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The Influence Of Game And Sample Enlightenment On The Creativity Of Different College Students

Posted on:2016-10-13Degree:MasterType:Thesis
Country:ChinaCandidate:X T GuoFull Text:PDF
GTID:2175330473460314Subject:Development and educational psychology
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In the post-modern society emphasizing knowledge economy and creativity, innovation has become increasingly important. Creativity is an advanced form of the human mind, but also is the potential most likely to be buried. As such training and development of creativity is a long-lasting and extremely arduous task. Playfulness can stimulate the imagination and facilitate creativity and exploration. But in previous studies of creativity, playfulness was often ignored. Playfulness carried the thinking style of imaginable, relaxed and metaphorical to deal with, even facing difficulties, also hold the humorous attitude. Only as Einstein remained playful spirit can make a great creation. However, playfulness not only was a spontaneous quality, but also affected by the environment or context. Playful atmosphere outside and humor sample of task inside, all can promote creative performance.Currently, research on playfulness and creativity mostly remained on questionnaire measurement. The qualities of playfulness combined with relevant situation factors such as games, examples impacted creativity was little researched. This study attempted to use empirical methods to verify the college students who were the link between school and the workplace under different experimental manipulation with different level of playfulness traits affecting the performance of creativity. This study included a total of two sub-studies:First, verify the relationship between students’ playfulness and creativity, and examine the predictive roles of playfulness factors for creativity. The second study on the basis of previous research, add the manipulation of two variables--the game and the samples. The game was to induce playful atmosphere,and the sample was the examples of highly creative works corresponding creative problem to inspire creativity. At the same time the type of sample was subdivided into humorous sample and the general sample.This was a 2 (game) *3 (samples) of between-subjects experimental design, and also investigated additive effect of the covariaty of playfulness for creativity performance. Due to the subjects selected from the student with the major of economic management, creativity problems selected the general field which would not involve domain knowledge. Creativity questionnaire involved two different respects, which were creative problem-solving and divergent thinking, and using two different ways of graphic and verbal to answer.Conclusions of this study were as follows:(1)Students playfulness and creativity traits existed significant positive correlations. The explanatory power of playfulness factors for creative problem solving was 26%, and " humor to relax" " be happy to create" and " persist to complete "three factors were good predictors indicating that the high humor, high create and high self-stick can positively predict creative problem solving, but playfulness factors regression with divergent thinking was not significant, therefore prediction of playfulness factors for divergent thinking was not significant.(2) In the empirical research, the variable of game had no significant impact on creative problem solving and divergent thinking, and he variable of playfulness and samples were significant only on creative problem solving. Samples had no significant interaction with playfulness, but existing positive additive effect on creative problem solving. Post hoc test with the variable of samples found the type of humorous samples group had the highest score of creative problem solving, significantly higher than the general sample group and no sample group, indicating priming effect of humorous samples in creative problem solving was significant.
Keywords/Search Tags:Playfulness, Creativity, Sample priming, Game, College students
PDF Full Text Request
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