278,984 research outputs found

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Culture and creativity: the next ten years

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    Where creativity comes from: the social spaces of embodied minds

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    This paper explores creative design, social interaction and perception. It proposes that creativity at a social level is not a result of many individuals trying to be creative at a personal level, but occurs naturally in the social interaction between comparatively simple minds embodied in a complex world. Particle swarm algorithms can model group interaction in shared spaces, but design space is not necessarily one pre-defined space of set parameters on which everyone can agree, as individual minds are very different. A computational model is proposed that allows a similar swarm to occur between spaces of different description and even dimensionality. This paper explores creative design, social interaction and perception. It proposes that creativity at a social level is not a result of many individuals trying to be creative at a personal level, but occurs naturally in the social interaction between comparatively simple minds embodied in a complex world. Particle swarm algorithms can model group interaction in shared spaces, but design space is not necessarily one pre-defined space of set parameters on which everyone can agree, as individual minds are very different. A computational model is proposed that allows a similar swarm to occur between spaces of different description and even dimensionality

    Review of optimism, creativity and spirituality in tourism research

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    Purpose - Optimism, creativity, and spirituality are important variables in Positive Psychology that can lead to better lives. The authors believe these are also fundamental concepts that can bring a new understanding of the tourism experiences, particularly in the current trend of the 'experience economy'. The study aimed to explore optimism, creativity, and spirituality from a Positive Psychology perspective on tourism settings to deepen the understanding of the state of the art and develop ideas for improvement of tourism research experiences Design - An extensive systematic literature review was developed anchored on PRISMA (2009) guidelines. The search engine Online Knowledge Library (B-On) was used and the search terms 'Optimism', 'Creativity' and 'Spirituality' crossed individually with 'Tourism', 'Travel' and 'Visitor'. In-depth analysis considering the chosen inclusion/exclusion criteria were undertaken concluding with a sample of 31 references. Findings - Overall, results showed a lack of optimism studies on tourism, leading to an urgent need to endeavor in the challenge of developing research. Creativity in tourism is mainly used as a background for the place and its culture and considers organizational, structural and product innovation development. Further, tourism can be seen as a spiritual activity seeking personal enrichment and fulfillment. Originality of the research - This study considers three variables not usually applied to tourism contexts as is clear by the low number of references found. The application of these and consequently of Positive Psychology on tourism is per se new, allowing the emergence of novel and important discussions on tourism.ARDITI - Agencia Regional para o Desenvolvimento de Investigacao, Tecnologia e Inovacao (Regional Agency for Development of Research, Technology and Innovation of Madeira) [M1420-09-5369-FSE-000001, Madeira 14-20

    GoGlobal: How can contemporary design collaboration and e-commerce models grow the creative industries in developing countries?

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    Using previous case studies by the authors and a current live project, this paper considers whether the creative industries in a developing country (Ghana, Africa) can be nurtured through design collaboration and an e-commerce model to contribute significant economic growth through increasing international trade. The paper draws on practical experience of five annual projects, with a focus on GoGlobal Africa. Initiated in 2005, GoGlobal is a collaborative design research activity between the University of Technology Sydney, the Royal College of Art, the London School of Economics, RMIT Melbourne, and other partnering organisations. GoGlobal Africa was initiated in 2008 with 3 phases: creative studio with design students from the RCA UK and KNUST Ghana; an e-commerce process for supply, distribution and marketing; and a “hub” location to facilitate project delivery and dissemination. The context to GoGlobal is informed by the UNCTAD studies of global creative industries

    The ‘responsibility’ factor in imagining the future of education in China

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    Design and creativity have been a considerable force for improving life conditions. A lot of effort has been invested in explaining the design process and creativity mainly through the design thinking methodology, but design accountability and responsible actions in the design process are, yet, to be fully explored. The concept of design ethics is now increasingly scrutinized on both the level of business organization and of the individual designer. A 4-day design workshop that involved creativity techniques provided the base to explore responsibility in the fuzzy front end of the design process. The future of education in 2030 was defined as the workshop's theme and fifty-six students from China were asked to create detailed alternative scenarios. A number of imagination exercises, implementation of technological innovations and macro-environment evolutions employed in the workshop are discussed. The aim was to incite moral and responsible actions among students less familiar with creative educational contexts of student-led discovery and collaborative learning. This paper reflects on the use of creativity methods to stimulate anticipation in (non)design students

    Is Creativity Lost in Translation? A discussion of the cultural underpinnings of creativity

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    Abstract In the interrelated knowledge economy the fostering of creativity is key and as such is the focus of many government initiatives internationally. But is an international definition of creativity achievable or even desirable? Comparisons of different cultures’ propensities for creativity are problematic when we consider that most creativity research has taken place in Western cultures, with Western measures; and when creativity is defined as revolutionary this has often presented a dichotomous view of creativity that equates Westernisation with modernity. As a form of communication, creativity is open to mis- translation across cultures and despite some consensus between the West and Confucian heritage cultures on the desirable attributes to facilitate creativity, misunderstandings of creative practice based on cultural general tendencies such as individualism and collectivism remain. This paper reviews the literature on the development of concepts of creativity in Western and Confucian heritage cultures as well as reporting on a qualitative research study into the understandings and practice of creativity in a London art and design college in order to comment on the existence of a cross-cultural creativity divide and suggest that rather than be set against each other, creativity is enhanced by cultural creativity exchange and cross-cultural collaboration
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