As technology becomes more influential in the lives of this generation’s children, worries and wonders have aroused about the affects these devices will have on their development. A recent study organized by researchers at Michigan State University’s Children and Technology Project tested the relationship informational technology may have with creativity in young children. The two articles, Information technology use and creativity: Findings from the Children and Technology Project, by Linda A. Jackson (lead investigator) and Research: Video games help with creativity in boys and girls, by Mike Snider, discuss the ground breaking discoveries made by the MSU project about the existence of a positive causal relationship between creative …show more content…
The goal of the stimulus activities was to measure creativity without influencing generalized intelligence through verbal/written interactions. In one activity, participants were asked to use their imagination and visually expand on a single circle. The instructions only stated to be as interesting and exciting as possible, then assign a title, and write a story about his or her finished product. In another activity the participants were given an image and asked to develop as many questions regarding what could possibly be going on, potential beginnings and endings to the image, est. After these two creative studies, each participate was asked to fill out a survey indicating the how often they use cell phones, internet, computer games, and video games, on a scale of one to seven. After gathering all information, six trained graduate students carefully ranked the level of creativity each participant exhibited in the activities (one to three scale). Each participant’s final score was averaged between the six graders, and adopted a significance level of .01 in order to minimize the probability of Type 1 errors. The MSU project committee was so interested in the final results, they decided to further analyze the potential relationships between creativity and gender, age, ethnicity, or family income and whether those factors varied among video game genre. Jackson sums up the astounding discoveries by saying, “Results of our research indicate
Creativity is an abstract concept that is crucial as part of our advancements of mankind whether that be in the scientific fields with new inventions and research or in the artistic fields with new paintings and amazing portraits, but most people do not understand that the gift of creativity can be a crucial source of innovative ideas. As a result of the need of creativity, schools must include creativity as part of the daily curriculum that students learn. Students already spent seven hours a day at school, exposing them to a class that helps them efficiently and correctly use creativity would be beneficial to not only students but to all members of society. Places of education such as high schools must include classes in creativity in order to create
The beauty of creativity is that it is abstract, yet ubiquitous: in art, music or how one decides to compose an essay. However, creativity has recently been declining among the human population. According to an article, named, “The Creativity Crisis,” by Newsweek.com in July 2010, authors, Po Bronson and Ashley Merryman, state, “the Torrance Test … indicates that the public’s “creativity quotient” has steadily crept downward since 1990” (Prompt 1). Bronson and Merryman report that the test, which evaluates one’s creativity, had been dispensed to myriads of people across the globe, and have concluded that creativity has been slowly diminishing. Kyung Hee Kim, professor at the College of William and Mary, also comments that this is most prevalent and grave among students from kindergarten through sixth grade (Prompt 1). Consequently, society, or in this case, the world fears that current students and future generations will not be nourished with the creativity required to thrive as individuals, affecting the world as a whole. Ultimately, this poses the question whether a creative thinking class, which solely focuses on the education of creativity, should be taught in the school. This school should impose a creative thinking class, due to the fact creativity is a vital element for the future and is the solution to the creative crisis.
The American youth are becoming smarter, but are creative minds are shrinking. American children’s scoring on the Torrance Tests of Creative Thinking has been falling since the 90s. Having
This technology revolution sparked a debate on children’s use of technology. Children are constantly using iPads, iPhones, tablets, and other computerized devices. By over exposing children to technology, they are being robbed of the mental stimulation that comes from doing real, non computerized, activities. It has gotten to the point where one can see a two-year-old navigate an iPhone with ease but struggle to speak. Sixty-nine percent of children aged two to five can use a computer mouse, but only eleven percent can tie their own shoelaces (Generation Tech More Kids Can Play Computer Games than Ride a Bike). Also, children are at an all time low in the creativity department
In the context of creativity’s stated definition, we will proceed to group our arguments into three themes of factors: cognitive ability, expertise training, and environmental conditions. The human brain is highly adaptable and can continue to develop new cognitive abilities, even past adulthood (Norman, 2015). Proper cognitive expertise and training can help workers produce and operate in ingenious ways (Ginamarie, Lertiz & Mumford, 2004). Finally, the working environment can both motivate or stifle creative output. Managers can influence all three components: expertise, thinking skills, and motivation (Amabile, 1998).
