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1.
The relationships of teachers' epistemological beliefs, motivation, and goal orientation to their instructional practices that foster student creativity were examined. Teachers' perceived instructional practices that facilitate the development of multiple perspectives in problem solving, transfer, task commitment, creative skill use, and collaboration were measured as indicators of their effort to foster creative thinking in students. Participants were 178 elementary‐school teachers of third‐, fourth‐, and fifth‐graders. Teachers' learning goal orientation was the most significant teacher attribute that demonstrated significant impacts on all five creativity‐fostering instructional practices. Teachers with sophisticated beliefs about knowledge and with high intrinsic motivation for creative work also reported supporting student creativity through some of their instructional practices. However, teachers' motivation for challenging work, beliefs about learning, or performance goals did not significantly predict most of the creativity‐fostering instructional practices. Educational implications of the current findings are offered.  相似文献   

2.
This article presents the results of research into the implicit theories of creativity of Educational Science students preparing for the role of educational counsellors. Educational Science students will soon be working in educational institutions where they are expected to support creativity. Prospective (pre)school counsellors were asked about how they perceive and how they experience creativity in their own schooling by means of a questionnaire and focus group interview. Participants’ answers were analyzed using quantitative and qualitative content analyses. The data obtained from the questionnaire showed that the students mainly defined creativity as the characteristic of a person or process. They saw the major possibility for developing creativity during university studies in stimulating teaching activities and a supportive educational climate. The data from the focus group expanded the students’ definition of creativity through the domain of the expression and the valuation of creativity. In the discussion about the development of creativity during university studies, the role of the study program and the students’ individual characteristics were highlighted. The aspects of Educational Science education that need to be changed to increase the quality of the preparation of future educational counsellors are also considered.  相似文献   

3.
《创造力研究杂志》2013,25(3-4):401-410
The purpose of this study was to explore creativity in the domain of physics and, specifically, its relation to fluency of responses (divergent thinking) and type of task. Fifty-four university students were pretested on their knowledge of relevant physics concepts. They then were asked to solve 3 ill-defined problems representing different types of tasks. The appropriate responses given to each problem were evaluated as to their number (fluency) and frequency (originality). Task-specific components were found to influence creativity independently and to moderate the effects of general factors such as fluency of responses. Efforts to predict and facilitate creativity in educational settings, therefore, also must take into account the way creativity is manifested within particular domains and the constraints that different types of tasks may impose.  相似文献   

4.
This study investigated whether cycling on a desk bike would foster sustained attention in a lecture setting. This was measured by effects on retention, task experience (e.g. self‐reported attention) and affect (i.e. happiness and energy). Participants were 122 students, who watched a two‐part video lecture and made the associated retention tests administered right after each lecture part. In four experimental conditions, students sat still during the first part of the lecture and either cycled or not during the second part of the lecture and the subsequent retention test. Our main hypothesis that cycling would reduce negative time‐on‐task effects on retention of the lecture content, task experience (e.g. self‐reported attention) and affect was only confirmed for energy ratings. The results of this study suggest that desk bikes can be used in educational facilities without negatively affecting memory and positively influencing learners' affective state.Copyright © 2017 John Wiley & Sons, Ltd.  相似文献   

5.
Abstract

Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. Drawing from and advancing methods in dynamic Bayesian networks, cognitive diagnostic modeling, and analysis of process data, a Bayesian approach to model construction, calibration, and use in facilitating inferences about students on the fly is described, and implemented in the context of an educational video game.  相似文献   

6.
When performing under severe time constraints, sports performers use kinematic and contextual information to facilitate anticipation. We examined the relative importance of these two information sources and their impact on cognitive load and anticipation performance. Cognitive load theory predicts that adding more information sources to a task will increase cognitive load in less‐skilled but not skilled performers. Skilled and less‐skilled cricket batters anticipated deliveries from bowlers on a life‐size screen under 4 conditions that manipulated access to contextual information and included a secondary task. The presence of context enhanced anticipation accuracy for both skilled and less‐skilled groups, without affecting cognitive load. Skilled performers used sequencing and game‐related contextual information in addition to kinematic information to facilitate anticipation, whereas both groups reported using information pertaining to opponent positioning. Findings highlight the importance of context in anticipation and suggest that the addition of context may not necessarily negatively impact cognitive load.  相似文献   

7.
儿童实用创造力发展及其与家庭环境的关系   总被引:9,自引:0,他引:9  
以中小学生(9岁至16岁)为研究对象,采用实用创造性测验任务,探查了儿童创造力的发展以及家庭环境因素对于创造力的影响,并得到如下的结论:(1)儿童的创造力随年龄发展逐渐提高,但创造力新颖性、流畅性和变通性三个维度的发展并不均衡,流畅性和变通性在9至11岁期间比其他年龄阶段发展得更快;(2)家庭环境对于儿童的创造力有直接影响也有间接影响,其中间接影响是通过影响创造性态度而得以实现的。  相似文献   

