about a small town French chocolate shop, made millions internationally. Starring actors contributed partly to the film's success, but the film also drew salivating viewers worldwide to the multiple applications of chocolate. With its…
"A Prophecy for the Arts" in Higher Education
ERIC Educational Resources Information Center
Merrion, Margaret
2009-01-01
This article presents a Delphi study that captured a myriad of predictions that represent the best thinking of a panel of creative minds, experts in a variety of arts and with many years of experience as arts leaders. Predictions provide a set of interlinked challenges and opportunities. In this study, the experts forecast changes in students that…
Opening the Closed Mind: The Effect of Exposure to Literature on the Need for Closure
ERIC Educational Resources Information Center
Djikic, Maja; Oatley, Keith; Moldoveanu, Mihnea C.
2013-01-01
The need for cognitive closure has been found to be associated with a variety of suboptimal information processing strategies, leading to decreased creativity and rationality. This experiment tested the hypothesis that exposure to fictional short stories, as compared with exposure to nonfictional essays, will reduce need for cognitive closure. One…
When Mind, Heart, and Hands Meet: Communication Design and Designers
ERIC Educational Resources Information Center
Cheung, Ming
2012-01-01
Hong Kong's transformation from a manufacturing to a knowledge-based economy has prompted the local government to promote the city as a regional design center. The 2008 Policy Address delivered by Hong Kong's Chief Executive calls for the creation of a large pool of creative and knowledgeable talent. The government recognizes that, in addition to…
Finding Students Who Are Wise, Practical, and Creative
ERIC Educational Resources Information Center
Sternberg, Robert J.
2007-01-01
One purpose of a college education is to create active and engaged citizens and future leaders. If everyone wants students who have the potential to become such people, it is necessary to keep in mind the skills involved in good citizenship and positive leadership when evaluating applicants. Many of the leaders who have gotten the world into its…
What Does Daniel Pink Have to Say?
ERIC Educational Resources Information Center
Passmore, Kaye
2007-01-01
In Daniel Pink's vision of the near future, Americans value artists and creative thinkers as much as computer programmers, good design is a necessity, and empathy is essential to all products and services. In this article, the author discusses what Pink, author of "A Whole New Mind: Why Right-Brainers will Rule the Future," has to say on creative…
Reversing the Literacy Decline by Controlling the Electronic Demons.
ERIC Educational Resources Information Center
Shenkman, Harriet
1985-01-01
Computer games, rock video, television, and movies are robbing teenagers of time they should be using to develop their minds. However, the electronic media do have a positive potential. A 10-item reference list is provided. (Author/DCS)
Frontal lobe neurology and the creative mind.
de Souza, Leonardo C; Guimarães, Henrique C; Teixeira, Antônio L; Caramelli, Paulo; Levy, Richard; Dubois, Bruno; Volle, Emmanuelle
2014-01-01
Concepts from cognitive neuroscience strongly suggest that the prefrontal cortex (PFC) plays a crucial role in the cognitive functions necessary for creative thinking. Functional imaging studies have repeatedly demonstrated the involvement of PFC in creativity tasks. Patient studies have demonstrated that frontal damage due to focal lesions or neurodegenerative diseases are associated with impairments in various creativity tasks. However, against all odds, a series of clinical observations has reported the facilitation of artistic production in patients with neurodegenerative diseases affecting PFC, such as frontotemporal dementia (FTD). An exacerbation of creativity in frontal diseases would challenge neuroimaging findings in controls and patients, as well as the theoretical role of prefrontal functions in creativity processes. To explore this paradox, we reported the history of a FTD patient who exhibited the emergence of visual artistic productions during the course of the disease. The patient produced a large amount of drawings, which have been evaluated by a group of professional artists who were blind to the diagnosis. We also reviewed the published clinical cases reporting a change in the artistic abilities in patients with neurological diseases. We attempted to reconcile these clinical observations to previous experimental findings by addressing several questions raised by our review. For instance, to what extent can the cognitive, conative, and affective changes following frontal damage explain changes in artistic abilities? Does artistic exacerbation truly reflect increased creative capacities? These considerations could help to clarify the place of creativity-as it has been defined and explored by cognitive neuroscience-in artistic creation and may provide leads for future lesion studies.
Face validity of a Wii U video game for training basic laparoscopic skills.
Jalink, Maarten B; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E N; Ten Cate Hoedemaker, Henk O
2015-06-01
Although the positive effects of playing video games on basic laparoscopic skills have been studied for several years, no games are actually used in surgical training. This article discusses the face validity of the first video game and custom-made hardware, which takes advantage of these effects. Participants were recruited at the Chirurgendagen 2013 and the Society of American Gastrointestinal and Endoscopic Surgeons 2014 annual meeting. In total, 72 laparoscopic surgeons completed a demo of the game and filled in a questionnaire. On a 1-to-10 scale, the mean score for hardware realism was 7.2 and the mean score for usefulness as a training tool was 8.4. Participants did not mind the fact that the workspace does not look like an abdominal cavity, but do have some trouble with the absence of tactile feedback. We obtained face validity for both the hardware and the usefulness of Underground, a video game made for training basic laparoscopic skills. Copyright © 2015 Elsevier Inc. All rights reserved.
Check This, Mate: Chess Moves Kids.
ERIC Educational Resources Information Center
Vail, Kathleen
1995-01-01
According to Irene Dixon-Darnell, a 75-year-old great-grandmother who runs a chess-education program in the Washoe (Nevada) County Schools, chess can win-over some difficult students. She believes the ancient game of strategy teaches children to focus, encourages them to think critically and creatively, and even cures emotional wounds. Research…
The Arts in Contemporary Education
ERIC Educational Resources Information Center
Eger, John M.
2008-01-01
The demand for a new workforce to meet the challenges of a global knowledge economy is rapidly increasing. As a special report in Business Week magazine observed last year: "The game is changing. It isn't just about math and science anymore. It's about creativity, imagination, and, above all, innovation." Most analysts studying the new global…
Your Biggest Game: Interview with Dave Ellis.
ERIC Educational Resources Information Center
Sparks, Dennis
2001-01-01
Interviews Dave Ellis, president of the Brande Foundation, who promotes life coaching to help leaders become more creative and effective by making them happier, more satisfied human beings. It provides an opportunity for people to look at all areas of their lives, determine what they want in these areas, and have the coach help them develop…
Superhighway or Road to Nowhere? Children's Relationships with Digital Technology.
ERIC Educational Resources Information Center
Buckingham, David
1999-01-01
Offers a critical overview of the cultural and educational benefits and dangers of digital media for young people. Argues that public debates on this issue have "veered from utopian hype to moral panic." Provides accounts of previous research on children's engagement with computer games and creative use of multimedia in the home. (CR)
Connecting Kids: Exploring Diversity Together.
