TY - CHAP A1 - Rudian, Sylvio Leo A1 - Haase, Jennifer A1 - Pinkwart, Niels T1 - Predicting creativity in online courses T2 - 2022 International Conference on Advanced Learning Technologies (ICALT) N2 - Many prediction tasks can be done based on users’ trace data. This paper explores divergent and convergent thinking as person-related attributes and predicts them based on features gathered in an online course. We use the logfile data of a short Moodle course, combined with an image test (IMT), the Alternate Uses Task (AUT), the Remote Associates Test (RAT), and creative self-efficacy (CSE). Our results show that originality and elaboration metrics can be predicted with an accuracy of ~.7 in cross-validation, whereby predicting fluency and RAT scores perform worst. CSE items can be predicted with an accuracy of ~.45. The best performing model is a Random Forest Tree, where the features were reduced using a Linear Discriminant Analysis in advance. The promising results can help to adjust online courses to the learners’ needs based on their creative performances. KW - prediction KW - online course KW - trace data KW - creativity Y1 - 2022 SN - 978-1-6654-9519-6 SN - 978-1-6654-9520-2 U6 - https://doi.org/10.1109/ICALT55010.2022.00056 SP - 164 EP - 168 PB - IEEE CY - Piscataway, NJ ER - TY - JOUR A1 - Thienen, Julia von A1 - Weinstein, Theresa Julia A1 - Meinel, Christoph T1 - Creative metacognition in design thinking BT - exploring theories, educational practices, and their implications for measurement JF - Frontiers in psychology N2 - Design thinking is a well-established practical and educational approach to fostering high-level creativity and innovation, which has been refined since the 1950s with the participation of experts like Joy Paul Guilford and Abraham Maslow. Through real-world projects, trainees learn to optimize their creative outcomes by developing and practicing creative cognition and metacognition. This paper provides a holistic perspective on creativity, enabling the formulation of a comprehensive theoretical framework of creative metacognition. It focuses on the design thinking approach to creativity and explores the role of metacognition in four areas of creativity expertise: Products, Processes, People, and Places. The analysis includes task-outcome relationships (product metacognition), the monitoring of strategy effectiveness (process metacognition), an understanding of individual or group strengths and weaknesses (people metacognition), and an examination of the mutual impact between environments and creativity (place metacognition). It also reviews measures taken in design thinking education, including a distribution of cognition and metacognition, to support students in their development of creative mastery. On these grounds, we propose extended methods for measuring creative metacognition with the goal of enhancing comprehensive assessments of the phenomenon. Proposed methodological advancements include accuracy sub-scales, experimental tasks where examinees explore problem and solution spaces, combinations of naturalistic observations with capability testing, as well as physiological assessments as indirect measures of creative metacognition. KW - accuracy KW - creativity KW - design thinking KW - education KW - measurement KW - metacognition KW - innovation KW - framework Y1 - 2023 U6 - https://doi.org/10.3389/fpsyg.2023.1157001 SN - 1664-1078 VL - 14 PB - Frontiers Research Foundation CY - Lausanne ER - TY - CHAP A1 - Corazza, Giovanni Emanuele A1 - Thienen, Julia von ED - Glăveanu, Vlad Petre T1 - Invention T2 - The Palgrave encyclopedia of the possible N2 - This entry addresses invention from five different perspectives: (i) definition of the term, (ii) mechanisms underlying invention processes, (iii) (pre-)history of human inventions, (iv) intellectual property protection vs open innovation, and (v) case studies of great inventors. Regarding the definition, an invention is the outcome of a creative process taking place within a technological milieu, which is recognized as successful in terms of its effectiveness as an original technology. In the process of invention, a technological possibility becomes realized. Inventions are distinct from either discovery or innovation. In human creative processes, seven mechanisms of invention can be observed, yielding characteristic outcomes: (1) basic inventions, (2) invention branches, (3) invention combinations, (4) invention toolkits, (5) invention exaptations, (6) invention values, and (7) game-changing inventions. The development of humanity has been strongly shaped by inventions ever since early stone tools and the conception of agriculture. An “explosion of creativity” has been associated with Homo sapiens, and inventions in all fields of human endeavor have followed suit, engendering