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The effects of duration of exposure to the REAPS model in developing students' general creativity and creative problem solving in science.

机译:接触REAPS模型的持续时间对培养学生的一般创造力和解决科学中的创造力问题的影响。

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摘要

The Real Engagement in Active Problem Solving (REAPS) model was developed in 2004 by C. June Maker and colleagues as an intervention for gifted students to develop creative problem solving ability through the use of real-world problems. The primary purpose of this study was to examine the effects of the REAPS model on developing students' general creativity and creative problem solving in science with two durations as independent variables. The long duration of the REAPS model implementation lasted five academic quarters or approximately 10 months; the short duration lasted two quarters or approximately four months. The dependent variables were students' general creativity and creative problem solving in science. The second purpose of the study was to explore which aspects of creative problem solving (i.e., generating ideas, generating different types of ideas, generating original ideas, adding details to ideas, generating ideas with social impact, finding problems, generating and elaborating on solutions, and classifying elements) were most affected by the long duration of the intervention. The REAPS model in conjunction with Amabile's (1983; 1996) model of creative performance provided the theoretical framework for this study.;The study was conducted using data from the Project of Differentiation for Diverse Learners in Regular Classrooms (i.e., the Australian Project) in which one public elementary school in the eastern region of Australia cooperated with the DISCOVER research team at the University of Arizona. All students in the school from first to sixth grade participated in the study. The total sample was 360 students, of which 115 were exposed to a long duration and 245 to a short duration of the REAPS model. The principal investigators used a quasi-experimental research design in which all students in the school received the treatment for different durations. Students in both groups completed pre- and posttests using the Test of Creative Thinking-Drawing Production (TCT-DP) and the Test of Creative Problem Solving in Science (TCPS-S).;A one-way analysis of covariance (ANCOVA) was conducted to control for differences between the two groups on pretest results. Statistically significant differences were not found between posttest scores on the TCT-DP for the two durations of REAPS model implementation. However, statistically significant differences were found between posttest scores on the TCPS-S. These findings are consistent with Amabile's (1983; 1996) model of creative performance, particularly her explanation that domain-specific creativity requires knowledge such as specific content and technical skills that must be learned prior to being applied creatively. The findings are also consistent with literature in which researchers have found that longer interventions typically result in expected positive growth in domain-specific creativity, while both longer and shorter interventions have been found effective in improving domain-general creativity.;Change scores were also calculated between pre- and posttest scores on the 8 aspects of creativity (Maker, Jo, Alfaiz, & Alhusaini, 2015a), and a binary logistic regression was conducted to assess which were the most affected by the long duration of the intervention. The regression model was statistically significant, with aspects of generating ideas, adding details to ideas, and finding problems being the most affected by the long duration of the intervention. Based on these findings, the researcher believes that the REAPS model is a useful intervention to develop students' creativity. Future researchers should implement the model for longer durations if they are interested in developing students' domain-specific creative problem solving ability.
机译:C. June Maker和同事于2004年开发了“主动参与解决实际问题(REAPS)”模型,以鼓励有才华的学生通过使用实际问题来发展创造性的问题解决能力。这项研究的主要目的是研究以两个持续时间为独立变量的REAPS模型对培养学生的一般创造力和科学中的创造力问题的影响。 REAPS模型实施的长期过程持续了五个学术季度或大约10个月;短期持续了两个季度或大约四个月。因变量是学生的一般创造力和科学中的创造力问题解决能力。该研究的第二个目的是探索创造性问题解决的哪些方面(即,产生想法,产生不同类型的想法,产生原始想法,向想法添加细节,产生具有社会影响力的想法,发现问题,产生和阐述解决方案,以及分类元素)受干预时间长的影响最大。 REAPS模型与Amabile(1983; 1996)的创造性表现模型相结合,为这项研究提供了理论框架。该研究使用的是来自常规课堂差异学习项目(即澳大利亚项目)的数据。澳大利亚东部地区的一所公立小学与亚利桑那大学的DISCOVER研究小组合作。该学校从一年级到六年级的所有学生都参加了研究。样本总数为360名学生,其中115名暴露于REAPS模型的时间很长,而245位暴露于短时间。主要研究人员使用了一种准实验研究设计,其中所有学校学生都接受了不同疗程的治疗。两组学生均使用创造性思维绘图生产测验(TCT-DP)和科学创造性问题解决测验(TCPS-S)进行了前测和后测。;单因素协方差分析(ANCOVA)是进行以控制两组之间在预测试结果上的差异。在两个REAPS模型实施期间,在TCT-DP上的后测成绩之间未发现统计学上的显着差异。但是,在TCPS-S的测试后评分之间发现了统计学上的显着差异。这些发现与Amabile(1983; 1996)的创造力表现模型相符,特别是她的解释:特定领域的创造力需要知识,例如特定内容和技术技能,这些知识必须在创造性地应用之前学习。这些发现也与文献一致,研究人员发现较长的干预措施通常会导致特定领域创造力的预期正增长,而较长和较短的干预措施都能有效改善领域通用创造力。在创造力的8个方面(Maker,Jo,Alfaiz和Alhusaini,2015a)的测试前和测试后得分之间进行了二元逻辑回归分析,以评估哪些因素受干预时间长的影响最大。回归模型具有统计学意义,具有产生想法,在想法中添加细节以及发现问题的可能性,这些因素受干预时间长的影响最大。基于这些发现,研究人员认为REAPS模型是培养学生创造力的有益干预。如果未来的研究人员对培养学生特定领域的创造性问题解决能力感兴趣,则应延长模型的执行时间。

著录项

  • 作者单位

    The University of Arizona.;

  • 授予单位 The University of Arizona.;
  • 学科 Gifted education.;Special education.;Teacher education.;Science education.
  • 学位 Ph.D.
  • 年度 2016
  • 页码 195 p.
  • 总页数 195
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:39:48

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