ERIC Educational Resources Information Center
Hill, Linda D.
This book aims to show a way to guide children from different backgrounds to include each other in an atmosphere of safety, equality, choice, and fun. All of the cooperative games, creative activities, and nature experiences are organized according to 20 connecting skills that are especially important for learning to be welcoming and welcomed.…
The Ocean: Consider the Connections...Educational Activities for Children.
ERIC Educational Resources Information Center
Bierce, Rose, Ed.
This eight-chapter resource book is designed for use by elementary school-age children, teachers, and interested parents. It consists of activities (such as word games, art projects, and experiments) and information which not only provide knowledge but also stimulate creativity and provide entertainment. Areas addressed in the first seven chapters…
Minecraft as a Creative Tool: A Case Study
ERIC Educational Resources Information Center
Cipollone, Maria; Schifter, Catherine C.; Moffat, Rick A.
2014-01-01
Many scholars are enthusiastic about the potential learning opportunities present in the sandbox-style gaming environment, Minecraft. In the following case study, the authors explored the use of Minecraft in a high school literature class and the presentation of characterization and plot in three student-made machinima, or films made in the game…
Remixing Old and New Literacies = Motivated Students
ERIC Educational Resources Information Center
Gainer, Jesse S.; Lapp, Diane
2010-01-01
Although not a new concept, remix has recently gained popularity in mainstream sources ranging from video games to newspaper columns and television commercials for airline tickets, fried chicken, and soft drinks. All these examples draw on a concept that originates from hip-hop culture and refers to the creative blending of materials from…
Learning Programming Patterns Using Games
ERIC Educational Resources Information Center
de Aquino Leal, Alexis Vinícius; Ferreira, Deller James
2016-01-01
There is still no pedagogy to teach programming that stands out significantly from others and no consensus on what is the best way for learning programming. There is still a need to develop new teaching methods for learning in introductory programming courses. This paper presents a pedagogic approach in support of creativity in programming and the…
Science Air and Space: Folder Games for the Classroom.
ERIC Educational Resources Information Center
Hughes, Leah M.
A file folder, the drawings contained within this book, and materials such as crayons, glue, and straws are what is needed to make this resource a classroom tool for studying space-related topics with preschoolers. The activities in this book are designed to inspire preschoolers to use their creativity, inventiveness, imagination, and intuition.…
Adventures in Peacemaking: A Conflict Resolution Activity Guide for School-Age Programs.
ERIC Educational Resources Information Center
Kreidler, William J.; Furlong, Lisa
This guide includes hundreds of hands-on, engaging activities designed to meet the unique needs of after-school programs, camps, and recreation centers. The activities teach the skills of creative conflict resolution to school-age children through games, cooperative team challenges, drama, crafts, music, and cooking. It includes easy-to-implement…
ERIC Educational Resources Information Center
Diamond, Marian; Hopson, Janet
Based on the premise that the brain is a highly plastic, constantly changing entity that is powerfully shaped by experiences in childhood and throughout life, this book presents information on enriching childhood brain development. Each stage of childhood development is profiled, with the changes in the brain described and their implications for…
Creativity: A Cure for the Common Curriculum
ERIC Educational Resources Information Center
Berrett, Dan
2013-01-01
Einstein was blessed with a rare genius. He also understood the intellectual weight of a flight of fancy. He turned over the idea in his mind for a decade before concluding that the light beam next to him would appear to be at rest even though it was traveling at the speed of light. While it may be tempting to focus on Einstein's cognitive…
ERIC Educational Resources Information Center
Erickson, H. Lynn; Lanning, Lois A.; French, Rachel
2017-01-01
Knowing the facts is not enough. If we want students to develop intellectually, creatively problem-solve, and grapple with complexity, the key is in "conceptual understanding." A Concept-Based curriculum recaptures students' innate curiosity about the world and provides the thrilling feeling of engaging one's mind. This updated edition…
ERIC Educational Resources Information Center
England, Richard
2009-01-01
Since before the time of writers such as Plato in his "Republic" and "Timaeus"; Martianus Capella in "The Marriage of Mercury and Philology"; Boethius in "De institutione musica"; Kepler in "The Harmony of the Universe"; and many others, there have been attempts to reconcile the various disciplines in the sciences, arts, humanities, and religion…
Beyond School Walls: What Parents Can Do to Widen the Horizons of Their Gifted Learners
ERIC Educational Resources Information Center
Smutny, Joan Franklin
2014-01-01
Parents of gifted children play a powerful role in expanding their world and helping them discover what they love. When gifted children have impassioned, open-minded, and creative family members, they are free to discover what they love and who they are as people. For gifted learners, curiosity, passion, and interest are absolute essentials.…
Reading as a Pastime: Competition for Time in the Elementary School Classroom.
ERIC Educational Resources Information Center
Fowler, William R.
Reading as a pastime is basic to creativity and intellectual mind expansion as well as to the appropriate development of listening skills. Reasons for the decline of listening and communication skills can be attributed in part to misuse of media, to latch-key children, to decreased support from parents for reading at home, to lack of sufficient…
Teachers' Engagement in and with Research: Supporting Integrity and Creativity in Teaching
ERIC Educational Resources Information Center
Saunders, Lesley
2006-01-01
This article explores the relationship between research and teaching, arguing that each of them is both a demanding science and an imaginative art, and that they both manifest the values and processes of learning, the open mind and the open heart, as it were. This is a rather different proposition from the notion that "evidence" can be "applied"…
CUTTING BACK THE STEM: CULTIVATING LIBERAL ARTS IN OFFICER ACCESSIONS
2016-06-01
research demonstrates that creativity , innovation, and critical thinking are indeed important capabilities for the profession of arms. Additionally, a...Thinking and Action,” Infinity Journal Special Edition “ International Relations in Professional Military Education, Winter 2016, 10. 7 true...Developing Strategic-Minded Junior Officers,” Infinity Journal Special Edition “ International Relations in Professional Military Education, Winter 2016, 6
Why Didn't I Think of That? Dodging Big Ruts for Big Ideas in Higher Education
ERIC Educational Resources Information Center
Shushok, Frank, Jr.
2014-01-01
Though educators are a diverse, most collectively believe that they are forward-thinking, creative, and even innovative. This entrepreneurial mind-set can be observed by the uniform response to marketplace inventions such as the iPhone, Redbox, and TED talks. In this article Frank Shushok Jr. challenges educators to "think free."
Schools of Hope: Developing Mind and Character in Today's Youth. The Jossey-Bass Education Series.
ERIC Educational Resources Information Center
Heath, Douglas H.
