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Emergence of Creativity in Learning via Social Technologies

机译:通过社会技术出现创造力的创造力

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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.
机译:创造力是许多人所需的难以捉摸的技能。关于“创造力”的辩论以及如何最好地培养并支持它在1950年代之后,在Juildford对美国心理学协会的地址讨论了创造力的积极福利之后,在1950年代的地址中得到了复兴。从那时起,已经在许多形式和许多学科中调查了创造力。注意是,在四个组件中,创造力很明显:人,过程,产品和环境。在某些级别的创造力中,在创造力的四个组成部分之一内评估:人,流程,产品或环境。在这项研究中,创造力和环境正在调查中,提出了许多因素,允许支持创造力。本文探讨了创造力在澳大利亚大学学习游戏设计和开发(在IT纪律范围内)的教育中的作用。特别是本文侧重于社会因素如何,例如宗旨建立协作环境和虚拟社区,援助学生的创造性追求。

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