What creativity actually is when you use your imagination, allowing things in the mind to occur that wouldn’t actually occur and also things to better the world. “Being creative is not only about thinking: it is about feeling” (160). You can not just think but you have to have feelings to make sure that you doing things right and feeling like you made something productive in the time. Being creative requires a long process, “magination which is the process of bringing to mind things that are not present to our senses; creativity, which is the process of developing original ideas that
Creative learning is about how children are actively involved in their own learning, where they are given the opportunity to make choices and decisions which develops their problem solving skills and imaginative thinking. It can be achieved through providing a creative environment allowing exploration through play. For example the construction area, where children are given the opportunity to build with different objects and materials, using their imagination.
In addition, Figure 1 shows the number of publications on psychological safety and creativity from 1970-2015. The study of those topics increases year by year. However, it shows only limited studies are addressed in the reputable journals. An opportunity for future study is widely open.
Creativity is often more about the process rather than the end project, it is useful for many reasons:
IQ is defined as a measure of intelligence that shows the ratio of an individual’s mental age to their chronological age, this is then multiplied by 100 (Cattel 1972). Creativity cannot be measured by undertaking an IQ test, creativity is subjective and the simplest way of defining it is the ability to create original, useful and surprising new things. However, over the years pioneering research has inspired psychologists to devise tests to measure creativity. The most famous Divergent Thinking test is Guildfords Alternative Uses Task established in 1967. This test proposes that the individual involved should think of alternative uses for a common item such as a brick. This way of measuring Divergent Thinking is universally used in contemporary testing of creativity.
The independent variables of the study where the children and the use of video games, computer, internet, and cell phones. While the dependent variable was the level of creativity after playing video games compared to other technology. Due to the difficulty of measuring creativity Jackson used the Torrance Test of Creativity, the subject had two tasks; first they had a drawing of an egg shape on a blank page, the subjects would then draw another picture of the egg shape. The second task was a photo was given to the subjects of an elf laying by the water and they had to describe the scene, after they would be rated 1 through 5 on creativity (Jackson, 2011, p.2). The study had around 500 children and was designed not only to test the level of creativity, but also check if a certain genre of game caused creativity. Then after the children would take the Torrance Test of Creativity and were graded, but also put in groups of sexuality and race. The outcome was similar to the hypothesis and showed a strong correlation between creativity and video game
According to Baird and colleagues, mind wandering can enhance creativity goals and problems that were encountered. Creativity finds solutions that are novel, and high quality (Matlin, 2009). J.P. Guilford researched how we measure creativity. Creativity should be measured by divergent production. This research demonstrates the number of different responses that are made for each test item (Matlin, 2009).
After reading the article, it is clear that this study was a correlational study between the use of information technologies and creativity in 12 year olds of varying gender and race. The hypotheses that the researcher looked to investigate in this study is that the information technologies in question have some effect on the creativity of 12 year old children. Due to their desire to check for as many confounding variables as possible, there are several variables that define both the participants as well as the technologies themselves. The participants are categorized by Race (Caucasian and African American), Household income (ranging from under $20,000 to over $200,000), and gender. They are also further categorized by their uses of the four chosen information technologies (Video Games, Cell Phones, Computers, and Internet) and the genre of their favorite video game. The genre of the video game was placed into one of six categories being Violent, Action-adventure, Racing/driving, Sports, Interpersonal, or Other.
Creativity is the ability to produce work that is original yet appropriate-something that others have not thought of but that is useful in some way (Kaufman & Sternberg, 2007; Sternberg, 2003b). The significance of creativity for children’s development is very high. Creativity helps children develop the overall areas of development; physical, social, emotional, language and cognitive. A child learns to innovate as well as invent while doing creative activities. Through creative practices child finds multiple methods of looking at various situations, assessing these situations and finding new solutions. Children often desire to be able to express themselves without any
Does technology take away creativity? Some adults think it does not. In the article “Beware the quick tech fix when….” It states that, “A great many adults these days tell me how impressed they are with their young kids’ facility with technology or with what they think the kids are learning as they interact with screens.” We should stop and look at how children grow and learn to compare it with using technology. There are many years of research on child development. They say that all children need to play and they are very active. Children learn through actual play and using their hands to learn with different objects and in places like nature. The time children spend on technology is not really hands on experience because they are not using actual objects other than their hands. Children are using their hands but there is more to using their hands then just through a screen and they need to actually touch objects to experience things. They can build things using an IPad but it is not the same as actually taking real blocks and using them to build a castle not the blocks from Minecraft. Play is using creativity but it does not have to be on devices all the time that play is used. What about all the toys out there for children they need to stop using so much technology and use some of the toys. We can even buy some toys to play outside even a ball or a Frisbee would do. It is basic and simple but can be so much fun. In most sports they use a ball or a simple