"Schools of Hope" seeks to resurrect the historic, liberally educating vision of arete, or all-around human excellence, as the only proper and realistic goal for preparing today's students for their future. It is based on the assertion that only students who can think creatively will grow, mature mentally, and adapt. From this perspective, schools…
A Prototype SSVEP Based Real Time BCI Gaming System
Martišius, Ignas
2016-01-01
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. PMID:27051414
A Prototype SSVEP Based Real Time BCI Gaming System.
Martišius, Ignas; Damaševičius, Robertas
2016-01-01
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.
Boctor, Lisa
2013-03-01
The majority of nursing students are kinesthetic learners, preferring a hands-on, active approach to education. Research shows that active-learning strategies can increase student learning and satisfaction. This study looks at the use of one active-learning strategy, a Jeopardy-style game, 'Nursopardy', to reinforce Fundamentals of Nursing material, aiding in students' preparation for a standardized final exam. The game was created keeping students varied learning styles and the NCLEX blueprint in mind. The blueprint was used to create 5 categories, with 26 total questions. Student survey results, using a five-point Likert scale showed that they did find this learning method enjoyable and beneficial to learning. More research is recommended regarding learning outcomes, when using active-learning strategies, such as games. Copyright © 2012 Elsevier Ltd. All rights reserved.
Find the Calm, Avoid the Storm: Relaxation Techniques.
ERIC Educational Resources Information Center
Texas Child Care, 1995
1995-01-01
Provides classroom techniques to help children develop the skill to pull back from turmoil or stress, evaluate their emotional states, redirect their energy, and find peace in their minds. Activities described include relaxation and breathing games, as well as calming physical activities. (HTH)
NASA Astrophysics Data System (ADS)
Hasan, B.; Hasbullah; Purnama, W.; Hery, A.
2016-04-01
Creative industry development areas of software by using Free Open Source Software (FOSS) is expected to be one of the solutions to foster new entrepreneurs of the students who can open job opportunities and contribute to economic development in Indonesia. This study aims to create entrepreneurial coaching model based on the creative industries by utilizing FOSS software field as well as provide understanding and fostering entrepreneurial creative industries based field software for students of Universitas Pendidikan Indonesia. This activity phase begins with identifying entrepreneurs or business software technology that will be developed, training and mentoring, apprenticeship process at industrial partners, creation of business plans and monitoring and evaluation. This activity involves 30 UPI student which has the motivation to self-employment and have competence in the field of information technology. The results and outcomes expected from these activities is the birth of a number of new entrepreneurs from the students engaged in the software industry both software in the world of commerce (e-commerce) and education/learning (e-learning/LMS) and games.
Scientific creativity: a review.
Boxenbaum, H
1991-01-01
Aside from possession of the relevant knowledge, skills, and intelligence, what seems to characterize the creative scientist is his imagination, originality, and ingenuity in combining existing knowledge into a new and unified scheme. This creativity frequently emerges from an aesthetic, poetic sense of freedom derived from work, an uninhibited playful activity of exploring a medium for its own sake. We speculate thus: With a preference for irregularities and disorder, the creative scientist temporarily takes leave of his senses, permitting expression of unconfigurated forces of his irrational unconscious. This amounts to a kind of internal "wagering," in which the scientist pits himself against uncertain circumstances, a situation in which his individual effort can be the deciding factor. When working on a difficult problem, there frequently occurs a "creative worrying" in which the problem is consciously and unconsciously carried around while doing other tasks. This period is attended by frustrations, tensions, and false inspirations. Dream and reality are wedded in a largely unconscious process of undefined emotional turmoil. When a uniquely gratifying association is realized, the unconscious deposits its collection of insights into the fringe consciousness, whereupon the full consciousness seizes on it and releases it as a flash of insight. Because the creative scientist possesses a strong and exacting self-concept, he can organize, integrate, and even exploit the conflict within himself. By compensating in fantasy for what is missing in reality, creativeness can be an expressive outlet ameliorating the universal, annoying split between a man's inner unconscious world and his outer conscious world. Although there is a divergence of opinion as to whether creativity can be taught, there is agreement that it can be fostered. However, parents, teachers, and institutions must display considerably more flexibility and tolerance towards individually minded persons who behave in seemingly nonconformist ways.
Creativity, information, and consciousness: The information dynamics of thinking.
Wiggins, Geraint A
2018-05-07
This paper presents a theory of the basic operation of mind, Information Dynamics of Thinking, which is intended for computational implementation and thence empirical testing. It is based on the information theory of Shannon, and treats the mind/brain as an information processing organ that aims to be information-efficient, in that it predicts its world, so as to use information efficiently, and regularly re-represents it, so as to store information efficiently. The theory is presented in context of a background review of various research areas that impinge upon its development. Consequences of the theory and testable hypotheses arising from it are discussed. Copyright © 2018. Published by Elsevier B.V.
Creative foraging: An experimental paradigm for studying exploration and discovery
Mayo, Avraham E.; Mayo, Ruth; Rozenkrantz, Liron; Tendler, Avichai; Alon, Uri; Noy, Lior
2017-01-01
Creative exploration is central to science, art and cognitive development. However, research on creative exploration is limited by a lack of high-resolution automated paradigms. To address this, we present such an automated paradigm, the creative foraging game, in which people search for novel and valuable solutions in a large and well-defined space made of all possible shapes made of ten connected squares. Players discovered shape categories such as digits, letters, and airplanes as well as more abstract categories. They exploited each category, then dropped it to explore once again, and so on. Aligned with a prediction of optimal foraging theory (OFT), during exploration phases, people moved along meandering paths that are about three times longer than the shortest paths between shapes; when exploiting a category of related shapes, they moved along the shortest paths. The moment of discovery of a new category was usually done at a non-prototypical and ambiguous shape, which can serve as an experimental proxy for creative leaps. People showed individual differences in their search patterns, along a continuum between two strategies: a mercurial quick-to-discover/quick-to-drop strategy and a thorough slow-to-discover/slow-to-drop strategy. Contrary to optimal foraging theory, players leave exploitation to explore again far before categories are depleted. This paradigm opens the way for automated high-resolution study of creative exploration. PMID:28767668
Frontal lobe neurology and the creative mind
de Souza, Leonardo C.; Guimarães, Henrique C.; Teixeira, Antônio L.; Caramelli, Paulo; Levy, Richard; Dubois, Bruno; Volle, Emmanuelle
2014-01-01
