Emergence of creativity in learning via social technologies
Contribuinte(s) |
Michael, Katina |
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Data(s) |
01/01/2010
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Resumo |
Creativity is an elusive skill desired by many. Debates on 'What is Creativity' and how it can best be nurtured and supported had resurgence in the 1950's after Guildford's address to the American Psychology Association about the positive benefits of creativity. Since then creativity has been investigated in many forms and within many disciplines. Of note is that creativity is apparent within four components: the person, the process, the product and the environment. On some level creativity is assessed within one of the four components of creativity: person, process, product or environment. In this study creativity and the environment is under investigation, with a number of factors presented that allow creativity to be supported. This paper explores the role of creativity within the education of tertiary students studying Games Design and Development (within an IT discipline) from an Australian University. Particularly this paper focuses on how social factors, such as purpose built collaborative environments and virtual communities, aid in the creative pursuits of the students. <br /> |
Identificador | |
Idioma(s) |
eng |
Publicador |
IEEE |
Relação |
http://dro.deakin.edu.au/eserv/DU:30033722/nichol-ISTAS-evidence-2010.pdf http://dro.deakin.edu.au/eserv/DU:30033722/nichol-emergenceofcreativityin-2010.pdf http://dx.doi.org/10.1109/ISTAS.2010.5514637 |
Direitos |
2010, IEEE |
Palavras-Chave | #creativity #video games #education |
Tipo |
Conference Paper |