an exponential growth of cumulative culture. This culture development emerges essentially through a reuse of previous inventions, their revision, amendment and rededication. In sociocultural terms, humans have increasingly regulated processes of invention and invention-reuse through concepts such as intellectual property, patents, open innovation and licensing methods. Finally, three case studies of great inventors are considered: Edison, Marconi, and Montessori, next to a discussion of human invention processes as collaborative endeavors. KW - invention KW - creativity KW - invention mechanism KW - cumulative culture KW - technology KW - innovation KW - patent KW - open innovation Y1 - 2023 SN - 978-3-030-90912-3 SN - 978-3-030-90913-0 U6 - https://doi.org/10.1007/978-3-030-90913-0_14 SP - 806 EP - 814 PB - Springer International Publishing CY - Cham ER - TY - JOUR A1 - Vladova, Gergana A1 - Ullrich, André A1 - Sloane, Mona A1 - Renz, André A1 - Tsui, Eric T1 - Editorial: new teaching and learning worlds BT - potentials and limitations of digitalization for innovative and sustainable research and practice in education and training JF - Frontiers in education KW - creativity KW - design thinking KW - digital education KW - 21st century skills KW - open education KW - virtual education Y1 - 2023 U6 - https://doi.org/10.3389/feduc.2023.1175498 SN - 2504-284X VL - 8 SP - 1 EP - 3 PB - Frontiers Media CY - Lausanne ER - TY - THES A1 - Haase, Jennifer T1 - Creative intensive processes T1 - Kreativ-Intensive-Prozesse BT - an approach to model creative work BT - ein Ansatz zur Modellierung kreativer Arbeit N2 - Creativity – developing something new and useful – is a constant challenge in the working world. Work processes, services, or products must be sensibly adapted to changing times. To be able to analyze and, if necessary, adapt creativity in work processes, a precise understanding of these creative activities is necessary. Process modeling techniques are often used to capture business processes, represent them graphically and analyze them for adaptation possibilities. This has been very limited for creative work. An accurate understanding of creative work is subject to the challenge that, on the one hand, it is usually very complex and iterative. On the other hand, it is at least partially unpredictable as new things emerge. How can the complexity of creative business processes be adequately addressed and simultaneously manageable? This dissertation attempts to answer this question by first developing a precise process understanding of creative work. In an interdisciplinary approach, the literature on the process description of creativity-intensive work is analyzed from the perspective of psychology, organizational studies, and business informatics. In addition, a digital ethnographic study in the context of software development is used to analyze creative work. A model is developed based on which four elementary process components can be analyzed: Intention of the creative activity, Creation to develop the new, Evaluation to assess its meaningfulness, and Planning of the activities arising in the process – in short, the ICEP model. These four process elements are then translated into the Knockledge Modeling Description Language (KMDL), which was developed to capture and represent knowledge-intensive business processes. The modeling extension based on the ICEP model enables creative business processes to be identified and specified without the need for extensive modeling of all process details. The modeling extension proposed here was developed using ethnographic data and then applied to other organizational process contexts. The modeling method was applied to other business contexts and evaluated by external parties as part of two expert studies. The developed ICEP model provides an analytical framework for complex creative work processes. It can be comprehensively integrated into process models by transforming it into a modeling method, thus expanding the understanding of existing creative work in as-is process analyses. N2 - Kreativität – etwas Neues und Nützliches zu entwickeln – ist eine ständige Herausforderung in der Arbeitswelt. Arbeitsabläufe, Dienstleistungen oder Produkte müssen sinnvoll an den Wandel der Zeit angepasst werden. Um die Kreativität in Arbeitsprozessen analysieren und gegebenenfalls anpassen zu können, ist ein genaues Verständnis dieser kreativen Aktivitäten notwendig. Prozessmodellierungstechniken werden häufig eingesetzt, um Geschäftsprozesse zu erfassen, grafisch darzustellen und auf Anpassungsmöglichkeiten zu analysieren. Dies ist für kreative Arbeit nur sehr begrenzt möglich. Ein genaues Verständnis der kreativen Arbeit unterliegt der Herausforderung, dass sie zum einen in der Regel sehr komplex und iterativ ist. Andererseits ist sie zumindest teilweise unvorhersehbar, da immer wieder Neues entsteht. Wie lässt sich die Komplexität kreativer Geschäftsprozesse adäquat adressieren und gleichzeitig handhabbar machen? Diese Dissertation versucht, diese Frage zu beantworten, indem sie zunächst ein präzises Prozessverständnis kreativer Arbeit entwickelt. In einem interdisziplinären Ansatz wird die Literatur zur Prozessbeschreibung kreativitätsintensiver Arbeit aus der Perspektive der Psychologie, der Organisationswissenschaft und der Wirtschaftsinformatik analysiert. Darüber hinaus wird eine digital-ethnographische Studie im Kontext der Softwareentwicklung zur Analyse kreativer Arbeit herangezogen. Es wird ein Modell entwickelt, auf dessen Basis vier elementare Prozesskomponenten identifiziert werden können: Intention der kreativen Tätigkeit, Creation zur Entwicklung des Neuen, Evaluation zur Beurteilung der Sinnhaftigkeit und Planung der im Prozess anfallenden Aktivitäten - kurz: das ICEP-Modell. Diese vier Prozesselemente werden dann in die Knockledge Modeling Description Language (KMDL) überführt, die zur Erfassung und Darstellung wissensintensiver Geschäftsprozesse entwickelt wurde. Die Modellierungserweiterung auf der Grundlage des ICEP-Modells ermöglicht es, kreative Geschäftsprozesse zu identifizieren und zu spezifizieren, ohne dass eine umfangreiche Modellierung aller Prozessdetails erforderlich ist. Die hier vorgeschlagene Modellierungserweiterung wurde anhand ethnographischer Daten entwickelt und anschließend auf andere organisatorische Prozesskontexte angewendet und im Rahmen von zwei Expertenstudien von Modellierern evaluiert. Das entwickelte ICEP-Modell bietet einen analytischen Rahmen für komplexe kreative Arbeitsprozesse. Es kann durch die Umwandlung in eine Modellierungsmethode umfassend in Prozessmodelle integriert werden und erweitert so das Verständnis für bestehende kreative Arbeit in Ist-Prozess-Analysen. KW - creativity KW - business process modeling KW - KMDL KW - creative process KW - digital ethnography KW - KMDL KW - Geschäftsprozessmodellierung KW - kreativer Prozess KW - Kreativität KW - digitale Ethnographie Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-593886 ER - TY - GEN A1 - Gericke, Christian A1 - Soemer, Alexander A1 - Schiefele, Ulrich T1 - Benefits of Mind Wandering for Learning in School Through Its Positive Effects on Creativity T2 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe N2 - There is broad agreement among researchers to view mind wandering as an obstacle to learning because it draws attention away from learning tasks. Accordingly, empirical findings revealed negative correlations between the frequency of mind wandering during learning and various kinds of learning outcomes (e.g., text retention). However, a few studies have indicated positive effects of mind wandering on creativity in real-world learning environments. The present article reviews these studies and highlights potential benefits of mind wandering for learning mediated through creative processes. Furthermore, we propose various ways to promote useful mind wandering and, at the same time, minimize its negative impact on learning. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 835 KW - mind wandering KW - creativity KW - divergent thinking KW - incubation effect KW - school learning KW - creative problem solving Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-588731 SN - 1866-8364 IS - 835 ER - TY - JOUR A1 - Gericke, Christian A1 - Soemer, Alexander A1 - Schiefele, Ulrich T1 - Benefits of Mind Wandering for Learning in School Through Its Positive Effects on Creativity JF - Frontiers in Education N2 - There is broad agreement among researchers to view mind wandering as an obstacle to learning because it draws attention away from learning tasks. Accordingly, empirical findings revealed negative correlations between the frequency of mind wandering during learning and various kinds of learning outcomes (e.g., text retention). However, a few studies have indicated positive effects of mind wandering on creativity in real-world learning environments. The present article reviews these studies and highlights potential benefits of mind wandering for learning mediated through creative processes. Furthermore, we propose various ways to promote useful mind wandering and, at the same time, minimize its negative impact on learning. KW - mind wandering KW - creativity KW - divergent thinking KW - incubation effect KW - school learning KW - creative problem solving Y1 - 2022 U6 - https://doi.org/10.3389/feduc.2022.774731 SN - 2504-284X VL - 7 PB - Frontiers Media SA CY - Lausanne, Schweiz ER - TY - JOUR A1 - Haase, Jennifer A1 - Hanel, Paul H. P. T1 - Priming creativity: Doing math reduces creativity and happiness whereas playing short online games enhance them JF - Frontiers in