Concepts from cognitive neuroscience strongly suggest that the prefrontal cortex (PFC) plays a crucial role in the cognitive functions necessary for creative thinking. Functional imaging studies have repeatedly demonstrated the involvement of PFC in creativity tasks. Patient studies have demonstrated that frontal damage due to focal lesions or neurodegenerative diseases are associated with impairments in various creativity tasks. However, against all odds, a series of clinical observations has reported the facilitation of artistic production in patients with neurodegenerative diseases affecting PFC, such as frontotemporal dementia (FTD). An exacerbation of creativity in frontal diseases would challenge neuroimaging findings in controls and patients, as well as the theoretical role of prefrontal functions in creativity processes. To explore this paradox, we reported the history of a FTD patient who exhibited the emergence of visual artistic productions during the course of the disease. The patient produced a large amount of drawings, which have been evaluated by a group of professional artists who were blind to the diagnosis. We also reviewed the published clinical cases reporting a change in the artistic abilities in patients with neurological diseases. We attempted to reconcile these clinical observations to previous experimental findings by addressing several questions raised by our review. For instance, to what extent can the cognitive, conative, and affective changes following frontal damage explain changes in artistic abilities? Does artistic exacerbation truly reflect increased creative capacities? These considerations could help to clarify the place of creativity—as it has been defined and explored by cognitive neuroscience—in artistic creation and may provide leads for future lesion studies. PMID:25101029
Lu, Jackson G; Hafenbrack, Andrew C; Eastwick, Paul W; Wang, Dan J; Maddux, William W; Galinsky, Adam D
2017-07-01
The present research investigates whether close intercultural relationships promote creativity, workplace innovation, and entrepreneurship-outcomes vital to individual and organizational success. We triangulate on these questions with multiple methods (longitudinal, experimental, and field studies), diverse population samples (MBA students, employees, and professional repatriates), and both laboratory and real-world measures. Using a longitudinal design over a 10-month MBA program, Study 1 found that intercultural dating predicted improved creative performance on both divergent and convergent thinking tasks. Using an experimental design, Study 2 established the causal connection between intercultural dating and creativity: Among participants who had previously had both intercultural and intracultural dating experiences, those who reflected on an intercultural dating experience displayed higher creativity compared to those who reflected on an intracultural dating experience. Importantly, cultural learning mediated this effect. Extending the first 2 studies, Study 3 revealed that the duration of past intercultural romantic relationships positively predicted the ability of current employees to generate creative names for marketing products, but the number of past intercultural romantic partners did not. In Study 4, we analyzed an original dataset of 2,226 professional repatriates from 96 countries who had previously worked in the U.S. under J-1 visas: Participants' frequency of contact with American friends since returning to their home countries positively predicted their workplace innovation and likelihood of becoming entrepreneurs. Going out with a close friend or romantic partner from a foreign culture can help people "go out" of the box and into a creative frame of mind. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Graphic Novels, Web Comics, and Creator Blogs: Examining Product and Process
ERIC Educational Resources Information Center
Carter, James Bucky
2011-01-01
Young adult literature (YAL) of the late 20th and early 21st century is exploring hybrid forms with growing regularity by embracing textual conventions from sequential art, video games, film, and more. As well, Web-based technologies have given those who consume YAL more immediate access to authors, their metacognitive creative processes, and…
ERIC Educational Resources Information Center
Hynes, Warren
2013-01-01
How can a teacher carve out a deeper sense of community in an inexpensive way? Across the nation, many schools have managed to craft creative and inexpensive community-building projects. Perhaps the three projects featured here will spark some new ideas for your own school: (1) The Hunger Games Come to Texas; (2) Tough Mudders in Macungie; and (3)…
Taking Digital Creativity to the Art Classroom: Mystery Box Swap
ERIC Educational Resources Information Center
Shin, Ryan
2010-01-01
Today's students are the first generation to grow up with computers, cell-phones, video games, music and video players, and other digital technologies. As "digital natives", a new term coined by Prensky (2001), they spend more time reading text messaging lines than lines from books, and they spend more time on Facebook than putting their energies…
Development of an Augmented Reality Game to Teach Abstract Concepts in Food Chemistry
ERIC Educational Resources Information Center
Crandall, Philip G.; Engler, Robert K.; Beck, Dennis E.; Killian, Susan A.; O'Bryan, Corliss A.; Jarvis, Nathan; Clausen, Ed
2015-01-01
One of the most pressing issues for many land grant institutions is the ever increasing cost to build and operate wet chemistry laboratories. A partial solution is to develop computer-based teaching modules that take advantage of animation, web-based or off-campus learning experiences directed at engaging students' creative experiences. We…
ERIC Educational Resources Information Center
Bernard, Robin
The activities in this book are designed to encourage children's scientific curiosity as well as their creativity. Activities include puppet making, word scrambles, matching exercises, crossword and jigsaw puzzles, mobiles, games, mini books, coloring activities, Venn diagrams, and plays. These activities are intended as a foundation for children…
Staying on Top of Your Game and Scoring Big with Adobe Presenter Multimedia Tutorials
ERIC Educational Resources Information Center
Koury, Regina; Francis, Marcia J.; Gray, Catherine J.; Jardine, Spencer J.; Guo, Ruiling
2010-01-01
In order to reach distance students in times of financial uncertainty, librarians must be creative. While much has been written about Camtasia, Captivate and Jing tutorial software, Adobe Presenter, a Microsoft PowerPoint plug-in, has not been discussed. This article describes how our library team created multimedia tutorial projects at Idaho…
Young Children Read and Improvise: Part I
ERIC Educational Resources Information Center
Kenney, Susan Hobson
2012-01-01
This article discusses the creative, educational, and musical growth that comes from manipulating pieces of a music game. The importance of child-centered play is discussed, with a focus on children using icons to change the melodic and word order of a song. They then "read" the icons to sing their new creation. The music manipulatives are the…
ERIC Educational Resources Information Center
Su, Chung-Ho; Cheng, Ching-Hsue
2016-01-01
This study aims to explore the factors in a patient's rehabilitation achievement after a total knee replacement (TKR) patient exercises, using a PCA-ANFIS emotion model-based game rehabilitation system, which combines virtual reality (VR) and motion capture technology. The researchers combine a principal component analysis (PCA) and an adaptive…
The neurobiology of focus and distraction: The case for incorporating mindfulness into leadership.
Mohapel, Paul
2018-05-01
Increasingly health leaders are experiencing greater demands and pressures, which require the need for better focus while limiting unwarranted distractions. This article offers a neurobiological explanation of how the brain focuses and becomes distracted, in order to help health leaders gain insight into their own effectiveness. Two main neural circuits are contrasted: the mind-wandering default mode circuit and the attentional central executive system. These two systems act in an antagonistic pairing, where the degree of toggling between systems is associated with the degree a person can sustain focus and filter out unwarranted distractions. Excessive multitasking appears to compromise the neural switch of these two systems, thereby diminishing our focus and concentration. In contrast, mindfulness practice is shown to have the opposite effect by enhancing the neural switch, thereby enhancing leadership focus that can lead to greater flexibility, foresight, regulation, and creativity. To conclude, leaders who are excessively distracted, such as with multitasking, may be compromising cognitive brain functioning, while engaging in mindfulness may replenish the brain and thereby enhance leaders' ability to sustain focus and tap into higher cognitive functioning.
