The article, Information Technology Use and Creativity: Findings from the Children and Technology Project, was posted online in November of 2011. In this article Linda A. Jackson, Edward A. Witt, Alexander Ivan Games, and other contributors discussed the relationship found between creativity and video game playing in 12-year-old children. For their research, a correlational study design was used to test this relationship because of the lack of causality. A causality experiment was not used to because the question of whether or not Internet causes real changes in thinking or behavior remains unanswered. One of the main reasons this causality remains unanswered is because of the challenge of observing critical thinking and how it varies between individuals. The most accurate test of creativity as of now is the Torrance test of creativity. This method of testing creativity was used in this design because of its multidimensional measure making it one of the most reliable methods. Throughout this article the exploratory approach of connecting creativity and Internet, video game, and cell phone use is incorporated. The hypothesis of this Information Technology article hinted at the fact that the researchers were expecting to see a positive correlation between video game playing and creativity due to previous research showing a positive correlation between video game playing and visual-spatial awareness skills.
In this study 491 twelve-year-old children were asked to complete surveys that would allow researchers to measure variations in creativity. Of these 491 students, 53% were female, 34% were African American, and 66% were Caucasian American. Due to this variation in population researchers were testing they were able to get an ov...
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...casual claims from a correlational study because of possible third variables. In this specific study an alternative explanation about why children who play more video games scored higher on creative thinking tests may be due to the third variable of parenting or level of education. The third variable of parenting could have a role in this correlation because different parenting styles may expose children to more or less creative tasks. For example, if a child plays outside alone, they will most likely be creative to entertain themselves. Level of education may be a third variable in this study due to the exposure different children get to creativity at different schools. For instance, a child at a private elementary school may have a more rigorous class that uses more creative thought and has more opportunity than a child at an underfunded public school would have.
Shaughnessy, M. F., & Wakefield, J. F. (2003). Creativity: Assessment. In N. Piotrowski & T. Irons-Georges (Eds.), Magill's encyclopedia of social science:Psychology (pp. 459-463). Pasadena, CA: Salem Press.
Shaughnessy, M. F., & Wakefield, J. F. (2003). Creativity: Assessment. In N. Piotrowski & T. Irons-Georges (Eds.), Magill's encyclopedia of social science:Psychology (pp. 459-463). Pasadena, CA: Salem Press.
The use of technology is debilitating our ability to think pensively. Carr demonstrates that relying on the internet reduces the use of our creativity flow in our brains. “The Web provides a convenient and a compelling supplement to personal memory - but when we start using the Web as a substitute for personal memory, by bypassing the inner processes of
8. "Video Game Playing Tied to Creativity, Research Shows." ScienceDaily. ScienceDaily, 09 Nov. 2011. Web. 13 Jan. 2014. .
In their article, “The Creativity Crisis”, authors Po Bronson and Ashley Merryman explore the urgency of the downfall in the public’s “creativity quotient.” Bronson and Merryman emphasize the necessity for young children to be imaginative. Through an IBM poll, they verify that with the decrease of creativity in our society comes an array of consequences seen in the work field. The authors remind readers of another reason for the importance of creativity; they argue that creative ideas can solve national matters. Hence, Branson and Merryman believe that original ideas are key for a better world. Though I concede that creativity is a vital key to the solution of many national problems, I still insist that teaching creativity,
Isbell, R. & Raines, S. (2003). Creativity and the arts with young children. New York: Thompson Delmar Learning.
With the scheduling of their parents, they have no opportunity to let their minds wander without guidelines. Moreover, the structure put in place has taken away the opportunity for children to develop their own interests outside of what others tell them. Furthermore, they are given countless opportunities to develop their knowledge without room for creativity, and hence become a shallow adult. She argues that creativity leads to the great artists, authors, and composers. Consequently, Quindlen’s argument is that scheduling has stunted children’s creative
In a 2010 study of about 300,000 creativity tests going back to the 1970s, Kyung Hee Kim, a creativity researcher at the College of William and Mary, found creativity has decreased among American children in recent years. Since 1990, children have become less able to produce unique and unusual ideas. They are also less humorous, less imaginative and less able to elaborate on ideas, Kim said. ("Are Today's Youth Less Creative & Imaginative?")
There is a magnitude of research put behind trying to find the link between creativity and...
In conclusion to some up this essay the term ‘creativity’ will always cause a debate in the educational system as. There will always be difficulty defining it as many use the term too loosely to have a definitive meaning. It requires risk taking, it is difficult to portray creativity when schools are so obsessed with right or wrong answers for ways of doing things. Society teaches us the risks are bad because the government and its policies interfere with our own choices and decisions.
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
This article addresses how the internet and use of computers is in all aspects of our life directly or indirectly. The many ways technology can be used can help enhance the creativity in our children’s lives. As children participate more and more on technology, which now includes
Herein lies the problem. The children that we are educated are and will be faced with new challenges that current education systems all over the world have been failing to meet. It would seem that structures of mass domain education suppress the innately imprinted creativity found in every living person and widely known specialist on the subject, Sir Ken Robinson, goes as far as saying that we are, “educating people out of their creativity” (Giang, 2013). But if the school system is to make adjustments to explore and cultivate creativity more how are they to do so without losing total structure? Robinson acknowledges this by saying that, “in every creative approach some of the things we’re looking for are hard, if not impossible to quantify. But that doesn’t mean that they don’t matter.”
Creative Arts in early childhood education refers to children’s participation in a variety of activities that engage their minds, bodies and senses (Sinclair, Jeanneret & O’Toole, 2012; Kearns, 2017); to inspire all children with the opportunity for creative and imaginative expression. Duffy (2006) and Sinclair et al. (2012) state that creativity is the process where children use their imagination to problem solve, develop new ideas, independence and flexibility to accomplish tasks. Furthermore, when educators foster creativity, they are assisting children in making meaning through play and developing their growing capacity to communicate, collaborate and think critically to meet the demands of life in the 21st century (Duffy, 2006; Korn-Bursztyn, 2012; Sinclair et al., 2012).
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.