Education N2 - Creative thinking is an indispensable cognitive skill that is becoming increasingly important. In the present research, we tested the impact of games on creativity and emotions in a between-subject online experiment with four conditions (N = 658). (1) participants played a simple puzzle game that allowed many solutions (priming divergent thinking); (2) participants played a short game that required one fitting solution (priming convergent thinking); (3) participants performed mental arithmetic; (4) passive control condition. Results show that divergent and convergent creativity were higher after playing games and lower after mental arithmetic. Positive emotions did not function as a mediator, even though they were also heightened after playing the games and lower after mental arithmetic. However, contrary to previous research, we found no direct effect of emotions, creative self-efficacy, and growth- vs. fixed on creative performance. We discuss practical implications for digital learning and application settings. KW - creativity KW - priming KW - enhancement KW - math KW - games KW - happiness Y1 - 2022 U6 - https://doi.org/10.3389/feduc.2022.976459 SN - 2504-284X PB - Frontiers CY - Lausanne, Schweiz ER - TY - GEN A1 - Haase, Jennifer A1 - Hanel, Paul H. P. T1 - Priming creativity: Doing math reduces creativity and happiness whereas playing short online games enhance them T2 - Zweitveröffentlichungen der Universität Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe N2 - Creative thinking is an indispensable cognitive skill that is becoming increasingly important. In the present research, we tested the impact of games on creativity and emotions in a between-subject online experiment with four conditions (N = 658). (1) participants played a simple puzzle game that allowed many solutions (priming divergent thinking); (2) participants played a short game that required one fitting solution (priming convergent thinking); (3) participants performed mental arithmetic; (4) passive control condition. Results show that divergent and convergent creativity were higher after playing games and lower after mental arithmetic. Positive emotions did not function as a mediator, even though they were also heightened after playing the games and lower after mental arithmetic. However, contrary to previous research, we found no direct effect of emotions, creative self-efficacy, and growth- vs. fixed on creative performance. We discuss practical implications for digital learning and application settings. T3 - Zweitveröffentlichungen der Universität Potsdam : Wirtschafts- und Sozialwissenschaftliche Reihe - 154 KW - creativity KW - priming KW - enhancement KW - math KW - games KW - happiness Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-585909 SN - 1867-5808 IS - 154 ER - TY - JOUR A1 - Rominger, Christian A1 - Fink, Andreas A1 - Weiss, Elisabeth M. A1 - Bosch, Jannis A1 - Papousek, Ilona T1 - Allusive thinking (remote associations) and auditory top-down inhibition skills differentially predict creativity and positive schizotypy JF - Cognitive neuropsychiatry N2 - Introduction: Positive schizotypy and creativity seem to be linked. However, the question still remains why they are related, and what may make the difference? As creative ideation is hypothesised as a dual process (association and inhibition), the propensity for remote associations might be a shared mechanism. However, positive schizotypy and creative thinking might be differentially linked to inhibition. Therefore, this study investigated a potentially overlapping feature of positive schizotypy and creativity (remote associations) as well as a potential dissociative factor (auditory inhibition). Methods: From a large screening sample, 46 participants covering a broad range of positive schizotypy were selected. Association proneness was assessed via two association tasks, auditory inhibition skill with the forced-left condition of the Dichotic Listening Test, and creative thinking by means of two creative ideation tests. Results: Positive schizotypy and creative thinking were positively associated. Both traits were linked to lower rates of common associations. However, creative thinking was associated with higher and positive schizotypy with lower inhibitory control in the auditory domain. Conclusions: While creativity and positive schizotypy shared some variance (related to remote associations), profound inhibition skills may be vital for creative performance and may coincide with lower levels of positive schizotypy. KW - Remote associations KW - allusive thinking KW - positive schizotypy KW - auditory top-down inhibition KW - creativity Y1 - 2017 U6 - https://doi.org/10.1080/13546805.2016.1278361 SN - 1354-6805 SN - 1464-0619 VL - 22 IS - 2 SP - 108 EP - 121 PB - Taylor & Francis CY - Abingdon ER -