Stress Management by Biofeedback
NASA Technical Reports Server (NTRS)
1997-01-01
In the 1980's, Dr. Patrick Doyle served on a project to train U.S. astronauts at Johnson Space Center in biofeedback techniques to control anxiety and hypertension. Traditional biofeedback concepts were found to be too mundane, repetitive and boring, so Doyle developed Bio-Games with more interesting and involved formats. The first product, Bio-Ball, is an interactive, multimedia baseball video game that is played by relaxing in order to hit the ball. Gradually the player is able to relax at will, and with practice is able to apply the skills to real-life situations. Doyle has since gone on to create a number of biofeedback games marketed by Creative MultiMedia Inc. including Bio-Golf, Clutch City, and Pachyderm. Stress-busting screen savers are also being marketed under the Buddies series. In addition to being used in the corporate world, Bio-Games have been recognized by the Starbright Foundation which focuses on improving the total hospital environments of critically injured and chronically-ill children.
Sources of Embodied Creativity: Interactivity and Ideation in Contact Improvisation.
Kimmel, Michael; Hristova, Dayana; Kussmaul, Kerstin
2018-05-23
Drawing on a micro-phenomenological paradigm, we discuss Contact Improvisation (CI), where dancers explore potentials of intercorporeal weight sharing, kinesthesia, touch, and momentum. Our aim is to typologically discuss creativity related skills and the rich spectrum of creative resources CI dancers use. This spectrum begins with relatively idea-driven creation and ends with interactivity-centered, fully emergent creation: (1) Ideation internal to the mind, the focus of traditional creativity research, is either restricted to semi-independent dancing or remains schematic and thus open to dynamic specification under the partner’s influence. (2) Most frequently, CI creativity occurs in tightly coupled behavior and is radically emergent. This means that interpersonal synergies emerge without anybody’s prior design or planned coordination. The creative feat is interpersonally “distributed” over cascades of cross-scaffolding. Our micro-genetic data validate notions from dynamic systems theory such as interpersonal self-organization , although we criticize the theory for failing to explain where precisely this leaves skilled intentionality on the individuals’ part. Our answer is that dancers produce a stream of momentary micro-intentions that say “yes, and”, or “no, but” to short-lived micro-affordances, which allows both individuals to skillfully continue, elaborate, tweak, or redirect the collective movement dynamics. Both dancers can invite emergence as part of their playful exploration, while simultaneously bringing to bear global constraints, such as dance scores, and guide the collective dynamics with a set of specialized skills we shall term emergence management .
Ayahuasca enhances creative divergent thinking while decreasing conventional convergent thinking.
Kuypers, K P C; Riba, J; de la Fuente Revenga, M; Barker, S; Theunissen, E L; Ramaekers, J G
2016-09-01
Ayahuasca is a South American psychotropic plant tea traditionally used in Amazonian shamanism. The tea contains the psychedelic 5-HT2A receptor agonist N,N-dimethyltryptamine (DMT), plus β-carboline alkaloids with monoamine oxidase-inhibiting properties. Increasing evidence from anecdotal reports and open-label studies indicates that ayahuasca may have therapeutic effects in treatment of substance use disorders and depression. A recent study on the psychological effects of ayahuasca found that the tea reduces judgmental processing and inner reactivity, classic goals of mindfulness psychotherapy. Another psychological facet that could potentially be targeted by ayahuasca is creative divergent thinking. This mode of thinking can enhance and strengthen psychological flexibility by allowing individuals to generate new and effective cognitive, emotional, and behavioral strategies. The present study aimed to assess the potential effects of ayahuasca on creative thinking. We visited two spiritual ayahuasca workshops and invited participants to conduct creativity tests before and during the acute effects of ayahuasca. In total, 26 participants consented. Creativity tests included the "pattern/line meanings test" (PLMT) and the "picture concept test" (PCT), both assessing divergent thinking and the latter also assessing convergent thinking. While no significant effects were found for the PLMT, ayahuasca intake significantly modified divergent and convergent thinking as measured by the PCT. While convergent thinking decreased after intake, divergent thinking increased. The present data indicate that ayahuasca enhances creative divergent thinking. They suggest that ayahuasca increases psychological flexibility, which may facilitate psychotherapeutic interventions and support clinical trial initiatives.
Using serious gaming to transfer knowledge and develop soft skills in postgraduate education
NASA Astrophysics Data System (ADS)
Craven, Joanne; Corzo Perez, Gerald Augusto; Karimi, Poolad; Dastgheib, Ali
2017-04-01
"Serious gaming" is gaming designed for a purpose other than entertainment and involves using board games, computer games and role-plays or a combination of all, for serious purposes, such as education, outreach, training, or decision support. It is argued that this approach provides a safe environment which facilitates group learning, allows for "learning by experience" in fields where long timescales or high risks make real experience impossible, motivates learners and stimulates players from different disciplines to share knowledge with each other. UNESCO-IHE offers education to water sector professionals from around the globe. All the courses at UNESCO-IHE involve serious games in one way or another. A varied range of games is developed and/or used: the group sizes for the games range from 5 students to over 100. Sometimes they are used as simulations to illustrate feedbacks, tradeoffs, variability, uncertainty and other phenomena, create an awareness of multidimensional water related issues, and sometimes they are used to train and develop soft skills, such as interdisciplinary collaboration, creative problem identification and problem solving, teamwork and robust decision-making under uncertainty. Often, they are able to do both, which is a key strength of serious games as an education tool. These games are also been used in research and advisory projects as well to communicate research outputs to stakeholders and the public and together with them reach an optimum technical decision which is socially viable. This session will discuss the experience with these games and what lessons can be learned for the future.
Doing Justice to the Imitation Game
NASA Astrophysics Data System (ADS)
Lassègue, Jean
My claim in this article is that the 1950 paper in which Turing describes the world-famous set-up of the Imitation Game is much richer and intriguing than the formalist ersatz coined in the early 1970s under the name "Turing Test". Therefore, doing justice to the Imitation Game implies showing first, that the formalist interpretation misses some crucial points in Turing's line of thought and second, that the 1950 paper should not be understood as the Magna Chartaof strong Artificial Intelligence (AI) but as a work in progressfocused on the notion of Form. This has unexpected consequences about the status of Mind, and from a more general point of view, about the way we interpret the notions of Science and Language.
Mental set and creative thought in social conflict: threat rigidity versus motivated focus.
De Dreu, Carsten K W; Nijstad, Bernard A
2008-09-01
According to the traditional threat-rigidity reasoning, people in social conflict will be less flexible, less creative, more narrow-minded, and more rigid in their thinking when they adopt a conflict rather than a cooperation mental set. The authors propose and test an alternative, motivated focus account that better fits existing evidence. The authors report experimental results inconsistent with a threat-rigidity account, but supporting the idea that people focus their cognitive resources on conflict-related material more when in a conflict rather than a cooperation mental set: Disputants with a conflict (cooperation) set have broader (smaller) and more (less) inclusive cognitive categories when the domain of thought is (un)related to conflict (Experiment 1a-1b). Furthermore, they generate more, and more original competition tactics (Experiments 2-4), especially when they have low rather than high need for cognitive closure. Implications for conflict theory, for motivated information processing, and creativity research are discussed.
ERIC Educational Resources Information Center
Denessen, Eddie; Hornstra, Lisette; van den Bergh, Linda
2010-01-01
In the present study it has been examined how children's creative writing tasks may contribute to teachers' understanding of children's values. Writings of 300 elementary school children about what they would do if they were the boss of The Netherlands were obtained and seemed to reflect different types of values. Most children were concerned with…
ERIC Educational Resources Information Center
Hunter-Doniger, Tracey; Berlinsky, Robin
2017-01-01
This article takes an analytical look at Engaging Creative Minds, a pilot community program geared to enrich learning of common core standards through a local artist-in-residence partnership with public schools. This program was designed to increase the level of engagement and student growth in classes that typically relied on rote memory and…
The Pedagogy of the Heart and the Mind--Cultivating Curiosity and a Love of Learning, Part 1
ERIC Educational Resources Information Center
Carmichael, Patricia
2009-01-01
The cultivation of curiosity and interest in children for their own pleasure and for their place in the world around them is a significant factor in each student's well-being as well as the future of society. Many educators think that schools no longer provide a curriculum that develops curiosity, creativity, and personal interests in young…
ERIC Educational Resources Information Center
West, Thomas G.
This book presents research on how some innovations in computer visualization are making work and education more favorable to visual thinking. The book exposes many popular myths about conventional intelligence through an examination of the role of visual-spatial strengths and verbal weaknesses in the lives of 11 gifted individuals, including…
Guastello, Stephen J; Craven, Joanna; Zygowicz, Karen M; Bock, Benjamin R
2005-07-01
The process by which an initially leaderless group differentiates into one containing leadership and secondary role structures was examined using the swallowtail catastrophe model and principles of selforganization. The objectives were to identify the control variables in the process of leadership emergence in creative problem solving groups and production groups. In the first of two experiments, groups of university students (total N = 114) played a creative problem solving game. Participants later rated each other on leadership behavior, styles, and variables related to the process of conversation. A performance quality measure was included also. Control parameters in the swallowtail catastrophe model were identified through a combination of factor analysis and nonlinear regression. Leaders displayed a broad spectrum of behaviors in the general categories of Controlling the Conversation and Creativity in their role-play. In the second experiment, groups of university students (total N = 197) engaged in a laboratory work experiment that had a substantial production goal component. The same system of ratings and modeling strategy was used along with a work production measure. Leaders in the production task emerged to the extent that they exhibited control over both the creative and production aspects of the task, they could keep tension low, and the externally imposed production goals were realistic.
Gender: Its relation to Mathematical Creative Thinking Skill
NASA Astrophysics Data System (ADS)
Permatasari, H. R.; Wahyudin, W.
2017-09-01
Mathematical creative thinking skill is one of the most important capabilities in the present century, both for men and women. One of the current issues is about gender and how gender mainstreaming can be realized optimally. The purpose of this study is to determine the comparison of the mathematical creative thinking skill increasing between male and female students after the application of Team Games Tournament (TGT) learning. This research was conducted at 28 students in the 4th grade of an elementary school in Bandung City. The research method used is quasi experiment because it is aimed to test wether there are differences in mathematical creative thinking skill improving between male and female students after being treatment in the form of learnig with TGT. The result of this research is that there is no difference in mathematical creative thinking skill improving between male and female students after the application of TGT learning. It is influenced by some factors such as how the teacher treats male and female with the same treatment in learning process. Recommendation of this research that can be done further research about this topic more deeply. Beside that, the teacher especially in elementary school can use the TGT learning application to reduce the gap between male and female students during the learning process.
Fair and unfair punishers coexist in the Ultimatum Game
Brañas-Garza, Pablo; Espín, Antonio M.; Exadaktylos, Filippos; Herrmann, Benedikt
2014-01-01
In the Ultimatum Game, a proposer suggests how to split a sum of money with a responder. If the responder rejects the proposal, both players get nothing. Rejection of unfair offers is regarded as a form of punishment implemented by fair-minded individuals, who are willing to impose the cooperation norm at a personal cost. However, recent research using other experimental frameworks has observed non-negligible levels of antisocial punishment by competitive, spiteful individuals, which can eventually undermine cooperation. Using two large-scale experiments, this note explores the nature of Ultimatum Game punishers by analyzing their behavior in a Dictator Game. In both studies, the coexistence of two entirely different sub-populations is confirmed: prosocial punishers on the one hand, who behave fairly as dictators, and spiteful (antisocial) punishers on the other, who are totally unfair. The finding has important implications regarding the evolution of cooperation and the behavioral underpinnings of stable social systems. PMID:25113502
Fair and unfair punishers coexist in the Ultimatum Game.
Brañas-Garza, Pablo; Espín, Antonio M; Exadaktylos, Filippos; Herrmann, Benedikt
2014-08-12
In the Ultimatum Game, a proposer suggests how to split a sum of money with a responder. If the responder rejects the proposal, both players get nothing. Rejection of unfair offers is regarded as a form of punishment implemented by fair-minded individuals, who are willing to impose the cooperation norm at a personal cost. However, recent research using other experimental frameworks has observed non-negligible levels of antisocial punishment by competitive, spiteful individuals, which can eventually undermine cooperation. Using two large-scale experiments, this note explores the nature of Ultimatum Game punishers by analyzing their behavior in a Dictator Game. In both studies, the coexistence of two entirely different sub-populations is confirmed: prosocial punishers on the one hand, who behave fairly as dictators, and spiteful (antisocial) punishers on the other, who are totally unfair. The finding has important implications regarding the evolution of cooperation and the behavioral underpinnings of stable social systems.
Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.
2014-01-01
Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, P<0.0001, respectively). When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console (p<0.0001). Conclusion The amount of movement and energy expenditure of television watching and playing video games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458
Moral license in video games: when being right can mean doing wrong.
Ellithorpe, Morgan E; Cruz, Carlos; Velez, John A; Ewoldsen, David R; Bogert, Adam K
2015-04-01
Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.