8.
Although many studies have focused on aggression or visual-spatial cognition effects of video games, the problem-solving aspects have been largely ignored. This study sought to expand the existing literature on video game effects by focusing on a rarely-tested outcome: creative production. As a game with few rules and a high amount of player freedom, Minecraft exemplifies a game that fosters players’ abilities for creative expression. This experimental study included 352 undergraduates and it compared the effect of playing Minecraft on creativity measures compared to watching a TV show (passive control), a driving game (game control), and playing Minecraft with specific instructions (an instructional control). A within-subjects analysis found a significant correlation between trait creativity and game play habits. Between-groups experimental analyses showed that players randomly assigned to play Minecraft without instruction demonstrated significantly higher scores on post-game creativity measures compared to those who played Minecraft with instructions to “be creative,” those who played a driving game, or those who watched a television show. Results indicate that effects are not solely predicted by game mechanics, but also by the way the player plays.  相似文献   

9.
Considerable excitement has been generated by recent studies showing that video gaming alters fundamental aspects of attention. We tested the claim that people who frequently play action video games (video game players (VGPs)) have a greater capacity of attention than those who rarely play video games (non‐video game players (NVGPs)). We first attempted to replicate previous findings by comparing VGPs and NVGPs on a flanker compatibility task (Experiment 1). In contrast with previous studies, VGPs did not demonstrate greater intrusion from distractors, calling into question the reliability of previous findings. In Experiment 2, we manipulated the eccentricity of flankers in an Eriksen flanker task to examine the extent to which VGPs and NVGPs processed irrelevant peripheral stimuli. No attentional differences emerged in the conditions tested, with both groups displaying compatibility effects at all eccentricities. Together these results raise doubts that video game playing increases attentional capacity.  相似文献   

10.
There is a long‐lasting dispute about development of students' creativity in the course of their university education. Both the duration and major field of study may represent the educational effects. To address the issue, the present study collected data (N = 859) from a series of surveys of students in Hong Kong to clarify educational effects by controlling a number of background characteristics and prior scores on creativity. Apart from measuring self‐reported creative traits and creative products, it measured divergent thinking with five tasks to elicit students' creative ideas, which led to scores of fluency, flexibility, novelty, innovativeness, and originality. Results indicate the trend of monotonic decline in creativity with years of study at university and the general superiority of verbal creativity among students of humanities and social sciences, whereas business students had the highest scores on self‐assessed creative traits and products.  相似文献   

11.
The goal of this study was to examine the influence of collective student characteristics (academic skills and task persistence at the beginning of first grade) and different teaching practices (child-centered, teacher-directed, and child-dominated) on the development of academic skills and task persistence during the first two years in school. We hypothesized that teaching practices would differentially impact the development of academic skills and task persistence depending on the collective needs of the classroom. Participants were 523 students (273 boys) from 32 classrooms across Estonia. By using multilevel modeling, we found several interactions indicating that both contextual influences are important in determining subsequent academic functioning and task persistence but that some teaching practices are more beneficial depending on the collective starting point of students. These findings highlight the importance of studying different contextual influences hand in hand when trying to understand what enhances young children's academic development.  相似文献   

12.
Researchers consistently argue that organizations need to generate creative ideas to ensure long‐term success and survival. One possible solution for increasing creativity is to inject “fresh blood” into the organization by hiring new employees. However, past work suggests there may be a number of impediments that stifle newcomer creativity and, further, that encouraging newcomer creativity may compromise other adjustment outcomes. Accordingly, the present research examines how empowering leaders, in conjunction with contextual and relational factors (i.e., organizational support for creativity and newcomers' trust in leaders), facilitate newcomer creativity. Study 1 indicates that empowering leadership positively predicts newcomer creativity and that this relationship is contingent on the organizational context. Study 2 reveals that a more specific and proximal contextual socialization factor–newcomers' trust in leaders–is a more potent moderator than organizational support for creativity. Further, these predictors operate through creative process engagement to influence creativity. Finally, results indicate positive links between empowering leadership and role clarity, attachment, and task performance, suggesting that empowering leadership may serve as an important, albeit overlooked, socialization tactic.  相似文献   

13.
The improvement of mankind’s material well-being in a scarcity world is an unending struggle. It is no small, easy task but rather an arduous, difficult, continuous endeavor. Over time, the betterment of man’s condition requires, at a minimum, that economic growth outstrip population expansion. Although economic growth is so important, it is by no means automatic. Rapid economic growth is the outcome of a fine-tuned interaction between mankind and his environment. Maintaining sustained high levels of economic growth depends critically on the product of man’s genius and imagination — technological progress or economic creativity. It is therefore of the utmost importance to identify the determinants of technological improvement, the conditions under which it flourishes, and the characteristics of human beings that foster its development. This paper looks across countries to assess the effect of two potential factors, freedom and boldness, on economic creativity. He has a Ph.D. in economics from the University of Pittsburgh and has published articles on a wide variety of economics topics. His current research interests include the areas of economic growth, economic development, international trade, and global income distribution.  相似文献   

