Development of children's creativity and manual skills within digital game-based learning environment

In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students’ creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled “Electrical Science” in a natural science course. One class was chosen to be the experimental group (EG) and the other class was the control group (CG). The goal of this study was to examine how different instructional strategies (i.e., traditional instruction and instruction using digital games) affected the students’ creativity and their performance on manual skills. The analytical results indicated that the students’ creativity and their performance on manual skills displayed positive growth when they were involved in acquiring knowledge and resolving tasks in a DGBL environment, which fostered their creativity and facilitated the generation of flow experiences. Moreover, there were three interesting findings related to the use of DGBL: (1) the ToES was an effective learning tool for cultivating the students’ creativity; (2) there was a positive effect of creativity and their performance of manual skills; and (3) the ToES accelerated the improvement of practical behaviors regarding manual skills. Highlights We design a digital game with creativity called the ToES. We prove differences in creativity and manual skills between traditional classroom and digital game-based environment. Students were able to achieve better learning performances in DGBL environment. DGBL facilitates the generation of flow experience.

[1]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[2]  Erran Carmel,et al.  PD and joint application design: a transatlantic comparison , 1993, CACM.

[3]  Cheryl Lemke,et al.  enGauge 21st Century Skills: Digital Literacies for a Digital Age. , 2002 .

[4]  Donna L. Hoffman,et al.  Measuring the Customer Experience in Online Environments: A Structural Modeling Approach , 2000 .

[5]  Armando Baltra Language Learning through Computer Adventure Games , 1990 .

[6]  Eric Zhi-Feng Liu,et al.  Using Game-Based Learning and Interactive Peer Assessment to Improve Career Goals and Objectives for College Students , 2011, Edutainment.

[7]  Marina Papastergiou,et al.  Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..

[8]  E. Paul Torrance,et al.  Can We Teach Children To Think Creatively , 1972 .

[9]  T. Lewis Creativity: A Framework for the Design/Problem Solving Discourse in Technology Education , 2005 .

[10]  James Belanich,et al.  Instructional Characteristics and Motivational Features of a PC-based Game , 2004 .

[11]  Andrew Ravenscroft,et al.  Promoting thinking and conceptual change with digital dialogue games , 2007, J. Comput. Assist. Learn..

[12]  J. Guilford Three faces of intellect. , 1959 .

[13]  Hsien-Sheng Hsiao,et al.  Using Cognitive Affective Interaction Model to Construct On-Line Game for Creativity , 2006, Edutainment.

[14]  Joseph Betz Computer Games: Increase Learning in an Interactive Multidisciplinary Environment , 1995 .

[15]  Chi-Chang Chen,et al.  An online game approach for improving students' learning performance in web-based problem-solving activities , 2012, Comput. Educ..

[16]  Paulo Martins,et al.  Improving teaching and learning of computer programming through the use of the Second Life virtual world , 2011, Br. J. Educ. Technol..

[17]  J. Plucker,et al.  Handbook of Creativity: Psychometric Approaches to the Study of Human Creativity , 1998 .

[18]  Patricia M. Greenfield,et al.  The Program-Length Commercial: A Study of the Effects of Television/ Toy Tie-Ins on Imaginative Play , 1990 .

[19]  Tsung-Yu Liu,et al.  Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation , 2010, Comput. Educ..

[20]  Laura Hall Rose,et al.  A Meta‐Analysis of Long‐Term Creativity Training Programs , 1984 .

[21]  Jordan Litman,et al.  Measuring Epistemic Curiosity and Its Diversive and Specific Components , 2003, Journal of personality assessment.

[22]  Kurt Y. Michael The Effect of a Computer Simulation Activity versus a Hands-on Activity on Product Creativity in Technology Education , 2001 .

[23]  T. Lewis Research in Technology Education--Some Areas of Need. , 1999 .

[24]  Thomas B Ward,et al.  Creative cognition as a window on creativity. , 2007, Methods.