Stimulating Learning via Tutoring and Collaborative Entrepreneurship Gaming
ERIC Educational Resources Information Center
Alves, Antonio Manuel Cerqueira; Pereira, Anabela Maria de Sousa; Castanheira, Helder; Direito, Ines; Duarte, A. Manuel de Oliveira
2012-01-01
This paper presents results from a multidisciplinary program targeted at engineering education and at the development of entrepreneurial mind in telecommunications engineering students. The basic concept is rooted in a capstone-like project with the following characteristics: (i) Creation of student awareness about real world engineering…
ERIC Educational Resources Information Center
Project WET Foundation, 2009
2009-01-01
Bordering on the Fantastic. As the longest river on earth, the Nile passes through 10 countries. Presented through a wide range of activities and a winning array of games, it's also unsurpassed at taking young minds into exploring the world of water, as well as natural and man made wonders.
Placebo can enhance creativity.
Rozenkrantz, Liron; Mayo, Avraham E; Ilan, Tomer; Hart, Yuval; Noy, Lior; Alon, Uri
2017-01-01
The placebo effect is usually studied in clinical settings for decreasing negative symptoms such as pain, depression and anxiety. There is interest in exploring the placebo effect also outside the clinic, for enhancing positive aspects of performance or cognition. Several studies indicate that placebo can enhance cognitive abilities including memory, implicit learning and general knowledge. Here, we ask whether placebo can enhance creativity, an important aspect of human cognition. Subjects were randomly assigned to a control group who smelled and rated an odorant (n = 45), and a placebo group who were treated identically but were also told that the odorant increases creativity and reduces inhibitions (n = 45). Subjects completed a recently developed automated test for creativity, the creative foraging game (CFG), and a randomly chosen subset (n = 57) also completed two manual standardized creativity tests, the alternate uses test (AUT) and the Torrance test (TTCT). In all three tests, participants were asked to create as many original solutions and were scored for originality, flexibility and fluency. The placebo group showed higher originality than the control group both in the CFG (p<0.04, effect size = 0.5) and in the AUT (p<0.05, effect size = 0.4), but not in the Torrance test. The placebo group also found more shapes outside of the standard categories found by a set of 100 CFG players in a previous study, a feature termed out-of-the-boxness (p<0.01, effect size = 0.6). The findings indicate that placebo can enhance the originality aspect of creativity. This strengthens the view that placebo can be used not only to reduce negative clinical symptoms, but also to enhance positive aspects of cognition. Furthermore, we find that the impact of placebo on creativity can be tested by CFG, which can quantify multiple aspects of creative search without need for manual coding. This approach opens the way to explore the behavioral and neural mechanisms by which placebo might amplify creativity.
Placebo can enhance creativity
Rozenkrantz, Liron; Mayo, Avraham E.; Ilan, Tomer; Hart, Yuval
2017-01-01
Background The placebo effect is usually studied in clinical settings for decreasing negative symptoms such as pain, depression and anxiety. There is interest in exploring the placebo effect also outside the clinic, for enhancing positive aspects of performance or cognition. Several studies indicate that placebo can enhance cognitive abilities including memory, implicit learning and general knowledge. Here, we ask whether placebo can enhance creativity, an important aspect of human cognition. Methods Subjects were randomly assigned to a control group who smelled and rated an odorant (n = 45), and a placebo group who were treated identically but were also told that the odorant increases creativity and reduces inhibitions (n = 45). Subjects completed a recently developed automated test for creativity, the creative foraging game (CFG), and a randomly chosen subset (n = 57) also completed two manual standardized creativity tests, the alternate uses test (AUT) and the Torrance test (TTCT). In all three tests, participants were asked to create as many original solutions and were scored for originality, flexibility and fluency. Results The placebo group showed higher originality than the control group both in the CFG (p<0.04, effect size = 0.5) and in the AUT (p<0.05, effect size = 0.4), but not in the Torrance test. The placebo group also found more shapes outside of the standard categories found by a set of 100 CFG players in a previous study, a feature termed out-of-the-boxness (p<0.01, effect size = 0.6). Conclusions The findings indicate that placebo can enhance the originality aspect of creativity. This strengthens the view that placebo can be used not only to reduce negative clinical symptoms, but also to enhance positive aspects of cognition. Furthermore, we find that the impact of placebo on creativity can be tested by CFG, which can quantify multiple aspects of creative search without need for manual coding. This approach opens the way to explore the behavioral and neural mechanisms by which placebo might amplify creativity. PMID:28892513
America's looming creativity crisis.
Florida, Richard
2004-10-01
The strength of the American economy does not rest on its manufacturing prowess, its natural resources, or the size of its market. It turns on one factor--the country's openness to new ideas, which has allowed it to attract the brightest minds from around the world and harness their creative energies. But the United States is on the verge of losing that competitive edge. As the nation tightens its borders to students and scientists and subjects federal research funding to ideological and religious litmus tests, many other countries are stepping in to lure that creative capital away. Ireland, Canada, Australia, New Zealand, Denmark, and others are spending more on research and development and shoring up their universities in an effort to attract the world's best--including Americans. If even a few of these nations draw away just a small percentage of the creative workers from the U.S., the effect on its economy will be enormous. In this article, the author introduces a quantitative measure of the migration of creative capital called the Global Creative-Class Index. It shows that, far from leading the world, the United States doesn't even rank in the top ten in the percentage of its workforce engaged in creative occupations. What's more, the baby boomers will soon retire. And data showing large drops in foreign student applications to U.S. universities and in the number of visas issued to knowledge workers, along with concomitant increases in immigration in other countries, suggest that the erosion of talent from the United States will only intensify. To defend the U.S. economy, the business community must take the lead in ensuring that global talent can move efficiently across borders, that education and research are funded at radically higher levels, and that we tap into the creative potential of more and more workers. Because wherever creativity goes, economic growth is sure to follow.
Checkmate: Linguistic and Literary Play in Salman Rushdie's "Haroun and the Sea of Stories"
ERIC Educational Resources Information Center
Bongartz, Christiane; Richey, Esther Gilman
2010-01-01
The authors use Noam Chomsky's theories about generative grammar to discuss the notion of linguistic creativity they believe lies at the core of storytelling as Salman Rushdie pictures it in his novel, "Haroun and the Sea of Stories." The production of meaning through the use of narrative helps explain the rules of the literary game,…
ERIC Educational Resources Information Center
Dondlinger, Mary Jo; McLeod, Julie K.
2015-01-01
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems…
ERIC Educational Resources Information Center
Baisheva, Mariia I.; Golikov, Alexey I.; Prokopieva, Maria M.; Popova, Ludmila V.; Zakharova, Alexandra I.; Kovtun, Tatiana Ju.
2017-01-01
The modern education is dominantly targeted at the left hemisphere. It draws insufficient attention to the harmonization of the functioning of both brain hemispheres. This has a negative impact on the development of the abilities of children and is especially detrimental to boys and those children who are brought up in the natural environment. In…
ERIC Educational Resources Information Center
Webb, Michael
2007-01-01
School students' immersion in a rich entertainment media environment has implications for classroom listening. Increasing interaction among media, design, games, communications and arts fields has led to a growing trend in the creative alignment of music and moving image. Video sharing sites such as YouTube are assisting in the proliferation and…
The mirror game as a paradigm for studying the dynamics of two people improvising motion together
Noy, Lior; Dekel, Erez; Alon, Uri
2011-01-01
Joint improvisation is the creative action of two or more people without a script or designated leader. Examples include improvisational theater and music, and day-to-day activities such as conversations. In joint improvisation, novel action is created, emerging from the interaction between people. Although central to creative processes and social interaction, joint improvisation remains largely unexplored due to the lack of experimental paradigms. Here we introduce a paradigm based on a theater practice called the mirror game. We measured the hand motions of two people mirroring each other at high temporal and spatial resolution. We focused on expert actors and musicians skilled in joint improvisation. We found that players can jointly create novel complex motion without a designated leader, synchronized to less than 40 ms. In contrast, we found that designating one player as leader deteriorated performance: The follower showed 2–3 Hz oscillation around the leader's smooth trajectory, decreasing synchrony and reducing the range of velocities reached. A mathematical model suggests a mechanism for these observations based on mutual agreement on future motion in mirrored reactive–predictive controllers. This is a step toward understanding the human ability to create novelty by improvising together. PMID:22160696
NASA Astrophysics Data System (ADS)
Bass, Kristin M.; Hu Dahl, Ingrid; Panahandeh, Shirin
2016-12-01
Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative of the Bay Area Video Coalition. DP has provided low-income, underrepresented minority young people with 180 contact hours of activities in digital media production to prepare them to pursue higher education and technology careers. A design-based research approach synthesizes staff interviews with student observations, interviews and artifacts to identify a set of generalizable best practices or design principles for empowering young people to move from being consumers of digital media to producers. These principles are illustrated with a case study of the 3D Animation and Gaming track from the second ITEST grant. Researchers argue for the importance of attending to the noncognitive elements of learning and illustrate ways in which instructors encouraged creative expression, personal agency, and collaboration through long-term projects. They also identify strategies for sustaining young people's participation through the establishment of a supportive community environment.
The mirror game as a paradigm for studying the dynamics of two people improvising motion together.
Noy, Lior; Dekel, Erez; Alon, Uri
2011-12-27
Joint improvisation is the creative action of two or more people without a script or designated leader. Examples include improvisational theater and music, and day-to-day activities such as conversations. In joint improvisation, novel action is created, emerging from the interaction between people. Although central to creative processes and social interaction, joint improvisation remains largely unexplored due to the lack of experimental paradigms. Here we introduce a paradigm based on a theater practice called the mirror game. We measured the hand motions of two people mirroring each other at high temporal and spatial resolution. We focused on expert actors and musicians skilled in joint improvisation. We found that players can jointly create novel complex motion without a designated leader, synchronized to less than 40 ms. In contrast, we found that designating one player as leader deteriorated performance: The follower showed 2-3 Hz oscillation around the leader's smooth trajectory, decreasing synchrony and reducing the range of velocities reached. A mathematical model suggests a mechanism for these observations based on mutual agreement on future motion in mirrored reactive-predictive controllers. This is a step toward understanding the human ability to create novelty by improvising together.
Medieval Sport: Quest for Survival.
ERIC Educational Resources Information Center
Wiseman, Douglas C.
Since the Middle Ages, sport has survived because of its masochistic and sadistic components. The Greeks, who organized athletic contests into the Olympic Games in 776 B.C., emphasized the relationship between the mind and the body and fair competition, rather than putting emphasis on winning or losing. The Romans preferred the spectacle of…
From Jabberwocky to genome: Lewis Carroll and computational biology.
Searls, D B
2001-01-01
In addition to his literary output, Lewis Carroll created a vast range of games and puzzles that depend upon wordplay of various kinds, especially the manipulation of alphabetic symbols in diverse contexts. Such wordplay reveals a turn of mind well suited to methodologies used in modern computational biology.
Addendum: Parker Charter Essential School's Wellness Program
ERIC Educational Resources Information Center
Horace, 2008
2008-01-01
Wellness is an integrated curriculum combining aspects of traditional health classes with physical education, games, fitness skills and other mind-body connection skills. The goals of Parker Charter Essential School's Wellness program developed by members of the Parker community are: (1) to develop and nurture resilience; (2) to foster and promote…
Preference and strategy in proposer's prosocial giving in the ultimatum game.
Inaba, Misato; Inoue, Yumi; Akutsu, Satoshi; Takahashi, Nobuyuki; Yamagishi, Toshio
2018-01-01
The accumulation of findings that most responders in the ultimatum game reject unfair offers provides evidence that humans are driven by social preferences such as preferences for fairness and prosociality. On the other hand, if and how the proposer's behavior is affected by social preferences remains unelucidated. We addressed this question for the first time by manipulating the knowledge that the proposer had about the responder's belief concerning the intentionality of the proposer. In a new game called the "ultimatum game with ambiguous intentions of the proposer (UGAMB)," we made the intentionality of the proposer ambiguous to the recipient. We expected and found that the proposer would make more unfair offers in this new game than in the standard ultimatum game. This expectation can be derived from either the preference-based model or the strategy model of the proposer's giving decision. The additional finding that more unfair giving in the UGAMB was not mediated by the proposer's expectation that the recipient would be more willing to accept unfair offers provided support for the preference-based model. Using a psychological measure of cognitive control, the preference-based model received additional support through a conceptual replication of the previous finding that cognitive control of intuitive drive for prosociality in the dictator game, rather than mind reading in the ultimatum game, is responsible for the difference in giving between the two games.
The Influence of Information Acquisition on the Complex Dynamics of Market Competition
NASA Astrophysics Data System (ADS)
Guo, Zhanbing; Ma, Junhai
In this paper, we build a dynamical game model with three bounded rational players (firms) to study the influence of information on the complex dynamics of market competition, where useful information is about rival’s real decision. In this dynamical game model, one information-sharing team is composed of two firms, they acquire and share the information about their common competitor, however, they make their own decisions separately, where the amount of information acquired by this information-sharing team will determine the estimation accuracy about the rival’s real decision. Based on this dynamical game model and some creative 3D diagrams, the influence of the amount of information on the complex dynamics of market competition such as local dynamics, global dynamics and profits is studied. These results have significant theoretical and practical values to realize the influence of information.
ERIC Educational Resources Information Center
Wallace, Belle; Bernardelli, Alessio; Molyneux, Clare; Farrell, Clare
2012-01-01
All children are born with the gifts of curiosity and creativity--and an insatiable appetite for asking questions to find out about the world in which they live. Fostering these questions and developing inquisitive and investigating minds is one of the essential roles of parent and teacher, and the processes of enquiry are the necessary routes for…