14.
利用亲社会性视频游戏和IAT测验,从内隐社会认知的角度研究亲社会性视频游戏对高中生内隐攻击性认知的影响,并分析影响是否具有性别差异和攻击特质差异。结果表明:(1)亲社会性视频游戏对高中生内隐攻击性认知的抑制效应显著;(2)游戏类型和性别对内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对女生的内隐攻击性认知产生抑制效应;(3)攻击特质对高中生的内隐攻击性认知的主效应显著,并且游戏类型和攻击特质对高中生内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对低攻击特质学生产生抑制效应。由此可见,亲社会性视频游戏能够有效抑制高中生的内隐攻击性认知水平。  相似文献   

15.
创造力研究的新领域:合作创造力   总被引:2,自引:0,他引:2  
创造力研究已经从重视个体创造力逐渐走向重视具有复杂互动功能的合作创造力。本文首先论述了合作创造力研究的产生及特点,然后总结了合作创造领域目前研究的主要问题,如个体与群体同一性、个体与群体动机以及有助于创造的个体及环境因素,并指出合作创造力研究领域需要解决的问题,认为应在重视合作创造过程与机制研究的基础上,建构系统的合作创造力理论,同时注重研究合作创造力的支持环境与支持技术,并且发展出合作创造力的评估体系。  相似文献   

16.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

17.
Although there is a growing body of evidence indicating that divergent-thinking skills may be very task specific, there has been no research testing how narrowly divergent-thinking training can be targeted. Seventy-nine seventh-grade students received training in poetry-relevant divergent-thinking skills. These subjects and a matched control group later wrote poems and stories, the creativity of which was judged by experts. There was a significantly greater impact on poetry-writing creativity. Implications for creativity theory and training programs are discussed. Numerous research reports (Baer, 1991, 1992, 1993, 1994a, 1994b, in press-a; Runco, 1987, 1989) have shown that the skills underlying creative performance may be quite task specific, and this suggests possible limitations on the potential benefits of divergent-thinking training. One response to this task-specific understanding of divergent thinking has been to design divergent-thinking training programs that include practice in a wide range of task-specific divergent-thinking skills. This approach has been shown to have a general effect of enhancing creativity in diverse domains (Baer, 1988, 1992, 1993). An alternate approach would be to target training to specific kinds of creativity; however, there has been no research investigating just how narrowly such divergent-thinking training can be targeted. The present investigation was designed to test what effect divergent-thinking training focusing on a single task would have on creative performance on that task and on a different, but closely related, task. The larger goals were (a) to help creativity researchers better understand the nature of divergent thinking as it impacts creative performance and (b) to be of practical value in helping educators design training programs better suited to specific training objectives. Seventh-grade students were trained in divergent- thinking skills hypothesized to be related to poetry — writing creativity. Following this training, trained subjects and a matched sample of untrained subjects wrote both poems and stories in their regular English classes. Poems and stories were judged for creativity by experts who did not know the subjects. It was predicted that training in poetry-relevant divergent thinking would result in a greater increase in creativity on a poetry-writing task than on a story-writing task.  相似文献   

18.
Although creativity is a desirable skill, parenting for creativity may be quite a challenge and may be less favored than parenting for conformity. The present study aims to investigate parent-related factors that may support creativity versus conformity at home. To this end, this study examined how parents’ attitudes and values toward creativity, creative home environment, and mindful parenting style are related to parents’ perceptions of creative versus socially acceptable characteristics. Analyses of the data collected from 1324 parents (predominantly mothers) indicated that parents were more supportive of creativity traits than socially acceptable characteristics. Most importantly, parents’ attitudes and values toward creativity and creative home environment were significantly and positively related to support for creativity characteristics, whereas mindful parenting was significantly and negatively related to support for socially acceptable characteristics in children. Those findings show that parents who value creativity and set up a creative environment are more likely to support children's creativity. Mindful parenting style seems to indirectly support creativity because it is associated with lower respect for socially acceptable characteristics, some of which are at odds with creativity. Findings are discussed in terms of the implications for training programs that enhance awareness of creativity.  相似文献   

19.
This paper examines the contrast and distinction between divergent and convergent scientific creativity, and the paradoxical relationship of scientific creativity with cultural factors in elementary students. With a newly developed measure of potential for scientific creativity, EPoC Science (Lubart et al., in press), students produce ideas in response to scientific problems, and both divergent‐exploratory as well as convergent‐integrative processes involved in scientific creativity are analyzed. An empirical study (n = 118) was conducted in France with elementary school children (ages 7–10). The divergent‐exploratory task was scored for fluency and statistical uniqueness. For the convergent‐integrative task, the number of concepts that a student integrated and synthesized, and the originality of the synthesis were scored. Results showed that divergent and convergent task performances were weakly related to each other. This suggests that divergence and convergence are two relatively distinct processes for scientific creativity, and that the relation is more complex than commonly assumed. In terms of culture‐related variables, immigrant cultural background (number of family members born outside of France) was significantly and negatively correlated with the originality of divergent and convergent scientific creativity. Findings are discussed and educational implications are proposed.  相似文献   

20.
The present study examines the short-term cognitive effects of playing a sexually explicit video game with female “objectification” content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants’ cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female “objectification” may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations.  相似文献   

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