[25]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[26]  Eva Vass,et al.  Exploring processes of collaborative creativity—The role of emotions in children's joint creative writing , 2007 .

[27]  Charles K. Fadel,et al.  21st Century Skills: Learning for Life in Our Times , 2009 .

[28]  Timo Lainema,et al.  The Design Principles for Flow Experience in Educational Games , 2012, VS-GAMES.

[29]  Philip Smith Roger Bakeman John M. Gottman , 1987, Animal Behaviour.

[30]  Sheng-Chin Yu,et al.  journal homepage: www.elsevier.com/locate/compedu , 2022 .

[31]  R. Sternberg RETRACTED ARTICLE: The Nature of Creativity , 2006 .

[32]  S. Wheeler,et al.  Promoting creative thinking through the use of ICT , 2002, J. Comput. Assist. Learn..

[33]  Sunha Kim,et al.  Computer Games for the Math Achievement of Diverse Students , 2010, J. Educ. Technol. Soc..

[34]  Karla R. Hamlen Relationships between Computer and Video Game Play and Creativity among Upper Elementary School Students , 2009 .

[35]  Jen-Her Wu,et al.  Falling in love with online games: The uses and gratifications perspective , 2010, Comput. Hum. Behav..

[36]  Wei Pan,et al.  Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students , 2012, Br. J. Educ. Technol..

[37]  K. Kiili Digital game-based learning: Towards an experiential gaming model , 2005, Internet High. Educ..

[38]  Ya-Ting Carolyn Yang,et al.  Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation , 2012, Comput. Educ..

[39]  M. Runco Divergent Thinking, Creativity, and Giftedness , 1993 .

[40]  Ju-Ling Shih,et al.  The influence of collaboration styles to children's cognitive performance in digital problem-solving game "William Adventure": A comparative case study , 2010, Comput. Educ..

[41]  Yung-Chia Chang,et al.  Examining the effects of learning motivation and of course design in an instructional simulation game , 2010, Interact. Learn. Environ..

[42]  Nicole Fruehauf Flow The Psychology Of Optimal Experience , 2016 .

[43]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[44]  Kuo-En Chang,et al.  Embedding game-based problem-solving phase into problem-posing system for mathematics learning , 2012, Comput. Educ..

[45]  Miguel de Aguilera,et al.  Video games and education: (Education in the Face of a “Parallel School”) , 2003, CIE.

[46]  M. Runco,et al.  Divergent Thinking as an Indicator of Creative Potential , 2012 .

[47]  Wilfried Admiraal,et al.  Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game , 2009, J. Comput. Assist. Learn..

[48]  Richard E. Mayer,et al.  Cognitive views of creativity: Creative teaching for creative learning , 1989 .

[49]  Weiping Hu,et al.  A scientific creativity test for secondary school students , 2002 .

[50]  Rosnaini bt. Mahmud,et al.  Form one students' engagement with computer games and its effect on their academic achievement in a Malaysian secondary school , 2009, Comput. Educ..

[51]  J. P. Guilford,et al.  The analysis of intelligence , 1971 .

[52]  LeeAnn M. Sutherland,et al.  Effects of game technology on elementary student learning in mathematics , 2012, Br. J. Educ. Technol..

[53]  Jane Maienschein,et al.  From Research to Technology , 2007 .

[54]  Mitchel Resnick,et al.  All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten , 2007, C&C '07.

[55]  Paige Johnson,et al.  The 21st Century Skills Movement. , 2009 .

[56]  Leslie Wilson Breaking into the universe: computer science is interactive entertainment , 2003, CIE.

[57]  Ernest N. Savage,et al.  A Conceptual Framework for Technology Education. , 1990 .

[58]  Yee Leng Eow,et al.  Computer games development and appreciative learning approach in enhancing students' creative perception , 2010, Comput. Educ..

[59]  Lloyd P. Rieber,et al.  Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .