Fostering Creativity in Schools, Essential Research Findings 2008-2012 Compiled by: Mr. Ami Salant The survey is organized by the following subjects: Definitions of Creativity 2 Policy and considerations 71 Teacher education and creativity 22 Teachers beliefs/perceptions and creativity 22 Creativity in science education 22 Creativity in Mathematics and Physics subjects 24 Creativity in art education 22 How to incorporate creativity into schools: Methods and actions Creative Pedagogies 71 Fostering creativity in schools by technology and computer applications Creativity and Engineering Education 27 Creativity and language learning 12 76 11 1 Definitions of Creativity Zimmerman, E. (2009). Reconceptualizing the Role of Creativity in Art Education Theory and Practice. Studies In Art Education, 50(4), 382-399. Lack of agreement about a common definition of creativity may undermine consideration of the concept being included in school curricula by practically minded school administrators (Coleman & Cross, 2001). Many contemporary psychologists and educators agree that creativity is a complex process that can be viewed as an interactive system in which relationships among persons, processes, products, and social and cultural contexts are of paramount importance (Csikszentmihalyi, 1996; Feldman, 1999; Gruber, 1989; Sternberg, 1999). All creative work, according to Sternberg (1999), happens in one or more domains. People are not creative in a general sense; they are creative in particular domains such as the visual arts. Talented individuals fit well in certain domains of knowledge within their own cultures and are recognized as highly competent by members in their fields of expertise (Csikszentmihalyi, 1996; Feldman, 1982; Gardner, 1999; Winner & Martino, 1993). Creative persons, however, often do not fit easily within a domain of knowledge, and it is only after much time and effort that they may be able to establish a body of work that comes to be valued. Creativity from this point of view is an individual characteristic as a person reacts with one or more systems within a particular social context. Different conceptions about the relationship between intelligence and creativity, however, make it difficult for agreement to be reached about a common definition of creativity. Some researchers assert that to be creative, a person needs intelligence, but not all intelligent people have high creative potential (Davis & Rimm, 1998; Renzulli & Reiss, 1985). MacKinnon (1965) argued that a basic level of IQ of about 120 as necessary for creative productivity, although some researchers posit there is no direct relationship between creativity and intelligence. Sternberg (2001), however, differentiated between intelligence and creativity and viewed intelligence as advancing societal norms and creativity as opposing societal norms and proposing new norms. As a result of case studies of adults who achieved success in the arts and sciences, Feist (1999) concluded that giftedness, measured by high IQ scores, might not be a good indicator of adult creative achievement, and that the 2 relationship between creativity and intelligence was small as most creative people do not conform to conventional ways of knowing. Many scholars concur that creative achievement is reflected in production of useful, new ideas or products that result from defining a problem and solving it in a novel way within a particular cultural context (Hunsaker & Callahan, 1995; McPherson, 1997; Mumford, Connely, Baughman, & Marks, 1994; Wakefield, 1992). There is, however, another source of difficulty about defining creativity in that a number of scholars distinguish between expert, adult creative acts and those of children. Some think that children can demonstrate talent in a number of areas, but cannot be creative because creativity involves changing a domain and ways of thinking within that domain (Csikszentmihalyi, 1996; Feldman, 1999; Winner and Martino, 1993). A case can be made, on the other hand, for differentiating creativity at an individual level as a person solves problems in daily life at a societal level that can lead to new findings, programs, movements, and inventions (Csikszentmihalyi, 1996; Sternberg, 1999). It would not be productive in art education to adopt the point of view that children and students cannot be viewed as being creative. Then, there would be no reason to include any concepts related to creativity and creative behaviors in art education theory or practice. Some researchers hold a position that nearly everyone has some creative ability and this potential should be supported in educational settings (Parkhurst, 1999). From such a point of view, creativity can then be viewed as what is creative for an individual locally rather than emphasizing changing the society in which he or she resides. Assessment of Creative Processes In educational contexts, interest in practical applications of creative processes have resulted in development of means to measure creativity even though consensus about a theoretical basis for defining creativity has not been reached. Although techniques for measuring creativity are plentiful, each process presents an incomplete or diverse picture of creative processes (Coleman & Cross, 2001). Standardized tests, rating scales, checklists, and work-samples have been used for studying student creativity and creative processes (usually without consideration of their educational or cultural backgrounds). It is suggested, however, that multiple measures be used to make decisions for assessing creative processes (Clark & Zimmerman, 2001a, 2004). During the 1960s and 1970s, Torrance (1963, 1972), Guilford (1975), Wallach-Kogan (1965), Rimm and Davis (1976), and others developed what became known as creativity tests. When originally designed, creativity tests were used to measure general problem-solving skills and divergent thinking abilities applicable to various situations and subjects. It was found that some divergent thinking scores on tests and creative behaviors could be increased with education. It is debatable if these 3 tests could predict creative behaviors and if behaviors on creativity tests can be directly linked to how creativity is manifest in the real world of adults in a variety of social settings (Coleman & Cross, 2001; Runco, 1993a, 1993b). Torrance (1963) found that creative achievements in writing, science, medicine, and leadership were more easily predicted than creative achievements in music, the visual arts, business, or industry. During the 1980s, several researchers developed instruments to measure creativity in the arts. Kulp and Tartar (1986) developed instruments to identify highly able, creative visual arts students and a number of educational researchers endorsed using creativity tests to identify talented students for visual arts programs (Khatena, 1982, 1989; Greenlaw & Macintosh, 1988; Hurwitz, 1983; Parker 1989); others such as Khatena (1982) claimed visual and performing arts abilities were closely linked with creativity as a measurable construct. When Clark (Clark & Zimmerman, 2001b, 2004) tested over 1200 third graders in four ethnically diverse communities in the United States, he found a strong correlation between drawing ability as measured by Clark's Drawing Abilities Test (CDAT)(FN6), creativity as determined on adapted Torrance Tests of Creative Thinking (TTCT)(FN7), and state-wide achievement tests. The TTCT and the CDAT, however, appear to measure different sets of abilities. Clark concluded correlation among the CDAT, TTCT, and achievement test scores indicated performance on these measures may be affected by another factor, or set of factors, which may include intelligence and/or general problem solving skills as well as specific skills acquired through visual arts education. It should be noted that TTCT, developed in the 1970s, is easy to administer to large groups and there is debate about the relevance of this measure of creativity for diverse populations especially when different cultural contexts are considered (Sternberg & Lubart, 1999). In policy statements, many visual art programs today claim to emphasize creativity as an outcome but do not have valid means for identifying creativity, constructs for developing curricula that include creativity, or a research basis upon which to assess creative outcomes. Creativity tests, such as those developed in the 1960s and 1970s by Guilford and Torrance, are still common measures used to identify art abilities or potential in programs for developing art talent. There does however appear to be a renewed interest in general creativity testing in the area of gifted and talented education as evidenced by a recently published creativity test, Profile of Creative Abilities (Ryser, 2007). It is advertised as a new measure for identifying exceptional creative ability in students ages 5-14. It contains two sub-tests; one is a task where students draw details to complete incomplete figures and another is a task where students sort images into categories. Tests, such as this, relate to general creativity rather than creativity and creative processes specific to art education or to the students' backgrounds and social contexts. Of interest to art educators is a recent practice of using a work sample, done under supervised conditions, to assess processes that creative people undergo when producing products and having local experts, rather than non-experts, make judgments about their creative performance (Feldman, 2000). 4 Dispositional Factors Associated with Creative Persons There have been a number of traits that have been associated with creative individuals in general, yet there are many different opinions as what these traits might be and how they are activated in real-life situations. Some of these traits, viewed as positive characteristics, are being curious, open-minded, energetic, artistic, and having a keen sense of humor. Other dispositional factors that challenge teachers' tolerance levels such as questioning rules, disorganization, absentmindedness, and a tendency to be emotional often are not valued in school settings (Davis, 1992). As a subset of creativity, artistic creativity has been defined as a range of multidimensional processes that includes knowledge of art concepts and traditions in a culture, highly developed visual thinking skills, and intrinsic motivation (Amabile, 1983). In addition, James (1999-2000) defined artistic creativity as a series of "decisions and actions that are both purposeful and not predictable ... It is an individual and a social process during which materials, forms, and cultural conventions are fused with the artist's personal history and emotions. Something is created that has never before existed in exactly that form" (p. 115). Dispositional factors also have been found that differentiate creative art students from those who are less creative. Those considered less creative produce drawings that are realistic without much inventiveness, whereas more creative students find problems and attempt to solve them by producing novel solutions (Getzels & Csikszentmihayli, 1976). Problem-finding and problem-solving, being emotionally involved, and focusing on personal visions were identified by Dudek and Cote (1994) as relevant to creative students' successful engagement when making art projects. In a study about art students at the college level, Stalker (1981) found cognitive complexity (manifesting many solutions to problems), executive drawing abilities (superior skills in drawing), and affective intensity (strength of emotional responses and judgments) as skills and dispositions that define creative visual arts ability. Other individual creative characteristics, cited by Pariser (1997), include intensity of application and early mastery of cultural forms, production of a large volume of works over a sustained period of time, nurturance from family and teachers, and thematically specialized work. At Project Zero, the eight Habits of the Mind include many traits that can be aligned with nurturing creativity in school settings such as developing craft, engaging and persisting at art tasks, envisioning what cannot be observed directly and imagining next steps, producing works that convey personal meaning, observing visual contexts closely, reflecting by communicating about personal and others' art works, and understanding the world of art locally and in the broader society (Hetland, et. al., 2007). Costa and Kallick identified 16 Habits of the Mind including one category: creativity, imagining, and innovating. Others Habits they associated with creative thinking included taking risks, being empathetic, posing problems, thinking flexibly 5 and interdependently, persisting at a task, and thinking metacognitively. Feist (1999) conducted an extensive longitudinal literature review to determine whether personality has an influence on creative achievement in art and science. He found that personality meaningfully co-varies with artistic and scientific creativity. Both creative artists and scientists tended to be more open to new experiences, selfconfident, self-accepting, driven, ambitious, hostile, impulsive, and less conventional and conscientious than others in the general population. Artists, however, were found to be more affective, emotionally unstable, as well as less social and accepting of group norms than were scientists who were found to be more conscientious. It also was determined that traits that distinguish creative children and adolescents tend to be ones that also distinguish creative adults. Traits associated with adult creativity, therefore, might be ones that are relevant for identifying, creating curricula, and assessing products produced by creative art students. Creative adult traits described by Gardner (1999) are tendencies to have high energy, be extremely demanding and self-promoting, deprecate others, possess child-like traits, ignore convention, and fascination with their own childhood experiences. He characterized five kinds of creative activity: (1) solving a well defined problem; (2) devising an all-encompassing theory; (3) generating work that is distant in time from when it was produced to a time when it is evaluated; (4) performing a ritualized work; and (5) performing a series of actions that bring about some kind of political or social change. Category numbers 3 and 4 are concerned directly, according to Gardner, with artistic creativity. Getzels and Csikszentmihalyi (1976) and Stokes (2001) challenged the notion that successful problem-finding and problem-solving are always a means for producing a body of work that can be considered creative. Getzels and Csikszentmihalyi (1976) studied young college art students and the relationship between their problemfinding behaviors and the originality of their artworks. They concluded that the students' methods of discovery, visualization techniques, and ways they sought productive questions were often far better indicators of creative abilities than were their solutions to art problems. Stokes (2001) maintained that many creative individuals, Monet as an example, rather than adopting problem-finding strategies imposed restrictive task limitations on his own work, such as the constraining motifs he employed, with outcomes being high levels of variability. Csikszentmihalyi and his colleagues (1996) interviewed over 90 exceptional, creative men and women from around the world, including artists, who were at least 60 years old and had made contributions in a major domain in their own culture. Traits they found associated with creativity were often dichotomous and included: displaying a great amount of physical energy and a need for quiet times, being wise and childish, being playful and disciplined, using imagination rooted in reality, being extroverted and introverted, being humble and proud, displaying a tendency toward being androgynous, being traditional and rebellious, being passionate yet objective about 6 work, and displaying ability to suffer and enjoy creation for its own sake (Zimmerman, 1999, 2005, 2006). As evident, there are many different views of about what sets of dispositional factors mark a creative person. The arts today, Gardner (1999) conjectured, are ripe for creative change due to the lack of attention and agreement as to what constitutes creative dispositions, acts, or products in the arts. This therefore may be an opportune time to research connections between creativity and theory and practice in art education. Cultural Variability and Expression of Creativity According to Sternberg and Lubart (1999), "Cross-cultural comparisons have demonstrated cultural variability in the expression of creativity. In cultures that are traditional, it may take time to achieve new ways of thinking;" moreover, they have shown "cultures differ simply in the amount they value creative enterprise" (p. 9). Culture is learned and passed on from one generation to the next and cultures are dynamic and changing (Lubart, (1999), although the rate of change may differ from one context to the next. Children and adults alike only can be recognized as creative in areas that are valued within their own cultures (Feldman & Goldsmith, 1986; Gallagher, 1985; Greenlaw & McIntosh, 1988; Sternberg & Lubart, 1999; Zimmerman, 2005). In contemporary, industrialized societies, change and creativity are encouraged with emphasis on producing a product that is both novel and appropriate within a particular cultural context. Cognitive problem-finding and problem-solving initiatives are strategies that fit a product-oriented conception of creativity that has as an emphasis individuality, a strong work ethic, and belief that progress is always for the betterment of society. Creativity from this viewpoint, according to Csikszentmihalyi (1996), is more likely to occur in settings where new ideas take less time to enact and be accepted. In industrialized societies today, the notion of cultural and artistic creativity involves new ways of thinking, new art forms, new designs, and new concepts that focus on groups of individuals who play roles as interdependent members of a creative class (Florida, 2002). In some cultures, collaboration, cooperation, conformity, and traditions may be valued more than completely novel solutions to problems. Such views about creativity, as contrasted to product-oriented ones, often are focused less on final products than on creative processes (Lubart, 1999). In China, for example, technical skill in art is viewed as fundamental for development of art ability and expression (Gardner, 1989). Most Chinese art teachers stress developing skills that are necessary before students are encouraged to demonstrate creativity. Peat (2000) suggested that renewing and revitalizing something that already exists should also be viewed as creative. In traditional societies, creativity also should be viewed as dynamic and changing. In these societies, focus often is not on novelty alone, rather, creative acts may be seen as acts of transformation that arise out of respect for a particular art form. Both industrialized and traditional societies adapt styles from the past and employ them in contemporary contexts. For example, traditional Navajo 7 weavers have changed both the kinds of materials used and the content of their weavings in response to local and world events. In respect to intercultural and global perspectives, contemporary notions about creativity and art talent development in a variety of contexts needs to be reconsidered to acknowledge a more inclusive paradigm than the pervasive notion of creative acts only as generation of original ideas and products made by a few individuals who change cultural domains. Educational Interventions That Help Foster Creativity It has been suggested that creativity can be enhanced and teaching strategies can be developed to stimulate creativity. If it is accepted that creativity becomes increasingly specialized within a particular domain such as art (Csikszentmihalyi, 1996; Feldman, 1982; Gardner, 1999), teaching for creativity could focus on general creativity processes when students are young and then domain-specific activities can be introduced as students mature and commit themselves to a particular field of interest that involves real-world adult activities. Problem-finding, problem-solving, divergent and convergent thinking, selfexpression, and adaptability in new situations are all traits commonly associated with general creativity (Csikszentmihalyi 1996; Mumford, et al., 1994; Runco, 1993a, 1993b; Runco & Nemiro, 1993; Starko, 2001; Sternberg 1988, 1997, 1999). There is research that demonstrates that problem-finding and problem-solving skills can be taught and students' abilities to be productive thinkers and creative problem-solvers can be nurtured (Treffinger, Sortore, & Cross, 1993; Hetland, et al., 2007). According to Feldhusen (1992) and Treffinger, et al. (1993), students can be taught to find problems, clarify problems, master productive thinking and creative problem solving tasks, monitor their own learning activities, and seek and test alternative solutions to problems. Some educators have suggested a number of strategies for developing curricula in different subjects that support creativity. Some of these suggestions include having students practice problem finding as well as problem solving techniques; use unfamiliar materials that elicit novel thinking and lead to new ideas; experience convergent (structured) tasks for skill building and open-ended, divergent (unstructured) tasks for self-expression; rely on both visual and verbal materials; be exposed to curricula with open-ended outcomes that allow for unforeseen results; follow their own interests and work in groups as well as independently; choose environments that support their talents and creativity; and encounter a wide range of tasks intended to encourage, reinforce, and enhance emerging talents (Clark & Zimmerman, 2001a, 2004; Feldhusen, 1995; Mumford et al, 1994; Runco, 1993; Runco & Nemiro 1993; Sternberg & Williams, 1996; Zimmerman, 1999, 2005, 2006). Educators also might consider factors that hamper creativity and look at ways to avoid or ameliorate these obstacles. James (1999-2000) focused on students in an art class described as having blocks to creativity and found that these obstructions included: cultural blocks in which students were not willing or able to understand art concepts and processes or the meaning and worth of art in contemporary contexts; 8 cognitive blocks manifested in having difficulty interpreting meanings and metaphors in artworks; personal blocks that resulted in discomfort with expressing their emotions in public and confronting ambiguity; social blocks about how their products would be viewed in public arenas; and instructional blocks about unclear teacher expectations for students' processes and products. She suggested that supportive climates be created where students can learn to recognize their blocks to creativity and find personal meaning. Such an environment would encourage risk-taking and instructors could focus on differentiating curricula to meet individual student needs and direct teaching of a repertoire of strategies for working creatively. Driven by current U.S. federal art education and state curriculum standards, emphasis often is placed on academic achievement on standardized tests where the arts often have not been included. In order for creative autonomy to be fostered, teachers and students need to be able to identify when creativity emerges and know how it should be nurtured and supported. In an environment where art achievement is tested nationally, Brown and Thomas (1999) studied high school art students in Australia and found that when they were becoming ready to make a creative leap to individual self-expression due to developed skills and maturation, they were expected by their teachers to produce conventional outcomes as determined by examination expectations. Individual creative responses, as evidenced in either process or products, were not encouraged. They found that supporting creativity in art classrooms involved having art teachers encourage groups of students to share processes they experienced when creating their artworks and allowing them to make meaningful choices so that art could become cognitively stimulating and important in their lives. Art teachers, therefore, can be powerful influences in developing students' creative art abilities by being knowledgeable about subject matter, communicating effectively, using directive teaching methods, making classes interesting and challenging, and helping students become aware of contexts in which art is created and why they and others have needs to create art. Conclusions and Recommendations There are many ways to describe and categorize characteristics of creative visual arts students and no single set of characteristics has been developed to comprehensively describe such abilities, yet there are some common understandings among researchers from various fields about relationships between creativity and art development. Although the term 'artistic creativity' does not have an agreed upon meaning in art education literature, its usage in schools should be reconceptualized and evidence of creativity or potential for creativity should be taken into consideration when conducting research and developing teaching strategies and qualitative educational assessments. In the International Handbook on Creativity, Sternberg (2006) describes creativity as a topic that recently has received attention in countries around the world. For example, in China, creativity studies are closely related to research about giftedness and intelligence; whereas, in Taiwan, a wide variety of methodologies are used to 9 study creativity with a goal of making its population more creative. In Hong Kong, emphasis is on social influences that contribute to the betterment of society. In French-speaking countries, research on creativity emphasizes cognition and imagination, and in German-speaking countries, creative processes have been a research emphasis. In Israel, focus is on the relationship of creativity to real worlds problems, and in South Korea research about creativity has addressed creative processes and constructs related to culture, education, and roles of teachers and family. In Latin America, creativity is viewed from a multifaceted perspective with emphasis on practice rather than research, and in Spain topics related to creativity include study of creative individuals, developing tools for measuring creativity, and researching characteristics of high ability students. What are some ways that inquiry about creativity and visual arts education might be reconsidered in the United Sates and what emphases should be the focus? In the past, creativity sometimes has been considered as pertaining only to a few individuals within a specific cultural context. A model of creativity for the visual arts that is inclusive, rather than exclusive, and views creativity as possessed by all people, not just an elite, is one that should be encouraged. This view would infer that all students have ability to be creative. Inquiry in art education that accepts a normal distribution of creativity could lead to new and substantially different identification procedures through which all students' creativity could be recognized and developed. In the 21st century, it is apparent that students need to be prepared for a new information age and that educational interventions in art education for all students that foster creative thinking, imagination, and innovation are important for generating solutions to real life problems both now and in the future. Creativity in the visual arts can no longer be aligned only with conceptions about creative selfexpression. Researchers and practitioners need to conceive of creativity as multidimensional with consideration of how cognitive complexity, affective intensity, technical skills, and interest and motivation all play major roles. In the past, validity and reliability of current creativity tests in the visual arts have been questioned. Conceptual and operational definitions of creativity, as manifest in the visual arts, need to be reconsidered and inquiry should focus on how new tasks can be developed to help discover art students who may not be identified as having high creative abilities through current procedures. Also, in researching and developing identification procedures, socio-cultural factors including contemporary art practices, visual and popular culture, and students' personalities, ages, values, learning styles, motivations, work habits, ethnicity, gender orientations, and local communities in which they reside all need to be considered if new means of identification and program development are augmented. In the past, creativity and art talent often were viewed as being synonymous. Recent studies have demonstrated that traits associated with creativity are not necessarily those associated with art talent. More research is needed to determine if and how exceptionally creative art students differ from those who are considered talented in art and what implications this may have for art teaching and learning. 10 Artist-based and visual culture approaches to art education present new avenues for developing conceptions of creativity and creative processes as bases for inquiry and curriculum development in art education. Creativity in the visual arts often is difficult to describe with predictable outcomes that are sensitive to students' needs, processes they experience, or the products they create. In this era of testing and standards, assessment of students' progress and accomplishments tends to be concentrated on final products and rubrics that emphasize predictable, predetermined outcomes. A new conception of creativity and the visual arts should foster research and development that supports art learning in which novel responses are nurtured and students are encouraged and rewarded to find and solve problems in unique ways that take into account their creative abilities. The present Net-generation of students also needs to be prepared for participation in an intercultural community that uses cyberspace for discourse and emphasizes collaboration with groups of individuals to produce creative outcomes (Brown & Duguid, 2000). The notion of play, that incorporates participants being willing to fail and try again as a means of solving problems, can result in their minds being freed through play to function creatively (Salen & Zimmerman, 2004). In a democratic society, all students should be educated to their highest possible achievement levels so their abilities are recognized and rewarded. Students who will later become practicing artists should be prepared to think creatively and develop appropriate skills and abilities in a rapidly changing world in which technological innovation and novel products and ideas are valued world wide. Differentiated teaching and learning should be researched and developed for these students so their creative abilities are recognized and supported. Peat (2000) suggested that artists need long apprenticeships to practice their crafts, but everyone can learn techniques to "disrupt persistent habits of thought and free us for new ways of thinking" (p. 24). That means that each art student has potential and "psychic energy ... to lead a creative life" (Csikszentmihalyi, 1996, p. 344). 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(ERIC Document Reproduction Service No. ED 381 980) Pariser, D. (1997). Conceptions of children's artistic giftedness from modern and postmodern perspectives. The Journal of Aesthetic Education, 31(A), 35-47. Parker, J. R. (1989). Instructional strategies for teaching the gifted Boston: Allyn and Bacon. 14 Parkhurst, H. B. (1999). Confusion, lack of consensus, and the definition of creativity as a construct. Journal of Creative Behavior, 33(1), 1-21. Peat, F D. (2000). The black winged night: Creativity in nature and mind Cambridge, MA: Perseus. Renzulli, J. & Reiss, S. (1985). The schoolwide enrichment model: A how-to guide for educational excellence (2nd ed.). Mansfield, CT: Creative Learning Press. Rimm, S. B., & Davis, G.A. (1976). GIFT: An instrument for identification of creativity. Journal of Creative Behavior, 10, 178-182. Runco, M. (1993a). Creativity as an educational objective for disadvantaged students. Storrs, CT: The National Center on the Gifted and Talented. Runco, M. (1993b). Divergent thinking, creativity, and giftedness. Gifted Child Quarterly 31, 121-125. Runco, M., & Nemiro, J. (1993). Problem finding and problem solving. Roeper Review, 76(4), 235-241. Ryser, G. (2007). Profile of creative abilities test. Waco, TX: Prufrock Press. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: The MIT Press. Smith, R.A. (1989). (Ed.). Discipline-based art education: Origins, meaning and development. Urbana, IL: University of Illinois Press Stalker, M. Z. (1981). Identification of the gifted in art. Studies in Art Education, 22, 49-56. Starko, A.J. (2001). Creativity in the classroom: Schools of curious delight (2nd. ed.). Mahwah, NJ: Lawrence Earlbaum. Sternberg, R. J., (Ed). (1988). The nature of creativity. Contemporary psychological perspectives. NewYork: Cambridge University Press. Sternberg, R. J. (1997). Successful intelligence: How practical and creative intelligence determine success in life. New York: PLUME. Sternberg, R. J. (Ed.). (1999). Handbook of creativity. Cambridge, UK: Cambridge University Press. Sternberg, R. J. (2001). What is the common thread of creativity? American Psychologist, 56(4), 360-362. Sternberg, R. J. (2006). Introduction. In J.C. Kaufman & R.J. Sternberg (Eds.), The international handbook of creativity (pp. 3-15). Cambridge: Cambridge University Press. Sternberg, R. J., & Lubart, T. I. (1999). Concept of creativity: Prospects and paradigms. In R. J. Sternberg (Ed.), Handbook of creativity (pp. 3-15). Cambridge, UK: Cambridge University Press. Sternberg, R. J., & Williams, W.M. (1996). How to develop student creativity. Alexandria, VA: Association for Supervision and Curriculum Development. Stokes, P. D. (2001). Variability, constraints, and creativity: Shedding light on Claude Monet. American Psychologist, 56(4), 355-359. Sullivan, G. (2004). Studio art as research practice. In M. Day & E. Eisner (Eds.), Handbook for research and policy in art education (pp. 795-828). New York: Lawrence Erlbaum. 15 Sullivan, G. (2005). Art practice as research: Inquiry in the visual arts. Thousand Oaks, CA: Sage. Szekely, G. (2006). How children make art: Lessons in creativity from home to school Reston, VA: National Art Education Association. Torrance, E. P. (1963). Education and the creative potential Minneapolis, MN: University of Minnesota Press. Torrance, E. P. (1972). Career patterns and peak creative achievements of creative high school students twelve years later. Gifted Child Quarterly 26(2), 75-88. Treffinger, D. J., Sortore, M.R., & Cross, J.A. (1993). Programs and strategies for nurturing creativity. In K. A. Heller, F. J. Monk, & A. H. Passow (Eds.), International handbook of research and development of giftedness and talent (pp. 555-567). New York: Pergamon. Viola, W. (1942). Child art. Peoria, IL: Charles A. Bennett. Wakefield, J. F. (1992). Creative thinking: Problem solving skills and the arts orientation. Norwood, NJ: Ablex. Wallach, M. A., & Kogan, N. (1965). Modes of thinking in young children. New York: Holt, Rhinehart, &c Winston. Wilson, B. (2003). Of diagrams and rhizomes: Visual culture, contemporary art, and the impossibility of mapping content of art education. Studies in Art Education. 44(3), 214-229. Winner E., & Martino C. (1993). Giftedness in the visual arts and music. In K. A. Heller, E. J. Monks, & A. H. Passow (Eds.), International handbook of research and development of giftedness and talent (pp. 253-281). New York: Pergamon. Zimmerman, E. (1999). What ever happened to creativity? A new focus on the relationship between creativity and art talent development. In The prospects of art education in the 21st century: An international symposium in art education (pp. 277299). Taichung, Taiwan: Taiwan Museum of Art and Taiwan Art Education Association. Zimmerman, E. (2005). Should creativity be a visual arts orphan? In J. Baer & J. Kaufman (Eds.), Faces of the muse: How people think, work, and act creatively in diverse domains (pp. 59-79). Thousand Oaks, CA: Lawrence Erlbaum. Zimmerman, E. (2006). It takes effort and time to achieve new ways of thinking: Creativity and art education. The International Journal of Arts Education, 3(2), 5773. 16 Policy and considerations Song, J., Uhm, D., & Kim, J. (2012). Creativity and knowledge creation practices in the school context: The moderating role of task-related job autonomy. Performance Improvement Quarterly, 24(4), 61-79. The aim of this research is to investigate the moderating role of task-related job autonomy to explain the impact of team creativity on organizational knowledge creation in the school context. From the applied performance improvement standpoint, this research differs from previous studies in that more behavioral constructs were considered rather than policy-related issues in the school context. Hierarchical multiple regression and general linear modeling approaches were utilized to examine the general relations among the constructs and the moderating role of task-related job autonomy. Results show that task-related job autonomy was not found to be a statistically significant moderating construct. This finding is in contrast to that of most previous studies on the workplace performance improvement field due to the internal nature of the school system and environment. Robelen, E. W. (2012). Coming to Schools: Creativity Indexes. Education Week, 31(19), 1-13. The article profiles several U.S. states including Massachusetts, California, and Oklahoma that are developing indexes that rate school districts on their emphasis on creative skills development and innovation in their curriculum. Research regarding creative ability in students is discussed and issues related to the development of such indexes is explored. Comments on the topic are provided by nonprofit director Jonathan C. Rappaport, Massachusetts Senator Stan Rosenberg, and Oklahoma Education Association vice president Alicia A. Priest. Additional essential information from this article : Advocates Say Creativity Index May Foster Curriculum Balance 17 At a time when U.S. political and business leaders are raising concerns about the need to better nurture creativity and innovative thinking among young people, several states are exploring the development of an index that would gauge the extent to which schools provide opportunities to foster those qualities. In Massachusetts, a new state commission began meeting last fall to draft recommendations for such an index for all public schools, in response to a legislative requirement. Meanwhile, a California Senate panel last month approved a bill calling for the development of a voluntary Creative and Innovative Education Index. And Oklahoma Gov. Mary Fallin recently announced plans for a public-private partnership to produce the Oklahoma Innovative Index for schools, which she described as a "public measurement of the opportunities for our students to engage in innovative work." Gov. Fallin couched the plan squarely in an economic context to advance the state's competitiveness and prepare young people for the workforce. The index, the Republican said, would prove a "very valuable tool to help Oklahoma be a national leader in innovation, critical thinking, and eritrepreneurship." Advocates say the idea is to promote a better balance in the curriculum, as well as campus offerings before and after school, especially in the era of high-stakes testing in reading and math. "We're tapping into a very clear need, as expressed particularly by employers, to reincorporate into the curriculum and school experience many opportunities for young people to develop creativity-oriented skills," said Massachusetts Sen. Stan Rosenberg, a Democrat and the lead sponsor of his chamber's 2010 bill calling for the index The Massachusetts legislation calls for an index that would "rate every public school on teaching, encouraging, and fostering creativity in students" and be based "in part on the creative opportunities in each school." It cites as examples arts education, debate clubs, science fairs, filmmaking, and independent research Many advocates acknowledge the challenges of creating an index that doesn't turn into a mere checklist or become viewed as punitive. 18 Alicia A. Priest, the vice president of the Oklahoma Education Association, expressed mixed feelings about the concept. "We are very interested in the idea, but the devil is in the details," she said. She noted concerns about using the approach to publicly measure schools, and even prefers to call the mechanism a "framework" instead of an index. "If it's going to be something used as punitive, or even the appearance of, 'You're not good enough,' then that's not OK," Ms. Priest said. The emerging state efforts to promote creativity and innovation among their students pick up on a theme that's been gaining steam for some time in American political, business, and education circles."Building capacity to create and innovate in our students is central to guaranteeing the nation's competitiveness," declared the President's Council of Advisers on the Arts and Humanities in a report last year. In addition, fostering creativity has become a high priority among some of the United States' top economic competitors. In a recent EducationWeek Commentary, Byongman Ahn, a former South Korean minister of education, said that "creating the type of education in which creativity is emphasized over rote learning" is a top education goal for his government. (See Quality Counts, Jan. 12, 2012.) Researchers have recently examined the subject of teaching creativity, but experts are just beginning to determine what makes some students more creative than their peers and how the classroom environment can nurture, or smother, that capacity. In fact, some emerging research seems to point to two critical aspects of creativity that can be hard to teach: the willingness to take risks and learnfrbm failure, and . the ability to transfer ways of solving problems between seemingly unrelated situations. (See Education Week, Dec. 14, 2011.) Robert J. Sternberg, the provost and a professor of psychology and education at Oklahoma State University, who is an expert in intelligence-testing and has studied creativity extensively, said he's encouraged by Oklahoma's interest in developing an innovation index. He said it's important for schools to teach creative thinking, and developing some form of accountability around that is a good idea But, in an email, he cautioned that there are risks. 19 For example, "We don't want an index that trivializes creativity, such as by counting numbers of activities that, on their surface, sound creative rather than exploring what is actually done in the activities to encourage creativity," he wrote. Also, "We don't want to encourage quantity over qualit of activities." The apparent originator, and a leading proponent of the index idea is Daniel J. Hunter, a playwright and founding partner of a Boston-based public relations firm who previously served as the director of Iowa's cultural-affairs department. "This is not an effort to overthrow standardized testing," but rather "to provide schools with incentives to spend more time and resources" fostering student creativity, said Mr. Hunter, who also previously. led a Massachusetts advocacy group for arts and culture that has disbanded. "If the only public measurement of your school is a standardized test, then schools have every incentive to teach to the test," he said. The index is a tool to get to what is happening in the classroom." The Massachusetts commission has met twice in recent months to explore what's being called there the Creative Challenge. Index"Our. charge is to figure out what the index should be and how it would be implemented," said Jonathan C. Rappaport, a commission member and the executive director of Arts/Learning, a nonprofit group based in Natick, Mass. "We're only in the beginning stages." But he and others stressed that the idea is far different from the state's testing system: The focus of the proposed index is "inputs," not "outputs" "This is really to measure inputs, to show what opportunities kids have in their school day," Mr. Rappaport said. And he said it's not simply about identifying classes or activities, but also the extent to which they actually encourage creativity. "Just taking a music class doesn't mean you're going to be creative," he said. Mr. Rappaport said the state may identify a handful of school districts that want to experiment with the idea on a pilot basis. "We have to implement it in stages," he said. 20 He and other commission members say they are keenly aware of the dangers of crafting an oversimplified index that fails to adequately reflect opportunities for creativity, or that fosters the wrong incentives. Susan Y. Wheltle, the director of literacy and humanities for the Massachusetts, education department, said that at the most recent meeting, commission members "had a very thoughtful discussion of how [the index] might be helpful in some ways and damaging in others." She said: "Certainly, publishing ratings is one way that calls attention to a problem, but people also knew from their experience in schools how damaging it could be to say to the community, 'Look, this is somebody who rates very low on the scale.'" Action to carry out the Massachusetts legislation has been slow, with the deadline for developing recommendations having been extended twice. But state officials say that with the commission members now all named -- a joint process involving the governor and the state Senate and House -- work is getting under way. Ms. Wheltle and others say it would take further action by lawmakers, however, to require that an index be implemented. Paul Toner, the president of the Massachusetts Teachers Association, said he welcomes the idea of an index as advancing a "multiple measures" approach to evaluating schools. "We see it as a way to get away from focusing on one or two test scores," he said, to "broaden the focus of what schools should be paying attention to: the whole child." 'Inspect What We Expect' In Oklahoma, members have yet to be named to the panel that is to develop the index. Susan E. McCalmont, the president of Creative Oklahoma, a nonprofit group helping to spearhead the undertaking, said a lot of questions remain. "The work of the task force will be looking at how to set up parameters to measure," she said, and how to report that information to the public. 21 She noted that Oklahoma recently rolled out a system of letter grades for schools based mainly on test scores, and suggested that the results of the innovation index might be included along with those grades in school report cards, but in a different fashion. "We do not want to do a letter grade, and we haven't decided if we're going to do a number, but it will be something easily understood, so this school is further ahead in [fostering] creativity and innovation than another," Ms. McCalmont said. "But it's not a tool intended to be punitive." "To date," she said, "there's been measurement of everything else, but this was not on the table." There already appears to be some division, however, on key aspects of the idea, including whether the index would be mandatory for public schools. Ms. McCalmont said she envisions that approach. Gov. Fallin did not explicitly address the issue in her speech announcing the plan, but seemed to suggest it would be far-reaching. "We're going to have an index, we're going to inspect what we expect in our schools," she said. "Schools will be recognized for their innovation indexes." Phyllis Hudecki, Oklahoma's secretary of education and a member of the governor's cabinet, suggested that requiring participation might be a mistake. "I don't foresee a mandate," she said, arguing that educators already feel burdened with the "continuous piling-on of requirements, and now we want you also to include creativity and innovation? They look at you like, 'You've got to be kidding.'" Also, while the governor described the effort as designed to "measure" what schools are doing to promote creativity, Ms. Hudecki downplayed that notion. "'Measuring' may be too strong a word," she said, emphasizing that much remains to be decided. "We don't have any meat on the bones yet," she said. Meanwhile, the California bill, approved Jan. 19 by the Senate appropriations committee, was slated for full Senate consideration by the end of January. It's similar 22 to the Massachusetts measure, but is explicitly identified as a voluntary index. Gov. Jerry Brown, a Democrat, vetoed a version without that stipulation, included in a broader bill, last year. Joe Landon, the executive director of the California Alliance for Arts Education, a strong backer of the bill, said he prefers that the index be mandatory, but said that wouldn't be politically feasible. "When it's a mandate, then everybody has to respond, but in these economic times, that's not going to happen," he said. "We need to start somewhere, and this is a good place to start." Coverage of "deeper learning" that will prepare students with the skills and knowledge needed to succeed in a rapidly changing world is supported in part by a grant from the William and Flora Hewlett Foundation, at www.hewlett.org. "If the only measurement of your school is a standardized test, then schools have every incentive to teach to the test. The index is a tool to get to what is happening in the classroom." Hui, A. N., & Lau, S. (2010). Formulation of Policy and Strategy in Developing Creativity Education in Four Asian Chinese Societies: A Policy Analysis. Journal Of Creative Behavior, 44(4), 215-235. A study compared policies on creativity education in mainland China, Hong Kong, Singapore, and Taiwan. Results showed that creativity education was being implemented in the four societies; that creativity was formally mandated by legislation in Taiwan and embedded in other educational policies in mainland China, Hong Kong, and Singapore; and that all policies used a broad definition of creativity. Further results are presented. 23 Teacher education and creativity Ogoemeka, O. (2011). Emotional Intelligence and Creativity in Teacher Education. International Journal Of Social Sciences & Education, 1(4), 591-604. Emotional intelligence (EI) and creativity have emerged to be crucial components of emotional adjustment, personal well-being, life success, and interpersonal relationship in the past decade. This article provides a critical review of the research field of EI and Creativity in the school context and analyzes its present and future value in teacher education in the Nigerian educational system. First, the author examine the debate on educational policies in different countries (UK, USA, Spain and Nigeria) for providing children the best start in life and for development of EI and Creative abilities. Second, theoretical models of EI by Mayer and Salovey (1997), and Creativity by Edward de Bono (2001) were discussed in detail. Third, the author summarizes research concerning the relevance of EI and Creativity to indicators for personal and school success. Some recommendations for developing EI and Creativity at school and implication for future educational policies were given. Yeh, Y., Huang, L., & Yeh, Y. (2011). Knowledge management in blended learning: Effects on professional development in creativity instruction. Computers & Education, 56(1), 146-156. The purposes of this study were (1) to develop a teacher training program that integrates knowledge management (KM) and blended learning and examine its effects on pre-service teachers' professional development in creativity instruction; and (2) to explore the mechanisms underlying the success of such KM-based training. The employed KM model was the SECI, which consists of four modes of knowledge conversion: socialization, externalization, combination, and internalization. Forty-four pre-service teachers participated in this 17-week 24 experimental instructional program. Repeated Measure Analysis of Variance and content analysis revealed that the training program designed in this study effectively improved pre-service teachers' professional knowledge and personal teaching efficacy in their teaching of creativity. Moreover, this study showed that blended learning, guided practice, observational learning, group discussion, peer evaluation, and feedback are important mechanisms underlying this success. Teachers beliefs/perceptions and creativity Putwain, D., Kearsley, R., & Symes, W. (2012). Do creativity selfbeliefs predict literacy achievement and motivation?. Learning & Individual Differences, 22(4), 370-374. Previous work has suggested that creativity self-beliefs show only small relations with academic achievement and may only be related to intrinsic, not extrinsic motivation. We set out to re-examine these relationships accounting for the multifaceted and process embedded nature of creativity self-beliefs and the full domain range of extrinsic motivation. One hundred and twenty-two secondary school pupils completed self-report measures of creativity self-beliefs and motivation and were administered as test of fluid intelligence. Creativity self-beliefs were positively related to teacher assessed literacy attainment, intrinsic and extrinsic motivation, and also inversely related to amotivation. Creativity self-beliefs accounted for a significant additional proportion of variance in both literacy achievement and in motivational measures, beyond that already accounted for by fluid intelligence. These findings suggest that it is important to attend to the multifaceted nature of creative self-beliefs and the full domain range of extrinsic motivation . 25 Kousoulas, F., & Mega, G. (2009). Students' Divergent Thinking and Teachers' Ratings of Creativity: Does Gender Play a Role?. Journal Of Creative Behavior, 43(3), 209-222. A study examined the differences between genders with regard to divergent thinking and teachers' ratings of students' creativity. Data were gathered from three previous experimental studies that involved 228 Greek primary school students. Findings revealed differences in performance, with the exception of the subscale of originality, in favor of girls who were more inclined to perform better when they were taught by a male teacher. In addition, teachers' ratings of creativity were found to be unrelated to students' gender but were associated with teachers' gender. Hong, M., & Kang, N. (2010). South Korean and the US secondary school science teachers' conceptions of creativity and teaching for creativity. International Journal Of Science And Mathematics Education, 8(5), 821-843. This study examined science teachers’ conceptions of creativity in science education, pedagogical ideas, and contextual factors perceived as constraints on teaching for creativity and any differences in the conceptions of teachers from South Korea and the United States. Participants in the study consisted of 44 South Korean and 21 US secondary science teachers. Data was collected from open-ended and Likert-type questionnaires. Results indicated that each individual teacher’s conception was considerably limited, but the teachers’ conceptions of creativity as a whole group were consistent with the literature. In terms of teaching methods for creativity, the teachers commonly emphasized problem-based or project-based inquiry which was consistent with the literature. The South Korean teachers tended to consider ethics as a more important criterion for judging creativity than the US teachers and emphasized providing thinking opportunity for fostering creativity, while the US teachers emphasized environmental or emotional support. Possible sources of these differences were discussed. The commonly mentioned constraints included pressure of content coverage for high-stakes tests, difficulties in assessing creativity, and class size. 26 Suggestions for professional development of teachers and further research questions were made based on the findings. Fleith, D. (2000). Teacher and student perceptions of creativity in the classroom environment. Roeper Review, 22(3), 148-153 The purpose of this study was to investigate teachers and students perceptions about characteristics which either stimulate or inhibit the development of creativity in the classroom environment. Interviews were conducted with seven Connecticut public school teachers and 31 students (grades 3 and 4). The findings suggest that both teachers and students believe that a classroom environment which enhances creativity provides students with choices, accepts different ideas, boosts selfconfidence, and focuses on students' strengths and interests. On the other hand, in an environment which inhibits creativity, ideas are ignored, teachers are controlling, and excessive structure exists. The aspects of creativity most often highlighted by teachers, students, and experts were the process of producing something original and making one's own style. Creativity was not regarded as synonymous with individual internal characteristics, but as a result of the interaction between person and environment. However, when asked how they would evaluate students as creative, teachers mentioned intrapersonal characteristics, rather than creative processes. Classroom characteristics which inhibit creativity have been identified in the literature as: the use of one right answer, no mistakes, ignored ideas, competition, and evaluation. These points as well as competition were also found in this study. Other inhibiting characteristics mentioned by the teachers in this study, and less emphasized by other researchers, included strict discipline, drill work, emphasis on curriculum, and lack of time. Regarding the inhibitors to creativity, teachers' focus was on aspects of the educational system which contrast with teachers' perceptions that their own attitudes were responsible for enhancing creativity in the classroom. On the other hand, the credit for blocking creative expression was attributed to the educational system, reflecting teachers' perceptions of their inability to make changes and excusing themselves of any responsibility in this process. Finally, this was an exploratory qualitative study using convenience sample. This limits the generalizability of the findings and it does not enable the establishment of 27 cause-and-effect relationships (Huck & Cormier, 1996). Classroom observations should be included in future research. The interview technique is limited because it deals only with people's perceptions which, in many cases, can be biased. Another point that deserves attention is the use of focus-group interviews with young students. Although this method can provide different perspectives and stimulate students' thinking, the group can guide individual student ideas. Further research using individual interviews should be considered. Alternative ways to assess classroom environment with respect to students' creativity development, such as observation, use of scales, and students' product assessment should also be included in another study. To enhance creativity, it is necessary to develop a comprehensive perspective of the challenge. To emphasize strategies or activities to be implemented in the classroom is not enough. The affective interaction between teacher and student should be considered. It is also important to discuss characteristics of the educational system that have been pointed out as restrictive of students' and teachers' creative expression. "Creating a harmonious, meaningful environment in space and time helps you to become personally creative" (Csikszentmihalyi, 1996, p. 146). Creativity in science education Newton, L., & Newton, D. (2010). Creative Thinking and Teaching for Creativity in Elementary School Science. Gifted & Talented International, 25(2), 111-124. While it is important to nurture creativity in young children, it is popularly associated more with the arts than the sciences. This paper reports on a series of studies designed to explore teachers' conceptions of creative thinking in primary school science. Study #1 examines pre-service primary teachers' ideas of what constitutes creativity in science lessons, using a phenomenographic analysis. The study found that their conceptions tend to be narrow, focusing on practical investigations of fact and are prone to misconceptions. Although teachers are often 28 encouraged to support creativity, their notions of how to accomplish this within specific school subjects may be inadequate. Study #2 involves asking primary school teachers to rate lessons according to the opportunity offered to children to think creatively in science. This study found that teachers generally distinguish between creative and reproductive (as in mimetic) activities, but tend to promote narrow conceptions of creativity in school science, where fact-finding and practical activities are prominent. Some teachers identify creativity in reproductive activities as well as on the basis of what simply stimulates student interest and generates on-task discussion. Study #3 is designed to check pre-service teachers' conceptions of scientific creativity through an assessment of creative elements in children's explanations of simple scientific events. This study found little agreement in teachers' personal assessments of creativity. Implications of the findings for teacher training are discussed. Since teachers' conceptions of creativity may be inadequate, they are unlikely to recognise significant opportunities for creativity involving, for example, students' imaginative processing of scientific information, the construction and testing of explanations, and the assessment of quality solutions. As conceptions may be shaped by one's experiences of creativity in the arts, it is suggested that teacher trainers and science educators introduce their students to the broader term of "productive thought," that is, a combination of creative and critical thought, which is particularly relevant in science. Sullivan, F. R. (2011). Serious and Playful Inquiry: Epistemological Aspects of Collaborative Creativity. Journal Of Educational Technology & Society, 14(1), 55-65. This paper presents the results of a micro-genetic analysis of the development of a creative solution arrived at by students working collaboratively to solve a robotics problem in a sixth-grade science classroom. Results indicate that four aspects of the enacted curriculum proved important to developing the creative solution, including the following: an open-ended, goaloriented task; teacher modeling of inquiry techniques; provision of tools and an environment that allowed students to move between dual modes of interaction 29 (seriousness and play); and provision of tools and an environment that allowed students to jointly develop a shared understanding achieved through tool-mediated, communicative, and cognitive interaction. The findings suggest that play is an important mode of inquiry if creativity is the learning goal. Implications of this research for the design of learning spaces as well as directions for future collaborative creativity research are discussed. Reprinted by permission of the publisher. Anthony, K., & Frazier, W. (2009). Teaching Students to Create Undiscovered Ideas. Science Scope, 33(3), 20-27 Activities that teachers can use to promote middle school students' scientific creativity are provided. Daily activities, exploratory hands-on activities and class meetings, extended projects, and problem-solving laboratory experiments to promote creativity are outlined. Imagine this troubling event: A class of students completes the printed instructions of their lab assignment, graphs their data, and discusses their conclusions. When drafting their conclusions students are asked to think of any mistakes made during the lab. The teacher explains that students need to think about how those mistakes may have affected their results and what could be done to prevent those mistakes in the future. The teacher then provides students with a few examples of mistakes she noticed while facilitating their lab work. In their lab reports, most students list the same mistakes the teacher provided. Students adequately explain those mistakes, but they are not able to come up with any ideas of their own. While students tend to become adept at high-level thinking skills required for evaluation, in our own teaching we have often observed students struggling when asked to be purposeful, realistic, and responsively creative. What is creativity and how do we facilitate it? In science, thinking creatively is defined as producing new ideas, insights, restructurings, and inventions of scientific value and real-world application (Vernon 1989). Researchers have spent decades studying the traits of creative individuals. As teachers who recognize the enormous role creativity plays in science, we strive to apply this research to our science teaching. To foster creativity, students should be supported in their development of science 30 understanding that is fluid, flexible, and complex (Guilford 1950; Sternberg 2006). Additionally, students should have opportunities to build positive attitudes toward creativity and risk taking (Bereiter and Scardamalia 2006; Lubart 1994; Sternberg and Lubart 1991; Sternberg and Williams 1996). Another important way to support creativity is to encourage students to operate in design mode during class time (Bereiter and Scardamalia 2006), where students maintain a consistent focus on purposefully applying what they learn. In summary, creativity consists of three parts that we as teachers should target in our classroom: skills or the ability to think creatively dispositions or believing that it is important to be creative, and translations in action (Sternberg 2006). Why is teaching for creativity important? Creativity is often left to the arts; however, creativity is an essential skill in the sciences. Einstein himself said, "Imagination is more important than knowledge." Imaginative scientific minds have always been the ones that create the best science. It takes imagination to invent the lightbulb or to create a rover that can journey across Mars. In order to do good science, scientists need a creative mind that can think of what no one else has discovered. Teaching creativity in science can be challenging, especially when you have an overstuffed science curriculum and high-stakes standardized tests; however, creativity is a skill that is as essential to a scientist as the ability to read and interpret a graph. Just like writing, creativity is used differently in science than it is in language arts, and it is important for our students to learn to be creative scientists as well as creative writers. Innovation has always been a key element in the development of scientific knowledge. Research scientists have to think creatively to develop and interpret their experiments. For example, mid-Atlantic researchers examine blue crab populations in the Chesapeake Bay to determine the success of their crab restocking methods. However, the realities of doing science in the real world necessitate creative, out-ofthe-box ideas to come to fruition. The researchers needed information about the body size, gender, and breeding status of a large population of crabs; in the Chesapeake, watermen who rely on the crabs for their livelihood are a good source of information. A group at the Smithsonian Environmental Research Center used their creative skills to set up a tagging program where watermen would provide this information on crabs in their catches for a fee; this creative solution provided a very large data set needed to complete their research on the health of blue crab 31 populations. Other examples of creative scientists abound. Practicing scientists such as doctors use creativity to diagnose and treat unusual symptoms. For example, a pediatrician must gather meaningful data about the physical condition of a toddler who arrives in the office with blue fingernails and flexibly use their medical knowledge to determine if the child is exhibiting a symptom of a low blood-oxygen level or was holding a blue piece of paper with moist hands while riding to the doctor's office. Engineers use creative skills to develop and implement new technologies in response to demand. For example, engineers have applied nanotechnology to the design and manufacturing of computer processors to catalytic converters to batteries. (See www.nanotechproject.org/inventories for inventory lists of creative applications of nanotechnology in a variety of fields.) Science curricula often guide us to teach students just the facts, but our students need to be prepared for life in the 21st century. Technology is developing so fast we do not know what new technologies, resources, and information our students will be working with when they complete school. If we want our students to be truly prepared for life in the 21st century, we need to prepare them to approach the world with creative scientific skills. (See Figure 1 for a menu of activities we use to ensure planning for students' development of creativity throughout use of the 5E model [BSCS 1989] of instruction.). Daily activities to promote creativity In this section we share how daily warm-up, cool-down, and homework experiences can be structured to support students' development of creativity. In our classrooms we use daily warm-up experiences where students learn about an interesting science fact. These facts are unusual, but true, connecting to our curricula. Students develop their ability to be creative when asked to critically reflect on the plausibility of the "fact" and brainstorm explanations, as well as contradictory alternative explanations. These facts can be collected by teachers throughout the year as encountered during their daily reading, www.yahoo.com/news/odd such and as the odd news stories shared at www.sciencenewsreview.com/category/odd-facts. Another source is the Carnegie Library of Pittsburgh's The Handy Science Answer Book (2002) and other books in this series that focus on weather, oceans, biology, geology, and physics. The content-focused books in this series are useful because you can pick facts specifically related to the unit/skill you are teaching. Students can also be encouraged to bring in odd science reports that they would like the class to consider. To maintain the academic integrity of the time spent on warm-up experiences and to ensure a variety of stories so that this experience does not 32 become routine and less engaging, we maintain and distribute a collection of stories that align with our curriculum so that students are exposed to a range of stories as varied as the science in the curriculum we teach. For example, during the unit on weather, students are told that showers of frogs have been historically reported. Naturally this sparks student interest, and students discuss how it would be possible for frogs to shower down from the sky, or whether the report about frogs falling from the sky was accurate. Some students believe the showering frogs could have been caused by a tornado picking them up from their pond and dropping them elsewhere. Others comment that perhaps the reports of frog showers were inaccurate and brainstorm how data might have been reported inaccurately. At the end of class, to help them cement their ideas, students cool down by explaining what they learned during class. The conclusion of class is also an opportunity to support students' creativity development. Students brainstorm questions about what they learned that day. For example, after studying the structure of an atom, some students' questions are very practical, such as, "What are the charges on the different particles?" However, students also list questions that demonstrate and build curiosity, such as, "If atoms can't be seen with a microscope, how do we know what they really look like?" This question shows that our students are building a curiosity about science, and also presents a creative problem-solving opportunity. In this instance, students are asked to think about how they can figure out what an atom "looks like" without getting to see it. We find that this experience does not become repetitive and boring for students as long as they perceive that their questions are treated as unique and have a life after they are asked. For example, we may bring up a particular student's question in class the next day, we may encourage some students to conduct internet research to find answers to their questions, or we may email the text of some students' questions to scientists at a local university so they can respond with an answer that is read to the class. Having students develop and use a variety of methods to answer their questions helps to nuture their creative problem-solving skills and prevents their questions from seeming insignificant or easy to answer. During the cool-down and warm-up experiences, we are most concerned with helping students use prior and newly acquired knowledge in fluid, flexible, and complex ways. Additionally, these experiences support students' positive dispositions toward purposeful, responsive creativity. 33 Exploratory hands-on activities and class meetings to promote creativity Relying on best practices in science instruction, exploratory hands-on activities and class meetings can be used to support students' creative development. Students need a solid foundation of science understanding and skills in order to be creative in science. Exploratory activities can be short experiences of five minutes or less where students physically manipulate and observe a phenomenon fundamental to the topic of study. For example, as part of their studies on the unique properties of water, our class discusses how changes in water temperature are connected to changes in water density, and then make observations about the densities of ice and water different temperatures. Students fill beakers with clear tap water and place ice cubes dyed with food coloring in the water. Students observe the colored ice floating and, as the ice melts, students also observe a stream of very cold colored water melting off the ice. This cold, colored water then sinks to the bottom of the beaker. As the water reaches a temperature equilibrium, the dye distributes itself evenly throughout the beaker. Students draw and describe their observations. Additionally, we encourage students to generate a list of questions about what they observe. Next, students meet as a class to discuss how the movement of the dyed, melting ice water demonstrates the differences in the densities of ice and water with different temperatures. Class meetings are a social follow-up experience to their hands-on exploration where students rely on each other and the teacher to answer the questions they generate and learn additional information described in standards, with continuous reference back to their hands-on exploration. The questions that students generated while observing their colored ice cubes melting leads to a discussion during which students try to describe and explain how water molecules at different temperatures move and space themselves differently to create changes in density. Frequently, we will continue with one to three more sets of hands-on exploration and follow-up class meetings before moving on to application/elaboration experiences. Through this series of hands-on explorations with follow-up class meetings our students build conceptual knowledge that is grounded in experience and social interaction as we strive to develop content knowledge that is fluid, flexible, and complex. Extended projects to promote creativity Extended projects are another opportunity for students to experience first hand the creative nature of science. While science fair projects and engineering challenges are popular creativity-enhancing experiences, we find success with other types of extended projects, too, such as writing a children's book with a science theme, 34 creating a model related to a scientific process and writing a report to explain their model, and conducting research on scientists. (See Resources for websites that provide menus of projects that have potential to foster students' creativity.) Students should be given freedom to explore and select the ways in which they complete projects. Giving students options encourages them to actively think about which project they want to choose instead of what they have to do for their projects. To facilitate their selection, students can use the results from surveys of their preferred learning styles, multiple intelligences, and/or personal interests. (See Resources for examples of these surveys.) When students are engaged in developing their own projects they develop some wonderfully creative ideas and rise to the challenge of providing creative solutions. We use a template (see Figure 2) that helps us introduce projects so each project conveys the importance of thinking about concepts in new ways, provides positive support for creative risk taking, and permits students to take control of how they want to tackle the project. The result is that students take ownership of their work, and we find that students go the extra mile in their work when invited to develop their own ideas. With this template we include a rubric that makes explicit to students that creativity is valued, expected, and even assessed in the classroom. For more on assessment of creativity, see Enger and Yager (2000). As a culminating project for each science unit studied in a quarter, students are asked to design and construct a product that can be used to teach others about a particular topic they studied. For example, upon conclusion of a unit on energy resources, one student built a model of Niagara Falls to illustrate his understanding of alternative energy resources. He developed a working model of Niagara Falls, including a daring person in a barrel, and wrote a lengthy research report describing how the falls were formed, the history of the falls, and how they are currently used as an energy resource. Another student created a model of an energy-efficient home and wrote a report explaining various "green" design decisions in the home's construction (see opening photo on page 20). Upon conclusion of a space science unit, a student created a model of a telescope and wrote a report explaining how it works (see Figure 3). After a unit on weather, a student was very excited by the idea of writing a science children's book to convey her understanding of different types of storms and precipitation, and teaching this to others. She created a story about a family who is able to control the weather, with each family member possessing a different weather power. The book explained each weather power and provided the 35 reader with scientifically accurate information about weather phenomena. (See Figure 4 for examples of various children's books created by students.) The result is a set of projects that encompass the entire Earth science curriculum we study in one quarter. The classroom is set up like a museum so students can take turns sharing their projects. This serves as their review prior to the quarterly test. As another way of supporting students' creative development, we have students create biographies of a scientist with whom they share some traits; students individually select a scientist of similar heritage or similar life circumstances to their own. Students are provided with a variety of format suggestions, such as a written biography, a PowerPoint presentation, or a theatrical presentation where the student dresses up as the scientist and speaks to the entire class. Regardless of the format students choose, they are required to present certain information, including the scientist's place of birth and descriptions of his or her education, family life, greatest scientific achievements, and traits the student shares with the scientist. Through this project students experience how the same objective can be met using a variety of media. We make explicit for students that this experience is an example of how creativity can be used to design a solution. Additionally, this project potentially increases their disposition toward creativity through exposure to scientific role models who creatively used their science understanding to address problems of importance. We enhance opportunities for students to build a positive disposition to their own creativity by having them select a successful scientist with whom they identify on a personal level. Problem solving laboratory experiments to support creativity Problem solving always requires creative skills. In order to be successful problem solvers students need to be able to think of situations from new angles and see situations in ways that are not immediately visible (Delisle 1997). There are a variety of ways that problem solving through lab work can be built into the curriculum, but we usually use it as an elaborative experience for students after they have had opportunities for hands-on exploration with follow-up class meetings. Having students take an active role in lab design teaches problem solving. For example, students perform a pre-lab exercise where they place candy-coated chocolate pieces in water and observe the shell of the candy shed its color into the water. Students are asked to brainstorm what factors could potentially slow or speed the rate of color shed. Next, students design and conduct their own controlled experiments requiring them to use their prior knowledge and experiences in a novel way. Variables that students elect to test include the type of liquid the candy pieces are placed in, the amount of liquid used, and the temperature of the liquid. 36 Just as professional scientists introduce experimental errors through the design decisions they make, our students encounter similar problems during their experiments, creating a wonderful learning opportunity. As part of their lab conclusions, students think of some problems they had during the lab and explain what they would do to solve those problems. Figuring out what went well in the lab and what did not go so well can be challenging for some kids, but it helps them to build new ideas. Students have to creatively think about how they designed their experiment and what parts of the experiment do not fit into their design. The difference between this situation and the event we describe in the opening paragraph of this article is that students view the experiment as theirs. They are not critiquing some unknown author who designed the lab for a manual; they are critiquing themselves. This ownership generates a desire in students. They view this requested creative response as a continuation of their experimental design process. For example, when students examine the data from their candy experiment, they decide they do not have a good method for determining how much of the candy's shell must be shed to be considered fully shed, since some classmates classified the candy's shell as fully shed when all of the color came off but the white candy coating underneath remained, while other classmates did not consider the candy's shell actually shed until the internal chocolate layer was the only piece remaining. Investing students in achieving meaningful findings motivates them to think about different ways they can measure the amount of color shed, reach consensus, and perform their redesigned experiments again. This kind of exercise also demonstrates to students how creative minds can see many different perspectives on the same event. While having students critique more traditional cookbook and teacher-designed investigations provides an opportunity for learning and some development of creativity, we find that students' creativity is greatly enhanced by having students design and test their own experiments. When completing labs with students, we present them with a question to answer and ask how they can figure it out; many times we get back responses that are better than what we had planned for our classes. Sometimes prompting is needed and we use questions to encourage students' minds down a more productive path. Either way, we are working to engage students' minds and teach them that out-of-the-box thinking is important so they develop positive dispositions toward it. Preparing our students for the future 37 Whenever we are planning instruction for middle school students we need to think about the skills that will be useful in the future. Currently, our education system continues to place great emphasis on developing core knowledge that students can spit out on a multiple-choice test, and lip service is given to development of students' creativity. However, thinking outside of academia rarely falls into organized, multiplechoice responses. If we want our students to be successful in a world where scientific knowledge and technology are constantly changing, they will need to be able to use scientific creativity to solve the problems we have not foreseen. Online resources Menus of project ideas * http://sciencebuddies.com/science-fair-projects/project_ideas.shtml * www.csiro.au/resources/ps1sv.html * www.todaysteacher.com/MILearningActivities.htm Student interest surveys and project ideas * http://sciencebuddies.com/science-fair-projects/recommender_registe r.php * www.csiro.au/resources/ps1z1.html Student multiple-intelligences and learning-style surveys * http://surfaquarium.com/MI/inventory.htm * www.scholastic.com/familymatters/parentguides/middleschool/quiz_learningstyles/in dex.htm * www.schoolfamily.com/school-family-articles/article/836-learning-st yles-quiz References Bereiter, C., and M. Scardamalia. 2006. Education for the knowledge age: Designcentered models of teaching and instruction. In Handbook of educational psychology, eds. P.A. Alexander and P.H. Winne, 695-713. Mahwah, NJ: Erlbaum. Biological Sciences Curriculum Study (BSCS). 1989. New designs for elementary school science and health: A cooperative project of Biological Science Curriculum Study (BSCS) and International Business Machines (IBM). Dubuque, IA: Kendall38 Hunt. The Carnegie Library of Pittsburgh. 2003. The handy science answer book. 2nd ed. Detroit: Visible Ink Press. Delisle, R. 1997. How to use problem-based learning in the classroom. Alexandria, VA: Association for Supervision and Curriculum Development. Enger, S.K., and R.E. Yager. 2000. Assessing student understanding in science: A standards based Guilford, J.P. K-12 1950. handbook. Thousand Creativity. American Oaks, CA: Corwin Psychologist 5: Press. 444-54. Lubart, T.I. 1994. Creativity. In Thinking and problem solving, ed. R.J. Sternberg, 290-322. San Diego, CA: Academic. Sternberg, R.J. 2006. The nature of creativity. Creativity Research Journal 18 (1): 87-98. Sternberg, R.J., and T.I. Lubart. 1991. An investment theory of creativity and its development. Human Development 34 (1): 1-31. Sternberg, R.J., and W.M. Williams. 1996. How to develop student creativity. Alexandria, VA: Association for Supervision and Curriculum Development. Vernon, P.E. 1989. The nature-nurture problem in creativity. In Handbook of creativity: Perspectives on individual differences, eds. J.A. Glover, R.R. Ronning, and C.R. Reynolds, 93-110. New York: Plenum. Schmidt, A. (2011). Creativity in Science: Tensions Perception and Practice. Creative Education, 2(5), 435-445. between Many countries are reviewing science education programmes and implementing new pedagogical paradigms aimed at reversing a trend of declining enrolments. A key factor in this decline is a public perception that science is not a creative endeavour. Attempts to reframe public perception tend to focus on primary and secondary schooling, but do little to address ongoing declines in quality and originality of intellectual output beyond the high-school environment. To overcome systemic devaluation of science requires appreciation of the complex, dynamic, and often stochastic, interplay of sociocultural, psychological and cognitive factors that drive human creativity. Viewing creativity from this perspective reveals tensions between perception and practice that limit opportunities for students, science educators and scientists. Resolving the tension requires integration of 39 developmental, psychometric and sociocultural discourses of creativity in ways that generate opportunities for individuals at all levels of education and practice to: 1) acquire a high level of domain-specific knowledge; 2) practise application of that knowledge in developing solutions to problems across a gradient of difficulty and; 3) be challenged to integrate their knowledge of science with their knowledge of other fields to pursue and solve problems with personal relevance. Newton, L. D., & Newton, D. P. (2010). What Teachers See as Creative Incidents in Elementary Science Lessons. International Journal Of Science Education, 32(15), The writers examined primary school teachers in England ratings of lesson activities based on the opportunity the lesson offered children for creative expression in science. While the teachers were able to distinguish between creative and reproductive activities, they predictably demonstrated narrow perspectives of school science creativity, while a few noticed creativity in mere reproductive activities. Creativity subjects in Mathematics and Physics Levenson, E. (2011). Exploring Collective Mathematical Creativity in Elementary School. Journal Of Creative Behavior, 45(3), 215-234. This study combines theories related to collective learning and theories related to mathematical creativity to investigate the notion of collective mathematical creativity in elementary school classrooms. Collective learning takes place when mathematical ideas and actions, initially stemming from an individual, are built upon and reworked, producing a solution which is the product of the collective. Referring to characteristics of individual mathematical creativity, such as fluency, flexibility, and originality, this paper examines the possibility that collective mathematical creativity may be similarly characterized. The paper also explores the role of the teacher in fostering collective mathematical creativity and the possible relationship 40 between individual and collective mathematical creativity. Many studies have investigated ways of characterizing, identifying, and promoting mathematical creativity. Haylock (1997), for example, and more recently, Kwon, Park, and Park (2006) assessed students' mathematical creativity by employing open-ended problems and measuring divergent thinking skills. Leikin (2009) explored the use of multiple solution tasks in evaluating a student's mathematical creativity. These studies focused on an individual's mathematical creativity as it manifests itself in the solving of various problems. Yet students, acting in a classroom community, do not necessarily act on their own. Ideas are interchanged, evaluated, and built-upon, often with the guidance of the teacher. The resultant mathematical creativity of an individual may be a product of collective community practice. The question which then arises is: Who is being mathematically creative, the individual or the community? This study focuses on the collective, not as the aggregation of a few individuals, but as a unit of study. Although some of the studies mentioned above acknowledged the effect of classroom culture on the development of mathematical creativity, and others considered the creative range of a group of students, those studies did not necessarily investigate mathematical creativity as a collective process or as the product of participating in a collective endeavor Rabari, J., Indoshi, F., & Okwach, T. (2011). Correlates of divergent thinking among secondary school physics students. Educational Research (2141-5161), 2(3), 982-996. Recent studies have reported a decline and lack of creativity across many nations, raising concern about low status of divergent thinking - the basis of creativity. The purpose of this study was to explore some correlates of divergent thinking that would be utilized to enhance creativity. Its objective was to determine correlations between divergent thinking and: project work, creative attitude, critical thinking, originality, and interaction with toys and science materials. The study employed a correlation design and targeted a population of 2,236 12th grade secondary school physics students in Nairobi Province; while the sample comprised 763 respondents, obtained through stratified and random sampling techniques. Data were collected using Questionnaire for Physics Students, which was constructed by the researcher and validated by three experts in psychometric measures from Maseno University. The instrument had a reliability of .837; and significance of correlations was tested at p = 0.05 and p = 0.01 levels. Significant correlations were observed between divergent thinking scores and: creative attitude, critical thinking, extent of play with 41 toys, and originality. The study recommends (1) use of supplementary print and audiovisual scientific materials in schools to inspire creativity and (2) further research aimed at establishing causative relationships involving divergent thinking. Creativity in art education Zimmerman, E. (2009). Reconceptualizing the Role of Creativity in Art Education Theory and Practice. Studies In Art Education, 50(4), 382-399. Reconceptualizing contemporary notions about creativity in visual arts education should be an important issue in art education today. Currently, creativity may not be a primary focus at National Art Education Association conferences or in its publications. There are recent indications that art education is a site where creativity can be developed and nurtured for all students with emphasis on both individual processes and cultural practices. It is advocated that through critical analysis of concepts related to art education and creativity that research and practice can be developed to cultivate creative education for all art students. Topics discussed in this article, related to reconsidering creativity, include the history of creativity in art education, definitions of creativity, assessment of creative processes, dispositional factors, and creative individuals, cultural variability and creativity, and educational interventions that promote student creativity. Corcoran, K., & Sim, C. (2009). Pedagogical reasoning, creativity and cooperative learning in the visual art classroom. International Journal Of Education Through Art, 5(1), 51-6. This article reports on an action research that combined a process-product approach to improving learning with reflective practice. In Queensland, the school subject of Senior Secondary Visual Art is based on a state curriculum document that sets out standards against which teachers assess each student's creative ability. A pedagogy that supports the development of creativity is integral to student success therefore. This action research centered around the explicit teaching of a cooperative learning 42 model that set out to facilitate senior secondary students' creativity in art making. One of us used action research to examine her teaching for creativity while implementing a particular model of cooperative learning. Through analysis of the evidence collected, we identify the process whereby she acknowledged the role her assumptions about learners and content played in her pedagogical decision-making. The finding was that learning and teaching for creativity can be achieved successfully when a teacher understands the nature of their own pedagogical reasoning. The process of teaching entails a variety of decisions. In 1987, Shulman published an influential paper that categorized the informing knowledge base of practitioners. Among other things he identified the unique amalgam of content and pedagogical knowledge category that is the distinctive province of the teacher and the complexity of the thinking underlying practitioner decision-making. Shulman termed this process pedagogical reasoning. This paper draws on a larger study Corcoran conducted into the development of creative thinking in young adults in art classrooms. It focuses mainly on processes of pedagogical reasoning that occurred as she conducted action research into her knowledge-in-action while striving to enhance her students' creative thinking and collaboration. The literature advocating arts education makes many claims. Among them is the argument that it has the capacity to stimulate creativity and build teamwork and communication skills (MCEETYA 2008). However these benefits do not occur automatically just because secondary students participate in Visual Art lessons for five years. As Eisner and Day (2004: 6) have observed: 'art teaching is relatively understudied by researchers and scholars'. The paper begins by explaining the background to the study: then it describes the context and content of the action research; finally it relates the key findings to theory of pedagogical reasoning. Young people across the western industrialized world are strongly influenced by powerful visual technologies, often experiencing them in isolation rather than as part of communities. For this reason, it is important that Visual Arts teachers examine the pedagogical reasoning they engage in to enhance their students' creative thinking and collaboration in classroom settings. TEACHING FOR CREATIVE THINKING The concept of 'creativity' is broad in scope and difficult to define. Consequently, there is no single, clear indication of how it can be enhanced in a learning 43 environment. However, models exist that can be applied in Visual Art classrooms. While the importance of internal determinants on creativity has been stressed in the literature, much less emphasis has been placed on external determinants. Investigations have tended to focus on research into creative persons and there has been little appreciation of the contextual situations or circumstances that cultivate creative behaviour (Cropley 2001; Brown 1989). Recently, social psychologists have endeavoured to understand and explain how particular social and environmental conditions influence individuals' creative behaviour. Research by Amabile (1986) strongly indicates that given the right circumstances, certain strategies can improve creative behaviour and thus performance. It supports the argument that creativity can be taught. Csikszentmihalyi (1988) argued that a 'congenial' environment within the social system of a classroom is essential for learning creativity. Increasingly research into learning has emphasized the importance of social influences (e.g. Cropley 2006). Learning in classrooms does not occur in isolation; thus it is important to understand decisions teachers take to change social activity in classroom settings. Drawing on this socio-cognitive perspective, Corcoran developed pedagogy to enhance creative thinking in her own classrooms. The focus of the action research was on improving her practice in order to develop senior school students' creativity. The intention was to establish a belief, in all students, of their ability at creative thinking first; once this has been achieved she hypothesised that the students most at risk of failing in the subject area would become more willing to participate in art making. In role as teacher Corcoran provided her classes with a 'structure' that supported cooperative learning. In the initial stages of the project she chose to adopt a 'process-product' approach to teaching and apply a creative problem-solving model developed by Parnes (1967). Her starting point was to question the extent to which his model provided students with a framework for solving problems at the conceptual stage of art making. She hypothesized that a structured approach that structured approach that offers students a concrete process for judging their progress when developing ideas for art productions would be helpful. PARNES' CREATIVE PROBLEM SOLVING MODEL The approach formally known as Creative Problem Solving (CPS) originated five decades ago in Osborn's work in 1953. It has evolved since then and been applied by researchers in different contexts. It is commonly used in the field of gifted education (Treffinger and Isaksen 2005). Distinctively, in the study reported in this paper, Corcoran was most concerned with engaging students in Senior Visual Art 44 Classrooms who believed they were not academically able and were at risk of becoming disengaged. She hypothesised that these students in particular would benefit from the application of a clearer theoretical structure. While acknowledging the evolution of CPS over time (e.g. Isaksen, Dorval and Treffinger 2000), Corcoran elected to try out an early five-stage linear approach. Parnes had applied a revised version of Osborn's original framework within a secondary school context. Further, Cropley (2001) had established that this resulted in positive outcomes in secondary school students' creative problem solving when it was embedded within learning. Parnes' model became the focus of Corcoran's action research into her own practice and the starting point for considering her pedagogical position. Parnes understood good ideas as occurring increasingly in the later stages of the creative thinking process. He stated that: a non-creative problem-solver gets an idea, sees it as a possible solution to his (sic) problem, and settles for it without further ado. The creative problem-solver is not satisfied with (the) first idea. (Parnes and Harding 1962: 190) In his view 'delayed' thinking is the key to generating more creative ideas. Corcoran took on board his suggestion, grounded in research carried out by Osborn (1953), and Gordon (1971), that avoiding jumping straight in and assuming a first solution is important. The following is an outline of the five steps Corcoran implemented in her study: i. Fact finding: finding out more information about the problem. ii. Problem finding: the problem has to be clarified, by focusing on subproblems that add definition to it. iii. Idea finding: all possible ideas for the problem are listed. A list is created of all 'possible best' solutions through group brainstorming. iv. Solution finding: criteria are developed to evaluate each of the previously generated ideas regarded as potentially valuable. v. Acceptance finding: involves selling the idea to others and getting them to identify with the solution as the 'best possible' alternative. The action research set out to understand the implications of using this theoretical structure in depth. It is at this point that the pedagogy moved from a process- 45 product into a reflective practitioner stance, in which a teacher examines not only her practice but also the reasoning behind it. THE ACTION RESEARCH PROJECT Schön (1983) established the importance of acknowledging 'knowledge-inaction' -- in other words, knowledge that is inherent in professional action. He also argued that it is possible to recognize 'reflection-in-action' when adjustments to action are made through direct experience. As Schön (1983) stated: When someone reflects-in-action, he (sic) becomes a researcher in the practice context. He is not dependent on the categories of established theory and technique, but constructs a new theory of the unique case. His enquiry is not limited to deliberation about means, which depends on a prior agreement about ends. He does not keep means and ends separate, but defines them interactively as he frames a problematic situation. He does not separate thinking from action... His experimenting is a kind of action; implementation is built into his enquiry. (Schön 1983: 68) The nature of Corcoran's project, in which a particular theory guided an exploration of practice in a local context, aligned well with the action research methodology. The study took place over a period of three years with two different cohorts of students. Action research enables teachers to become more analytical about their practice, view it in a different light and find ways of improving it. The action research framework was critical for Corcoran, who was fully aware that, as an art educator, she shaped her students' visual products and thus must ask the question: How am I controlling my students' creativity? (Wilson 2004). THE CONTEXT The participants were fifty students aged between sixteen and eighteen, in two different schools. An action research spiral is a structural device used to group together investigation and reflection into a series of cycles of planning, action and reflection on something the teacher understand's needs to change. There were two spirals of action research in this study focusing on Corocan's teaching and learning and her students creativity. The first spiral comprised visual art lessons with twentyfour students implemented over a twelve-month period in 2000. The second 46 comprised of lessons with another fifteen students at the same site (Site 1) in 2001. The involvement of a further eleven students at a different site (Site 2) finalized this spiral in 2003. Research into learning and the CPS model provided the theoretical framework for the study and the data analysis. Evidence of change in student learning and teacher practice was recorded in a teacher field log, through student interviews and during classroom interactions. The field log included photographs, lesson plans, personal reflections, evidence of student problem solving and completed artwork. The interviews with students and colleagues, that sought to determine their views about the strategies implemented within the study, were audio taped. Written comments about their experiences were collected from all the students at the end of each cycle. As they used the strategies designed to enhance their creativity, their classroom interactions were videotaped. Triangulating student, colleague and teacher researcher views, led to the identification of conceptual 'themes'. The understandings gained from analysing this evidence were re-examined during the last cycle at Site 2. Video-stimulated recall interviews with the students in Site 2, were used to identify how the initial conceptual 'themes' from Site 1 had formed over time and in a different place (Site 2). Corcoran included students as co-researchers in this action research. It was their responses to her teaching that established them as co-researchers. Importantly their role was understood to contribute to the establishment of a cooperative learning environment. STUDENT LEARNERS AS PARTICIPANTS IN ACTION RESEARCH Action research is particularly suited to situations in which educators commit to improving active student participation in learning. An action research design requires participatory activity. As this study setting was the classroom, students were fully informed about research and acted as critical informants. Consequently, the interventions responded to student input. In the first spiral in particular, students suggested changes to the CPS model. It is possible to argue that utilizing Parnes' model makes the process of conceptualizing art works too structured and does not allow sufficient freedom for student exploration. However, there was evidence from this study that the steps are positive for low achievers at least, in offering them concrete guidelines for developing cognitive thinking. All the student participants who found coming up with creative ideas for artwork challenging appreciated the structured steps the model 47 offered. The interview data indicated that they preferred to use cooperative learning in Parnes' 'fact finding' stage and at the beginning of the 'idea finding' stage. But reflection on practice indicated this should occur individually in the later phases of 'idea finding'. Cooperative learning was most appreciated in the later stages of 'solution finding'; when students bounced ideas off peers and looked for feedback to direct them towards their most creative solutions. The stage of 'acceptance finding' saw students engaging with the teacher-researcher, as well as achieving resolution individually. One finding was that the students began to reflect on and take ownership of their learning processes. As participants in the action research, they assessed the use and potential of cooperative learning as a strategy for enhancing creativity and to a certain extent, developed an ability to process their own learning meta-cognitively. The combination of the problem-solving model with explicit involvement of students in the action research resulted in the development of self-regulated learning. There was evidence from the interviews, questionnaires and classroom observations that the students moved quickly to become what Zimmerman (1989) calls selfregulated learners. This significant outcome suggests that the Parnes model enables students to assume the autonomy that is necessary to enhance creative ideas. As they worked with and evaluated the model as co-researchers, the students informed the teacher-researcher of the need for change when they found it problematic. Their researcher role seemed to improve their motivation. They were able to express understanding of how they learned (not just what), actively participate in their learning processes and achieve personal goals. Through cooperative learning, they gained confidence planning the problem solving process and kept on task as they conceptualized ideas. When Andrew, was asked to reflect on the CPS model during an interview, he stated simply 'it keeps me focused'. Using action research to apply and evaluate the problem solving strategy meant that students no longer relied on teacher instructions. A strong inter-relationship between process and outcome was evident in the questionnaire responses. The CPS model provided both teacher and students with common ground for discussing creative thinking and a degree of confidence building emerged that was mutually beneficial, and assured the teacher her pedagogical decisions were well informed. Observation of the artwork suggested students felt confident of progress. The questionnaire responses also suggested that the steps in the model provided a useful reference point for struggling students suffering from 'artist block' or experiencing 'mental ruts'. 48 Andrew's story supports this claim. In the past he had struggled in Visual Art. However when he experienced 'artist block' this time, he retraced his steps using the CPS model and was able to work autonomously to overcome this. In other words, he took ownership of the learning. He recognized which part of the problem solving process he was having difficulty with, and was able to rectify the problem by searching out answers independently. Andrew became increasingly confident in his own ability to identify and address problems. As the students began to understand the steps involved and become competent at implementing them, they used the CPS model according to personal need so flexibility became a part of the pedagogy. There was some evidence that their participation as co-researchers in the action research transformed the pedagogy from a process-product to a reflective-practitioner approach. Action research enables teachers to become more analytical about their practice, thus they can view it in a new light and develop different ways of improving it. The action research design of this study was critical for Corcoran. Throughout the project she followed Wilson's (2004) advice that as an art educator she was shaping the visual products, so must ask the question: How am I controlling my students' creativity? There was evidence from the study also that flexible use of classroom space in Visual Art environments is conducive to cooperative learning. Corcoran allowed students to move around the classroom freely. A finding was that for cooperative learning environments to be productive, students need room to move around in informal settings. However, success is dependent on the guidance they receive for becoming self-regulated learners. COOPERATIVE LEARNING: COLLEGIALITY, DIVERSITY AND ACCOUNTABILITY In analysing all the evidence, the integral part played by the particular learning situation could not be ignored. In this study students who had previously experienced problems developing ideas in the conceptual stage of art making overcame them by means of specific strategies of cooperative learning. The study required one of us to adapt the Parnes CPS model to the particular conditions and contexts of her own classroom. Research by Webb, Nemer, Chizhik and Sugrue (1998) found that group composition has a major impact on the quality of discussion and student achievement. The cooperative learning environment in our action research was characterized by collegiality, diversity and accountability. The most important first step in the study was to establish a collegial environment that offered 49 a social structure of support and at the same time, motivated students to strive for academic success. The problem of non-contributors in-group work is well known. In this study the groups were small, consisting of no more than four learners. Research has shown that large groups do not work well because successful individuals may 'free ride' and contribute very little (Larey and Paulus 1999; Slavin 1991). Thus, in Corcoran's study, group formation became a research focus. At first, and following advice in the literature and from colleagues, she did not seek student input on how to form the groups. However early on, it became clear that to persist this way would minimize collegiality, obstruct creativity and would not provide opportunities to establish links between the cooperative techniques and creative expression. While she felt uneasy about 'going against' the expressed wisdom of practitioner colleagues that friendship groups are doomed, Corcoran followed the action research steps. She examined the data informing her of the students' concerns, changed her teaching approach and included them as participants. The finding challenged her initial assumption that cooperative learning is most successful with learners of this age with groups that are not friendship-based. The emotions and feelings student express visually in art can be extremely personal. Indeed in other less supportive settings the self-disclosure might be ridiculed. Rebecca, spoke honestly about why she felt it was better to work with friends in a manner that reflects the sensitive nature of such disclosure: Art is more personal anyway; in sport you're doing the same thing playing the same game. Art, you are going in different directions. Not like you're all trying to copy and draw the same thing. In sport you are. In her teacher-researcher role Corcoran came to the decision to allow friends to form groups during the first action research -- first action-research cycle. Sharing ideas and techniques this way was worthwhile because the students appeared less inhibited and creative ideas emerged more openly. These findings about friendship groups endorse the claim by Zurmuehlen (1990) that the 'inner self' becomes more public in Visual Art classrooms. Alexandra for example said she gained 'more direction' with a friend. When groups were formed so as to reflect student choice as far as possible, insights emerged as to how to teach students with diverse artistic abilities. Cooperative learning offers a more positive environment in which students can motivate and challenge each other to learn. This study found that learning in cooperative groups, 50 rather than individually, enables low achieving students to develop ideas and solve problems more creatively. Evidence gathered from groups with diverse confidence levels suggested that the cooperative learning experience strongly influenced the creative thinking of individuals. Students who participated in friendship groups with diverse artistic abilities produced more creative ideas when brainstorming and their thinking improved. Milliken, Bartel and Kurtzberg (2003) reported similar findings in their research. Despite some disagreements, students worked productively on personally set goals while seated with peers in groups in collaborative learning environments. In an interview, Matthew emphasized the importance of this input from peers, commenting that, '... they talked to you on your level so it was good.' The strength of collegial learning environments was realized and understood. Importantly, the study demonstrated that establishing a supportive learning environment reduces classroom competition and strengthens the quality of learning. Students became motivated to engage in more productive, creative learning opportunities and were successful as a result of collegiality, rather than competition. This result was most obvious after analysing the video taped classroom interactions. Here the researchers could see that some students engaged with others more readily and openly than before. Andrew, the low achieving student, recognized the value of collegial work and realized he 'generated more ideas' from being part of a group. The cooperative learning environment created a sense of comradeship. At this point, we will briefly summarise the findings from the action research about the problemsolving model the teacher researcher applied. CONCLUSIONS As an experienced teacher, Corcoran was aware that many students in her senior art classrooms struggled to think creatively and to develop artworks. When they tried to solve problems during the conceptual stage of art production, they tended to choose the most obvious, basic solution that came to mind. This led them to underestimate their abilities and undermined their self-confidence and esteem. The challenge for a teacher was to identify and change the learning style so as to help them think more creatively. Too often their lack of confidence to 'take a chance'; 'go out on a limb' or be radically different obstructed their approach to problem solving; yet at other 51 times, they spent hours in the problem-solving stage but appeared confused and unable to decide what direction to take. In this study the combination of the Parnes model and action research produced a positive, dynamic pedagogical environment. The teacher acting as researcher gained insight into the learners' reactions to her reasons for implementing the model and this influenced her decision making along the way. Furthermore, she incorporated their input into her teaching and discovered they were willing to invest time into developing their abilities and had the capacity to be interactive and flexible in their learning. Cooperative learning was successful not only because a well-researched model was introduced into the classroom, but also because the teacher-researcher was willing to reflect-in-action on its implementation. The study provided evidence that introducing a learning model successfully requires not only time and effort, but also openness to student input. Traditionally, teachers have directed students through the learning process and dictate time frames and outcomes. The process of pedagogical decision-making may be restricted by concern with teacher control and, as a result, teachers may be unresponsive to student needs. However in this study students engaged cooperatively in the creative process, and the teacher made the basis for her decisions explicit. The study demonstrated that thoughtful, collaborative practice influences pedagogical reasoning and successfully changes teacher and student behaviour. It established that the use of a well-structured reflexive approach that enables input by student groups and in which teachers and students work together, improves creativity and engagement. At times Corcoran admitted to feeling anxious the requirements of the Visual Art senior syllabus might not be met and students might not complete all the essential tasks. Good time management was vital to ensure the assessment requirements were met. However, it was clear that this student cohort produced work that was qualitatively stronger than before. Cooperative learning requires adjustments in teaching styles and assumptions about students. Teachers have to come to terms with the idea that students may be engaged productively without constant direction and that their responsibility is to provide them with clear structures for working in teams. Moreover, cooperative learning positions them as active participants in the learning process. In collaboration 52 with a teacher, the students determine the path along which their learning proceeds. The outcome of this self-study by a teacher who was committed to researching her practice was a pedagogy that made the theory-practice relationship in art education explicit to her students. A strong model of reflective practice has been presented. Analysing evidence collected during action research enabled one of us to improve her students' creative thinking. Teachers base pedagogy on assumptions that combined with knowledge of content, learners and pedagogy inform their decision making on a daily basis. Over time they may culminate in their adopting a particular pedagogical reasoning for their practice. In this study, and in an effort to improve her students' creativity, Corcoran decided to implement a model of cooperative learning and identified a need to document and evaluate the process. The action research she put into place did much more than simply examine this process and the consequences of implementing the model however. It engaged her in an investigation into influences on her pedagogical decision making. REFERENCES Amabile, T. M. (1996), Creativity in Context, Boulder, CO: Westview Press. Brown, R. T. (1989). 'Creativity... what are we to measure?' In J. A. Glover, R. R Ronning, and C. R. Reynolds (eds), Handbook of Creativity. New York: Plenum Press, pp. 3-30. Cohen, E. (1986), Designing Groupwork: Strategies for the Heterogeneous Classroom, New York: Teachers College Press. Cropley, A. J. (2001), Creativity in Education and Learning, London: Kogan Page. Cropley, A. (2006), 'Creativity: a social approach', Roeper Review, 28: 3, pp. 125130. Csikszentmihalyi, M. (1988), 'The flow experience and its significance for human psychology', in M. Csikszentmihalyi and I.S. Csikszentmihalyi (eds), Optimal Experience, Cambridge: Cambridge University Press, pp. 15-35. Eisner, E. and Day, M. (eds) (2004), Handbook of Research and Policy in Art Education, National Art Education Association (NAEA), pp. 299-328. Gordon, W. J. (1971), The Metaphorical Way, Cambridge, Massachusetts: Porpoise Books. Isaksen, S. G., Dorval, K. B. and Treffinger, D. J. (2000), Creative Approaches to Problem Solving, second edition, Dubuque, IA: Kendall/Hunt. Johnson, D. W. and Johnson, R. T. (1987), Learning Together and Alone, Englewood 53 Cliffs, N.J.: Prentice-Hall. Larey, T. S. and Paulus, P. B. (1999), 'Group preference and convergent tendencies in small groups. A content analysis of group brainstorming performances', Creativity Research Journal, 12: 3, pp. 175-184. Milliken, F. J., Bartel, C. A. and Kurtzberg, T. R. (2003), 'Diversity and creativity in work groups', In P. B. Paulus and B. A. Nijstad (eds) Group Creativity, London: Oxford University Press. Ministerial Council in Education, Employment, Training and Youth Affairs (MCEETYA) (2008), 'National Education and the Arts Statement', http://www.mceetya.edu.au/mceetya/national_education_and_the_arts_s tatement,20981. Osborn, A. Accessed F. (1953), 28 Applied March Imagination, New 2008. York: Scribner. Parnes, S. J. (1967), Creative Behaviour Guidebook, New York: Scribner. Parnes, S. J. and Harding, H. F. (eds)(1962), A Source Book for Creative Thinking, New York: Charles Scribner's Sons. Schön, D. A. (1983), The Reflective Practitioner, New York: Basic Books. Shulman, L. (1987), 'Knowledge and teaching: Foundations of the new reform', Harvard Educational Review, 57: Spring Issue, pp. 1-22. Slavin, R. E. (1991), 'Synthesis of research on cooperative learning', Educational Leadership, 48: 6, pp. 82-85. Treffinger, D. J. and Isaksen, S. G. (2005), 'Creative problem solving: The history, development, and implications for gifted education and talent development', The Gifted Child Quarterly, 49: 4, pp. 342-353. Webb, N., Nemer, K., Chizhik, A. and Sugrue, B. (1998), 'Equity issues in collaborative group assessment: Group composition and performance', American Educational Research Journal, 35: 4, pp. 607-651. Wilson, B. (2004), 'Child art after modernism: Visual culture and new narratives', In E. Eisner, E and M. Day (eds), Handbook of Research and Policy in Art Education, The Project of National Art Education Association (NAEA), Mahweh, NJ: Lawrence Elbaum Assoc., pp. 299-328. Zimmerman, B. J. (1989), 'A social cognitive view of self-regulated learning', Journal of Educational Psychology, 81 (3), pp. 329-339. Zurmuehlen, M. (1990), Studio Art: Praxis, Symbol, Presence, Reston, VA: National Art Education Association. 54 Source: International Journal of Education through Art, 2009, Vol. 5 Issue 1, p51, 11p Montana-Hoyos, C., & Lemaitre, F. (2011). Systems thinking, disciplinarity and critical thinking in relation to creativity within contemporary arts and design education. Studies In Learning, Evaluation, Innovation & Development, 8(2), 12-25. Pink (2005) discusses six critical competencies or senses required for the conceptual age. They are design, story, symphony, empathy, play and meaning. This paper will focus on mainly on design, within arts and design education, exploring relationships between systems thinking, multidisciplinarity, critical thinking and creativity from the perspective of Industrial Design (ID). Initially, the paper presents a brief historical approach to the evolution of 'systems thinking'. Afterwards, multidisciplinarity is discussed in relation to design disciplines and examples illustrate the use of systems thinking in multidisciplinary design projects at different scales. Subsequently, tangible aspects of interdisciplinary collaboration and systems thinking in design education are discussed through a case study of an academic transport design project developed between the 2nd year ID studio of the University of Canberra (UC) and the ACT planning and land authority (ACTpla). The main relevant aspects of this collaborative industrial design studio, such as working with the government and other design disciplines (landscape architecture and architecture), as well as the systems thinking focus is described and analysed. Main conclusions propose that 'creativity' in contemporary arts and design education can be enhanced through systems thinking and interdisciplinary or multidisciplinary collaborative work. Creativity is also complemented by critical thinking (as an important evaluative and decision-making tool) in today's complex post-industrial, digital and sustainability-focused society. This within the context of the 'contribution of the creative class' (Florida, 2002) and a 'new world in which inventiveness, empathy and meaning predominate' (Pink, 2005). Brien, D. (2011). Learning the "lessons of the arts": creativity, creative arts education and creative arts educators today. Studies In Learning, Evaluation, Innovation & Development, 8(2), 96-108. 55 In A Whole New Mind, Daniel Pink proposes that right brain (creative, nonlinear) thinking will be paramount in the coming economic and working reality of what he terms the new 'Conceptual Age'. Pink's deas follow a recognition that has been growing since the late 1990s of the contribution of the creative industries sector in sustaining the growth momentum of advanced economies. In such an environment, it s perhaps no surprise that employers list creativity among the attributes they seek in potential employees and that, in turn, creativity s becoming widely recognised as a valuable personal asset. In this context, creativity is regularly identified as a skill/attribute that students will gain during their secondary or tertiary education . Yet most of the discussion in higher education around creativity focuses on students, and how teaching can develop and enhance their creativity, with little about the creative arts educators who will supposedly foster this attribute. This paper, therefore, investigates creative arts education in terms of the importance of creativity for students and educators' creativity and its relationship to academics'' personal job satisfaction. Fostering creativity in schools by technology and computer applications Jang, S. (2009). Exploration of secondary students' creativity by integrating web-based technology into an innovative science curriculum. Computers & Education, 52(1), 247-255. The purpose of the study was to investigate how web-based technology could be utilized and integrated with real-life scientific materials to stimulate the creativity of secondary school students. One certified science teacher and 31 seventh graders participated in this study. Several real-life experience science sessions integrated with online teaching were used for one semester. The study used an interpretive methodology, which was qualitative analysis rather than quantitative analysis. The main data included students' online data, interviews, videotape recordings and the teacher's journals. The results also showed that this study provided information to 56 enhance students' expression of sensitivity, fluency, flexibility, originality, and elaboration of scientific creativities. Students' creativity was motivated by the online interactivities and the teacher's inquiry. The difficulties and limitations of the teaching and learning environment included strong attraction toward the Internet, poor ability of students in word processing and discussion online, students' utilitarianism due to the pressure of entrance examination, and large amount of time spent on explorative activities. Mishra, P. (2012). Rethinking Technology & Creativity in the 21st Century: Crayons are the Future. Techtrends: Linking Research & Practice To Improve Learning, 56(5), 13-16. The article identifies some concerns or misunderstandings about the relationship between creativity and technology in the educational context. It describes a few myths about technology and creativity, including the claim that technology tools should drive how people should conceptualize teaching and learning in the 21st century. It also discusses the ways in which transdisciplinary creativity can address creativity and technology for learning. Hamlen, K. R. (2009). Relationships Between Computer and Video Game Play and Creativity Among Upper Elementary School Students. Journal Of Educational Computing Research, 40(1), 1-21. This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While significant relationships were found between creativity and two variables (gender and grade), no significant relationship was found between time spent playing video games in a typical week and creativity, when controlling for gender and grade. Additional analyses examined relationships of creativity with skills used in video games and context in which the games were typically played and these also did not reveal significant relationships. This study provides initial evidence that video game play may not, in fact, influence children's general creativity levels. 57 Tackvic, C. (2012). Digital Storytelling: Using Technology to Spark Creativity. Educational Forum, 76(4), 426-429. For any curriculum area that entails writing, digital storytelling could transform students' perceptions of and their actual abilities to express themselves through the written word. The use of two Web sites has helped the students of one school go from staring apprehensively at blank pages to eagerly publishing stories. Siegle, D. (2012). Using Digital Photography to Enhance Student Creativity. Gifted Child Today, 35(4), 285-289. The article presents information on how digital photography enhances student creativity. According to the author, the availability of digital recording devices provides educators with opportunity to enhance their students' creative thinking and self-reflection. The article also provides a set of photography assignments that the gifted students with whom the author worked with found to be interesting and beneficial in terms of visual expression. The ubiquitous availability of devices that record digital images affords educators an excellent opportunity to enhance their students' creative thinking and self-reflection. If students do not have access to traditional digital cameras, they probably do have access to a cell phone, iTouch, iPad, or other device that will enable them to record digital images. These devices can play an important role in developing students' creativity and communication skills. In this column, I will describe a set of photography assignments that the gifted students with whom I have worked have found to be interesting and beneficial. These assignments have worked well with students in a fourth-grade gifted and talented program as well as with university honors students. The primary goal of these assignments is less about making students better photographers, although that is often a by-product, and more about helping them see the world with new eyes and better visually express what they are thinking and feeling. Boehm, P. (2009). Fostering Creativity While Nurturing Learners. Knowledge Quest, 37(5), 38-41. 58 The writer, a library media specialist at Brighton High School in Brighton, Michigan, proposes increased use of Web 2.0 tools to promote creativity and nurture 21stcentury learners. The questions now are: Is our workforce prepared for global collaboration? Are we fostering global innovation in our shops and offices? Who is monitoring your global technology needs and developments where you work? Is your global competitiveness even up for discussion? These are the questions our major corporations are forced to address if they have any hope of remaining viable. Now, let's ask these same questions of ourselves. Are we preparing our students for collaboration? Are we fostering innovation? Who is monitoring technology needs and developments? Is your competitiveness being discussed? Web 2.0 tools are synonymous with sharing, creating, and collaborating. They are so very social and friendly, and most of them are free! They are alternatives for demonstrating what students know; they motivate and engage students in learning their way. WORDLE It was love at first sight with Wordle, the brainchild of Jonathan Feinberg (2008). I became familiar with it after reading a School Library Media Activities Monthly blog post by my friend and former colleague, Kristin Fontichiaro (2008). Hers is my "must read" blog as Kristin is able to bring new tools and original thoughts to her readers, which challenge me to imagine new possibilities. She cautioned that Wordle is addictive -- perfect to hook teachers! Teachers are fascinated with Wordle because it is visual, simple, and creative. When you paste text into Wordle and click "Go" the words are transported into the computing cloud of cyberspace only to return as art. Words that appear most frequently in the text become large and bold; less frequent words diminish into the background. The layout, font, and color can be personalized to produce original, creative word clouds (see Figure 1). When I share Wordle with teachers I use the United States Declaration of Independence. What emerges are the themes of that historic document -- People * Laws * Right * States * Government. Such a powerful tool for students! How easily would students be able to answer, "What are the themes of the Declaration of Independence?" How engaged would they be if they could use Wordle to discover the themes instead? As a culmination to a research or writing project, have students 59 create word clouds of their own work. I have been told that students are so proud of their word clouds, they have them hanging in their lockers! This is an easy sell to teachers. Consider this -- President Barack Obama's inaugural address: America * New Nation. Now you know what I saw! Take it upon yourself to try a Web 2.0 tool. Reflect upon your use of these tools. What have you learned? Do you have a favorite? Why? How did it help you as a learner? How could it help you as a teacher? How could it help your students enjoy and participate in learning, to take ownership of their learning?. Play with these tools, become familiar with them, share with a colleague or friend. Use one with your children, spouse, sisters, brothers, or parents. Get everyone in on the action. The excitement will be contagious, and you'll soon be telling others what you're experiencing. You will be the resident social learning expert. Working with colleagues and friends makes it easy to lead students to the use of technology for learning. You will be providing them with opportunities to be social learners using technology tools. Soon they'll be sharing, innovating, and collaborating in a virtual environment. They will be ready to advance their knowledge and enter the workforce ready for lifelong learning as an accomplished 21st-century learner! BLAIR, N. (2012). TECHNOLOGY INTEGRATION FOR THE NEW 21ST CENTURY LEARNER. Principal, 91(3), 8-13. The article focuses on the need to integrate technology in the classroom for students' readiness in the 21st century. According to the Partnership for 21st Century Skills organization, the most effective way is to develop the four C's such as critical thinking, creativity, and collaboration and acquiring students in technology-infused learning environment. It also discusses several related topics including the potential device, internet search discovery, and creating a multimedia presentation. Today's students need educators to re-envision the role of technology in the classroom. A DRAMATIC SHIFT is sweeping through our schools. The signs are all around us. Third graders texting on their cell phones. Kindergarteners who can navigate an iPod Touch better than we can. Middle schoolers who already have an Internet following on their blog or YouTube channel. 60 These are not the same 21st century learners we came to know over the first decade of the new millennium. For these students, simply watching videos or images during class, playing an Internet multiplication game, or even taking turns at an interactive whiteboard is no longer enough. These new 21st century learners are highly relational and demand quick access to new knowledge. More than that, they are capable of engaging in learning at a whole new level. With the world literally at their fingertips, today's students need teachers and administrators to re-envision the role of technology in the classroom. Technology Integration Remixed The new 21st century learners must master more than the core curriculum to succeed in secondary and postsecondary institutions, as well as in the workplace. The Partnership for 21st Century Skills, a national organization advocating for 21st century readiness for every student, explains the outcomes of this transformation as fusing the traditional three R's with four C's: critical thinking, creativity, communication, and collaboration. As students develop the four C's, we have discovered that effective application of these vital skills in a technology-infused life and workplace requires acquiring them in a technology-infused learning environment. This environment calls for two elements: We must increasingly put technology into the hands of students and must trust them with more progressive technology use. It is no longer sufficient for students to have less access to technological tools than the teacher, nor is it enough for any one suite of software to serve as the zenith for technology mastery. For student performance to approximate student potential, students need access to a constantly evolving array of technological tools and activities that demand problem-solving, decision-making, teamwork, and innovation. The four C's are at the heart of the International Society for Technology in Education's National Educational Technology Standards (NETS) for Students, providing a substantial framework for defining the focus of technology objectives for K-l 2 students. For example, in implementing these standards we have found that even our youngest 21st century learners are capable of independently creating digital storybooks, artwork, presentations, and movies. Shift in Roles 61 Following the joyous moment when educators realize their students are capable, independent technology users who can create inspiring digital masterpieces, die next reaction is often a more solemn, "How do we fit it all in?" In fact, the answer to this question is vital to a successful technology integration transformation. In the former mindset of teaching with technology, the teacher was the focal point of the classroom, creating (often time-consuming) interactive and multimedia presentations to add shock and awe to his or her lessons and capture the attention of the 21st century child. A new mindset of teaching through technology must emerge, which depends on a vital shift in teacher/ student roles. In this configuration, the teacher acts as a learning catalyst, orchestrating and facilitating activities that spark defining moments for students. The most effective activities take two forms-discovery and creation-though they often symbiotically work together. The student then becomes the focal point of the classroom, acting as explorer (e.g., mathematician, scientist, sociologist) and designer (e.g., author, artist, composer). This is a liberating shift. As teachers spend less time creating presentations and more time crafting powerful learning activities, they will find that material is covered with more depth and retention the first time around, saving them time and energy in the long run. Moreover, by allowing students to be explorers and designers, educators show that they believe in their students' abilities and validate each student's contribution to the class. Discovery and Exploration. In technology-infused discovery activities, Internet research, virtual manipulatives, and multimedia resources allow students to explore unanswered questions. For example, instead of beginning a lesson on geometric transformations by listening to a lecture or looking at examples on the board, a fourth grader might use the free geometric transformation activities in Utah State University's National Library of Virtual Manipulatives (nlvm.usu.edu) to answer a probing question such as "What is a geometric reflection?" Middle schoolers might take it a step further to discover and develop steps for graphing a reflection on a coordinate plane. Exploring as a real mathematician would, students try to understand, analyze, and evaluate their experience to answer the posed question. Discovery activities give students real-world, problem-solving experience and ownership over their learning, as well as allow them to bring their observations into the subsequent lesson, discussion, or creation activity as prior knowledge. 62 Creation and Design. Likewise, creation activities provide students the ability to develop creativity and problem-solving skills by displaying their mastery in profound and meaningful ways. Teachers at McKeel Elementary Academy in Lakeland, Florida, integrate the use of technology for student-created digital media into all areas of curriculum: * Kindergarteners create image-based movies on recycling and insects; * First graders develop PowerPoint presentations for "My Time to Teach" projects to share with the class; * Fourth graders prepare for their statewide standardized writing assessment by developing elaborate digital storybooks on free web 2.0 sites such as Storybird (www.storybird.com) or StoryJumper (www.storyjumper.com); and * Fifth graders collaborate to launch a Web Safety Wiki to teach other students worldwide about digital citizenship (wildcatwebsafety. wikispaces.com). The projects created are excellent tools for formative and summative assessment. Yet more than that, through creation activities, students design products that make them active partners in constructing learning experiences in the classroom and beyond. In demonstrating their skills and knowledge, they become more confident in their own abilities and their own voices. Authentic Audiences One of the greatest benefits of 21st century technology infusion is also one of the key mandates for successful technology integration. Traditionally, students have composed their work for an audience of one-die teacher. By using technological resources to establish authentic audiences for student work, we tell students that their work is worth seeing, worth reading, and worth doing. Authentic audiences come in many forms-class presentations, school news shows, school websites, film festivals, literary publications, online publishing through blogs or other web 2.0 tools, contests and competitions, and Skyping widi other classes around the world. Two years ago, several students at McKeel entered a Winter Story Competition sponsored by E2BN, using its Myths and Legends Story Creator (myths.e2bn.org). 63 Having access to a dynamic digital storytelling tool and the promise of an international audience of students, McKeel students were motivated to write, enhance, and edit their stories-and it paid off. One +fourth grader won the text-only competition; another was recognized as runner-up in the illustrated division. Students from around the world who read these stories shared their feedback and congratulations through the site's online commenting system. Among others, the runner-up student received this comment: "I read all the stories in the contest and yours is the best! Be a writer when you grow up. You will be world wide!" One comment like that can transform a student's outlook on his or her education. As an International Story Contest runner-up at age 9, this creative young girl now plans to be a writer when she grows up. Worldwide, students and teachers are discovering the benefits of global collaboration and the power of authentic audiences. For example, students at Lincoln Middle School in Santa Monica, California, share a collection of student-created math screencasts at Mathtrain. TV, which has received more than 350,000 views. The ThinkQuest Project Library (www.thinkquest.org/library/) hosts more than 8,000 student-created websites designed by ThinkQuest competitors. Through effective use of technology, every new 21st century learner can have the opportunity to learn from and publish to an eager global audience. Device for Every Child? With potential fingertip access to such incredible student opportunities on the line, principals and teachers have a great responsibility to innovatively harness the power of technological resources. Ideally, to maximize these opportunities, every student needs direct access to technology on a daily basis. This means moving away from the days of visiting the computer lab toward a one-to-one initiative in the classroom. Unfortunately, with variable school budgets and technology resources, this often seems like a daunting task. Easing the resource strain, affordable netbooks and handheld devices have become worthy supplements, or even replacements, for more expensive desktops or laptops. Combine that with the bounty of free educational web 2.0 sites and apps, as well as 64 an increasing number of websites with fees that offer free access to educators and students (e.g., www.xtranormal.com and www.wikispaces.com), and it becomes much easier to provide classrooms with rich technological resources. Moreover, though we should certainly strive for the ideal one-to-one computing environment, Sugata Mitra, professor of educational technology at Newcastle University, offers an alternative. Mitra shared on his blog (sugatam.blogspot.com) that "groups of children can learn to use computers and the Internet to answer almost any question … All they need is free access and the liberty to work in unsupervised groups." In his research, in addition to astonishing information on retention rates, Mitra found the most effective group size to be four to five children and recommends a 1:4 ratio of computers to students. This could mean a 75 percent savings in initial costs, especially if combined with technology centers and rotations in the classroom for independent work. As an added bonus, this collaborative structure is particularly conducive to transforming technology use from skill drills to teaching through discovery and creation activities. A Vision for the Future Developing a progressive technology-infused campus is not about money; it's about mindset. To successfully implement such a program, a school must be led by a proactive leader who: * Makes the needs of the new 21st century learner a priority; * Deliberately empowers teachers to innovatively craft digital learning experiences that promote discovery and creation; and * Establishes a shared vision and unique plan for their students and teachers. So how can you start today? First, assemble a team of administrators, technology specialists, educators, parents, and students who can collaborate to create a shared vision for 21st century learning. The vision should establish not only ideals for technology-infusion in the classroom, but also a set of NETS-based progressive technology objectives that outline what and when technology skills will be introduced, developed, and mastered by students. Additionally, the vision should account for the evolution of the program to sufficiently adapt to the emergent needs of learners. 65 Once you have crafted a common vision, this team can perform a needs assessment. Do you need to reallocate or obtain more hardware resources for classrooms? Do your teachers need training in transforming 21st century technology integration? Do you need to explore the array of web 2.0 resources to determine which are best suited for your educational environment? One need that is often overlooked is the support of a designated person, perhaps a technology integration specialist or coach, to assist teachers as they implement technology uses in their classrooms. The team can then analyze this information to create a unique plan to address the needs identified in the assessment. With the vision and plan in place, enlist a handful of innovative educators to pilot the use of new technology and methodology in their classrooms. Encourage these early adopters to create a personal learning network (PLN) through online communities, such as Classroom 2.0 (www.classroom20.com), The Educator's PLN (edupln.ning. com), or Twitter's #EdChat discussions, to share and develop their skills and resources. In order to propagate the vision to all staff, parents, and students, have these educators share their experiences and expertise through school events as well as staff and in-service meetings. Most importantly, proudly broadcast the most valuable results of these innovators by showcasing student gains, discoveries, and creations. The new 21st century learners are sitting in your classrooms, ready to explore, design, and create. If you provide the resources and transform their mindsets, powerful and effective technology integration will follow. Principal ONLINE Access the following Web Resources by visiting Principal magazine online: www.naesp.org/JanFeb12 Discover resources and tutorials for Technology Integration and Student-Created Digital Media through the author's blog. Learn more about implementing the International Society for Technology in Education's National Educational Technology Standards (NETS) for Students, Teachers, and Administrators. 66 Listen to Sugata Mitra share more about his research through his TED Talk titled "The Child-Driven Education." Gain technology integration tips on the Edutopia website. McKeel Elementary Academy students produce work for authentic audiences How to incorporate creativity into schools: Methods and actions Hudson, H. (2011). Infuse Creativity in No Time. Principal (Reston, Va.), 9-12. The article offers advice for school leaders on how to incorporate creativity and arts into schools. The article discusses creative activities for schools such as sketch journals, writing books, and mural painting and describes strategies for school leaders such as reaching out to at-risk students, completing school wide projects, providing principal support, and using project-based learning. What You Can Do in ... 4 Four Years Imagine where you and your teachers would like to see your school in four years. Do you see students using art to enrich the study of all subjects? Write down all of the ideas, big or small, then make a plan for getting there. Here's how: Assess your current culture. The first step in forming a long-term plan related to the four C's is to assess your current school culture. What is the state of arts education in your school? What are the attitudes of administrators, parents, teachers, and kids toward creativity? How strong and widespread is the goal of integrating the arts across every subject of the school's curriculum? Meet with stakeholders and plan the change you would like to see. What steps will you and your faculty take and what initiatives will you lead to get to the ultimate "dream space" in four years? 67 Embrace project-based learning. If you want to use project-based assessment, map the progress you would like to see during the next four years. A first goal might be to offer training for classroom teachers on how to infuse arts across the curriculum. Next, map out how to get parents involved and help them understand the value of project-based learning. Consider hosting a project fair or incorporating "family projects" that help parents to see how much their children learn from these experiences. You'll also want to plan how projects will eventually make up the majority of assessments rather than standardized tests. Name a chief creative officer. Does the title of art teacher still fit when the job has been expanded to inspire colleagues' creativity? What would it mean if your art teacher became the "chief creative officer" who manages the infusion of creativity throughout your school? Think of a job description that includes supporting the creative endeavors of your faculty as well as students. It often takes years to make job description and responsibility changes official within school districts, so start now and map out your plan for this change over the next four years. Principal Support "When it comes down to it, [the success of arts education] has an awful lot to do with sustained leadership," said UCLA professor James S. Catterall, who has published leading studies on the impact of the arts on children. "Ultimately you need to have the principal's support for it to last. ... You also need a program that has visibility and becomes part of the school's conversation about children, teaching and learning." Not every idea suggested here will be the right choice for your school. You'll need to consider your student population, budget, and the internal and external resources available. Make the best use of time by starting with smaller changes and working up to the bigger ones. In the end, you'll be amazed at what the four C's can do for your students' lives now and in the future. 68 Creative Pedagogies Renzulli, J. S., Gentry, M., & Reis, S. M. (2007). Enrichment Clusters for Developing Creativity and High-End Learning. Gifted & Talented International, 22(1), 39-46. Each week all of the students at the Brete Harte Middle School in San Jose California leave their regular classrooms to participate in interest-based enrichment clusters designed around a constructivist learning theory that focuses on authentic high-end learning. Under the guidance of their teacher, David Rapaport, one group of students is identifying, archiving and preserving documents from the 1800s that were found in an old suitcase belonging to the first pharmacist in Deadwood, South Dakota. Another group with strong interests in media, technology, and the graphic arts is converting the archives into digital format and developing a web site where this and other student research can be accessed. Others have prepared articles for publication in a Deadwood magazine. These cross-grade clusters are scheduled on a rotating basis and usually last for eight weeks in the Fall of the year with a new series of enrichment clusters scheduled during the Spring months. Some clusters, such as the one mentioned above, go on for extended periods of time. Teachers develop the clusters around their own strengths and interests, sometimes working In teams that may involve parents and community members. Students make selections based on attractive descriptions that convey the action-oriented learning model that guides the clusters. (See insert) The enrichment cluster concept was developed at Brete Harte Middle School, and numerous other schools across the nation, to deal with what many educational leaders believe has become nothing short of a crisis in our schools. As the demands of standardized testing have increased, teachers and administrators have been under almost unrelenting pressure to "get the scores up." This focus on "test prep" has had the effect of squeezing more authentic kinds of high-end learning out of the curriculum, thereby minimizing the one aspect of American education that has 69 contributed to the innovativeness and creative productivity of our culture, our economy, and our leadership role in the world. Improved test scores are important, but a time and a place for the application of knowledge in authentic learning situations is what distinguishes a progressive education system from the perpetual memorization and testing that characterize education in third world countries. Enrichment clusters should be viewed as vehicles through which students can increase their knowledge base and expand their creative and critical thinking skills, cooperative group work skills, and task commitment by applying their time and energy to self-selected problems or areas of study. Authentic learning should be viewed as the vehicle through which everything, from basic skills to advanced content and processes, "comes together" in the form of student-developed products and services. In much the same way that all the separate but interrelated parts of an automobile come together at an assembly plant, so also, do we consider this form of learning to be the assembly plant of mind. This kind of learning represents a synthesis and an application of content, process, and personal involvement. The student's role is transformed from one of lesson-learner to first-hand inquirer, and the role of the teacher changes from an instructor and disseminator of knowledge to a combination of coach, resource procurer, mentor, and guide-on-the-side. Although products play an important role as vehicles in creating authentic learning situations, a major goal is the development and application of a wide range of cognitive, affective, and motivational processes. Das, S., Dewhurst, Y., & Gray, D. (2011). A Teacher's Repertoire: Developing Creative Pedagogies. International Journal Of Education & The Arts, 12(15/16), 1-39. Promoting creativity in schools involves the development of characteristics such as self-motivation, confidence, curiosity and flexibility. It can be argued that the development of the first three of these probably relies on the last, all of which need to be supported by a "flexible learning context." However, this cannot work without a structure which can be used as a scaffold (Vygotsky, 1978) either to go beyond and enhance learning, or to work within a framework, flexible enough to accommodate individual learning styles. Such pedagogy is intricately related to the curriculum. In the context of the newly introduced Curriculum for Excellence in Scotland, this paper discusses the experience of an interdisciplinary approach to pedagogy funded by the Scottish Arts Council. The approach was developed within the initial teacher 70 education (ITE) programmes at the University of Aberdeen and elaborates on the relationship between curriculum, pedagogy and creativity. Knodt, J. (2010). Teaching for Creativity: Building Innovation through Open-Inquiry Learning. School Library Monthly, 26(6), 41-44. The writer discusses the word “creativity,” its importance in every individual's life, and the role of school librarians in teaching creativity via an open-inquiry learning approach. She reviews the creative thinking processes of a few artists and innovators, and recommends using the school library as an open-inquiry learning lab. She contends that this approach will encourage students of all ages to broaden their thinking, adding that the onus is on school librarians to set aside a time and place for open inquiry to foster a creative community. As I often do, I was talking about creativity, this time with a young man of sixteen -a student who sails through all educational benchmarks, ranks at the highest of academic standings, and is a gifted writer to boot. My thoughts kept going back to when my young friend lowered his gaze and said, "I am not creative." Stunned, I wanted to declare, "How did you develop that view of yourself?" I also thought, "Your perspective needs to change! Quickly!" THE CALL FOR INNOVATORS For many of us, creativity often feels like a gift that others have. Yet, all our lives depend on creative thinking and doing as we grow, learn, and work. Although creative, innovative thinking has always moved our culture forward, today this type of thinking is seen as especially critical. Throughout all learning, both vocational, and professional, we are, indeed, on the lookout -- and in demand of -- a broad range of individuals who have a creative spark and are geared to look for possibilities around every corner. We want these individuals to fluidly generate new ideas, take risks, visualize outcomes, understandings, design approaches, solutions, synthesize, and and contribute new products. The quest to understand and tap into the nature of creativity is, of course, centuries old. As school librarians feel the pulse to teach "21st-century skills," especially in the area of inquiry and innovation, they may find themselves asking a few tried and true questions: How do I feel connected to creativity and innovation myself? What do I 71 understand about the nature and process of creative thinking? How could the school library take an active role teaching for innovation? In this article I will review a few creative thinking orientations of artists and innovators and present the school library as an ideal centralized arena for an openinquiry learning lab. A TIME AND PLACE FOR OPEN-INQUIRY Much like a museum discovery room, an open-inquiry lab is designed to engage individuals' natural curiosity through hands-on, self-directed projects. The primary difference is that the lab time is established as part of a school's schedule, is visited by all students regularly, and sets a schoolwide thinking-centered agenda. From the art of questioning to the theory of flow, a variety of instructional directions and theories are highlighted (Csikszentmihalyi 1990). Parents, school specialists, and grade level teachers are in-serviced to become co-teachers in the lab. The program is thereby positioned to act as a unifying pedagogical tool, building inquiry and critical and creative thinking skills and dispositions in the lab, throughout all curriculum, and into the home (Knodt 1997, 2008, 2009). After an initial "Focus Theme" circle conversation, a broad inventory of hands-on projects are engaged as instructional mediums, with students selecting their own activities for the lab period. With the energy of discovery underway and teaching objectives well orchestrated, the open-inquiry lab becomes a community of creative collaborators where students, parents, grade-level teachers, school specialists, and vocational and professional visitors, together uncover what it takes to put innovative thinking into action (Knodt 1997, 2008, 2009). An open-inquiry lab has a feel and investigative spirit similar to an artist's studio, an engineering or science lab, or a policy think tank. Lab time leads students to think and do while engaging a few essential orientations of working artists, engineers, inventors, or other innovators. Some of these orientations include the following: * * * Engage "Play around" Develop and and trust build a concepts series with of natural hands related as curiosity thinking tools investigations * Enrich the working process CURIOSITY SETS THE STAGE 72 Creative and innovative thinking is fueled by our natural inquisitive energy and spirit. We feel its promise as it launches our thinking into new explorations. The general orientation to be curious -- to wonder, explore, and ask questions -- is a thinking disposition, or habit of mind. (Costa and Kallick 2000; Knodt 2008, 2009; Tishman, Jay, and Perkins 1992). Along with other attributes of innovation and creativity, the habit to be curious can be taught. It may also be that the most powerful tactic available to any parent or teacher who hopes to awaken the curiosity of a child, and who seeks to join the child who is ready to learn, is simply to head for the hands (Wilson 1998, 296). Even though students are attracted to lab projects like magnets, a well designed hands-on manipulative establishes a multi-dimensional tactile and spatiallyperceptual arena in which students build challenges and think through possibilities. The experience of doing (Dewey 1907) gets well underway, with busy hands establishing cognitive connections, understandings building skills, and (Wilson activating concrete 1998). The project as medium (and the focused energy it sets forth) provides a unique opportunity for educators to interact with students. The result is an apprentice-like pedagogy through which critical and creative thinking tools can be guided into concrete practice. TAKING RISKS AND PLAYING AROUND WITH BIG IDEAS Creativity and innovation require that we accept change and step out with our ideas. Doing so can often feel uncomfortable and risky, something to move away from. If that pattern sets itself, we learn not to trust our ideas, and to perhaps think of ourselves as "not creative." Engaging individual creativity and building a community of innovative collaboration is, therefore, all about establishing a culture that actively affirms risk-taking, discovery, and exploration. IDEO, a global design consultancy firm that designs products and services ranging from ergonomic stride-friendly baby strollers to re-conceptualizing interiors of fuel efficient automobiles, works toward building a "risk free" innovative thinking and working environment. IDEO encourages "playful" alternative work spaces, risk taking, and the inventive process of building quick visual prototypes (Brown 2008). All the needed hands-on ingredients -- from tape to markers -- are readily available for individuals and groups to materialize emerging ideas. The act of tinkering with and putting a budding concept into material form leads individuals to generate more fluent possibilities, and offers a medium for presenting ideas to others. Similarly, an open-inquiry lab encourages risk taking and exploring hands-on 73 possibilities. From designing and constructing bridges and wind-generated machines to creating murals with magnetic shapes or building bones out of clay, students work with delighted energy to innovate and create. Projects deliberately contain relatively simple ingredients so that students readily design the technology needed to make things move into gear. Other projects, such as those underway at the popular recycled objects invention station, much like at IDEO, might represent prototypes embodying developed ideas. And since most projects are pursued in small collaborative groupings, students learn to share ideas and visualize new possibilities together. PROCESS AND SERIES-BASED Innovators and artists tend to employ a series orientation as they develop and build their ideas. A familiar example is Claude Monet and his painting of the Rouen Cathedral where, through a process of producing a series of over thirty different paintings of the cathedral, he was able to build ideas and experiment with much more than just the image of the cathedral. Monet returned to the source again and again, and employed the cathedral as a vehicle for focus, to develop his ideas and different statements about light and color. With the lab objective of students latching onto a personalized focus and building a series orientation for their work, they are encouraged to think about their inquiry projects while away from the lab, and then return with new ideas. Well-intended instruction, but misdirected for the spirit of the pedagogy, would say, "But you always go to the Kapla Blocks center to build bridges; you need to try something new!" Instead, statements and questions aimed at a focused continuum are framed, saying, "Oh yes, I remember your work with the bridge. What ideas do you have brewing today? Tell me what you see going on in this example of a suspension bridge? Any new concepts to explore?" Much as the designer, architect, engineer, or fine artist would contemplate, students at the open-inquiry lab are guided to consider how they can enrich their working process. With the belief that an enriched process brings forth more dynamic statements or "products," educators probe the action in the lab, strike up thinkingcentered conversations, teach by example, and present a line of questions: What are the questions here today? What are the different parts of this thinking challenge? How is the brainstorming going? In what ways could you refine your idea? What could be other ways to solve this problem? What steps are you taking to find 74 possibilities and meet your challenge? To support process-based learning in the lab, many of the inquiry projects are ones that are built up, but then pulled back apart when completed. CREATIVE CONTRIBUTORS The school library -- a long cherished haven for investigation, story finding, information, and community -- is an ideal place in which to build a centralized openinquiry lab. School librarians can imagine the creative interactions and sharing of ideas and expertise that can unfold there. Besides establishing itself as a specific time and place for thinking about thinking, the lab program serves other instructional objectives as well. On-the-spot personalized connections can be made to the school library's various other resources including the objectives and curriculum of school specialists and grade-level teachers, experiences at home, and the many vocations and professions found in the community. It feels right to follow the instincts of students as they ask and explore, structure their own challenges, test out their skills, build personalized understandings, and experience the joy and promise of doing so. It is our instinct as adults to see them well prepared and set to pursue positive, productive lives. The open-inquiry lab community inspires individuals of all ages to jump into the action and tell their own stories about what it takes to discover and meet challenges with inspired minds. I have discussed some of these essential elements in this article, but others, such as perseverance, clear articulation of ideas, or openness to different working and thinking personalities, are also part of the program's agenda. Such a multigenerational shared engagement in the library would certainly set a new trajectory of promise for our schools and society. As school librarians, we provide a time and place for open inquiry, engaging individuals in trusting and developing their own creative lives, while establishing a supportive community to explore, celebrate, and unleash innovation together. Jean Sausele Knodt is an artist, Open-Inquiry Learning Consultant and Presenter, Adjunct Professor of Fine Arts at Marymount University in Arlington, VA, and author of Nine Thousand Straws: Teaching Thinking through Open-Inquiry Learning (Teacher Ideas Press, 2008). Email: inspired.minds@rcn.com REFERENCES: 75 Costa, A. and B. Kallick, eds. Discovering and Exploring Habits of Mind. Association for Supervision and Curriculum Development, 2000. Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. HarperPerennial, 1990. Dewey, J. The School and Society. University of Chicago Press, 1907. IDEO, A Design and Innovation Consulting Firm. http://www.ideo.com (accessed February 17, 2010). Lemelson Center's Invention at Play: Inventors' Stories. http://invention.smithsonian.org/CENTERPIECES/iap/inventors_main.ht ml (accessed February 17, 2010). Florida, R. "America's Looming Creativity Crisis." Harvard Business Review 82, no. 10 (October 2004): 122-4, 126, 128. Loertscher, D. V., C. Koechlin, and S. Zwaan. The New Learning Commons: Where Learners Win! Hi Willow Research & Publishing, 2008. Knodt, J. Sausele. "A Think Tank Cultivates Kids." Educational Leadership 55, no.1 (September 1997): 35-37. Knodt, J. Sausele. "Cultivating Curious Minds: Teaching for Innovation Rough OpenInquiry Learning." Teacher Librarian 37, no.1 (October 2009): 15-21. Knodt, J. Sausele. Nine Thousand Straws: Teaching Thinking through Open-Inquiry Learning. Teacher Ideas Press, 2008. Mink, M. "Inventor Jerome Lemelson How He Followed his Passion and Changed the World." Investor's Business Daily, http://www.investors.com/NewsAndAnalysis/Article.aspx?id=339768 February National (accessed 17, Gallery of Art. Claude 2010). Monet: The http://www.nga.gov/collection/gallery/gg85/gg85-main1.html Series Paintings. (accessed February 17, "Ted, 2010). Ideas Worth Spreading: http://tinyurl.com/yz59tdq Tim Brown (accessed on Creativity February and 17, Play." 2010). Tishman, S., D. N. Perkins, and E. Jay. The Thinking Classroom. Learning and Teaching in a Culture of Thinking. Allyn and Bacon, 1995. Wilson, Frank R. The Hand: How Its Use Shapes the Brain, Language, and Human Culture. Pantheon Books, 1998. 76 Creativity and Engineering Education Genco, N., Hölttä-Otto, K., & Seepersad, C. (2012). An Experimental Investigation of the Innovation Capabilities of Undergraduate Engineering Students. Journal Of Engineering Education, 101(1), 60-81. One of the goals of most undergraduate engineering curricula is to prepare students to solve open-ended design problems. Solving design problems requires applying technical knowledge to create original ideas and turn those into practical applications. However, the impact of engineering curricula on the innovation capabilities of undergraduate engineers is not well understood. PURPOSE (HYPOTHESIS) This study seeks to provide insights into the research question of whether freshman undergraduate engineering students can be more innovative than seniors. Innovation is measured in terms of the originality of the solutions they propose for an open-ended design problem, as well as the technical feasibility of those solutions for practical application. DESIGN/METHOD Freshman- and senior-level undergraduate engineering students were tasked with developing solutions to a specific design problem (a nextgeneration alarm clock). Both levels of students used a modified 6-3-5/C-sketch method for generating concepts. A fraction of both the freshman and the senior students also received innovation enhancement. Resulting concepts were analyzed for originality and technical feasibility. RESULTS Freshman students generated concepts that were significantly more original than those of seniors, with no significant difference in quality or technical feasibility of the concepts generated by the two levels of students. CONCLUSIONS Within the limitations of the study, the findings suggest that freshman engineering students can be more innovative than their senior-level counterparts. This motivates the need for additional studies to investigate the effect of factors such as skill acquisition and design curricula on the innovation capabilities of students 77 Creativity and language learning Albert, A., & Kormos, J. (2011). Creativity and Narrative Task Performance: An Exploratory Study. Language Learning, 6173-99. Methods of communicative and task-based language teaching often employ tasks that require students to use their imagination and to generate new ideas. These tasks might provide creative learners with more chance to practice and to produce more comprehensible output, which could lead to greater success in second language acquisition (SLA) (Swain, 1985). Therefore, creativity, which involves imagination, unconventionality, risk-taking, flexibility, and creating new classifications and systematizations of knowledge (Sternberg, 1985a), might be a potential factor that affects language learning outcomes. Despite its potential relevance, creativity has been a neglected individual difference variable in the field of SLA. Our study is the first attempt to examine the role of creativity in second-language oral task performance. Participants in the study were Hungarian secondary school learners of English whose creativity was measured with a standardized creativity test and who performed two versions of a narrative task. We examined the relationships among three aspects of creativity — originality, flexibility, and creative fluency — and different measures of task performance, which included the number of words and narrative clauses, subordination ratio, lexical variety, and accuracy. The findings suggest that creativity is best hypothesized as a multifaceted trait, as students scoring high on various components of creativity seemed to complete the same task in different ways. Students who invented a high number of solutions on a creativity test were found to engage in more talk; thus, in a foreign language setting, they might create more opportunities for themselves to use the language. The learners characterized by a higher level of originality tended to speak less and created more complex stones in terms of the narrative structure, but at the same time, they might deprive themselves of the beneficial effects of more output. No significant relationship among creativity and accuracy, complexity, and lexical variety was found. The magnitude of the correlations, however, indicates that 78 creativity affects participants' output in narrative tasks only moderately. The results of the study reveal that in addition to investigating the effects of individual variables on global measures of foreign language performance, it is also possible to study their influence on specific tasks. Based on our study, we conclude that different aspects of creativity might have an effect on the amount of output students produce but not on the quality of narrative performance. Nevertheless, further research involving more participants and using different types of tasks would be necessary to be able to generalize these findings to other contexts. Additional essential information from this article : CREATIVITY When we are trying to define the construct of creativity, the first difficulty we encounter is that this concept covers a wide range of distinct but related phenomena: the creative performance or product, the creative person, the creative situation, the creative process, and creative potential (Brown, 1989; Lubart, 1994). Therefore, when we attempt to define this concept, one of our first tasks should be restricting the scope of our investigation and specifying the area or aspect of creativity that is to be examined. This means that for lack of space, neither theories of the creative process (see Finke, Ward, & Smith, 1992; Hayes, 1989; Wallas, 1970), nor theories for evaluating creative products (see Finke et al., 1992), will be discussed here. Similarly, although theories of personality also address the issue of creativity and evidence suggests that it might be strongly related to the Openness to Experience factor of the Big Five model of personality (McCrae, 1987), attributes of the creative personality will not be discussed here either. The present investigation will focus on creative potential, that is, the cognitive underpinnings of the creative working of the mind. Theories of creativity, similarly to the wide range of issues covered by the term creativity, are numerous. Authors working within the psychodynamic (Freud, 1908/1959; Kris, 1952) and the humanistic (Csikszentmihalyi, 1988; Maslow, 1968; Rogers, 1954), as well as the sociopsychological (Amabile, 1983, 1996), approaches have put forward theories in an attempt to account for the phenomenon of creativity. Although as proponents of recent models of creativity (Amabile, 1983, 1996; Sternberg & Lubart, 1991, 1996) rightly point out, creativity is probably best hypothesized as a complex interplay of several cognitive, personality, motivational, and social factors, those proponents also state that intellectual abilities are arguably among the most important components of creativity (Lubart, 1994). Therefore, the 79 approach chosen in this article, which concentrates purely on the cognitive factors underlying creativity, seems to be justifiable. Guilford (1950) was among the first to put forward a list of cognitive processes involved in creativity. He believed that these processes include sensitivity to problems, creative fluency of production, ability to come up with novel ideas, flexibility of mind, synthesizing ability, analyzing ability, reorganization or redefinition of organized wholes, a high degree of complexity of the conceptual structure, and evaluation. However, as Guilford (1959) subsequently developed a comprehensive model of human intellect, he started to focus on divergent thinking, the ability to produce many different ideas in response to a problem, as the prime cognitive component of creativity. He suggested that divergent thinking was an operation complementary to convergent thinking, the ability to find the correct solution to a problem (the cognitive process that he believed is tapped by the majority of intelligence tests). Divergent thinking is hypothesized to have four relatively independent facets: creative fluency, the ability to produce a large number of ideas; flexibility, the ability to produce a wide variety of ideas; originality, the ability to produce unusual ideas; and elaboration, the ability to develop or embellish ideas and to produce many details (Baer, 1993). Today intellectual abilities considered to be relevant for creativity are usually grouped into two large categories: basic-level and high-level creativity-relevant abilities (Lubart, 1994). Basic-level creative abilities consist of two types: the abovedescribed divergent thinking and different insight abilities comprising the capacities to notice relevant new information, to compare disparate information, to find relevant connections, and to combine information in a problem-relevant fashion. High-level abilities include problem finding, problem definition or redefinition, choosing a useful problem presentation, selecting an appropriate problem-solving strategy, and evaluating the generated possibilities effectively. It is interesting to note that some of these processes are hypothesized to be related to language aptitude within the Cognitive Ability for Novelty in Language Acquisition-Foreign (CANAL-F) theory, a framework of language aptitude recently developed by Grigorenko, Sternberg, and Ehrman (2000). The two lists of creativity-relevant intellectual abilities have a number of common factors, which draws attention to the fact that over the course of almost 50 years, one thing certainly has not changed: Researchers believe that creativity rests on the 80 same cognitive foundations as other intellectual abilities, such as intelligence. As a result, the cognitive abilities that form the basis of creativity are usually integrated into comprehensive theories of intellect (Carroll, 1993; Guilford, 1967; Sternberg, 1985b). Although theories of intellect have relevance for theories of creativity and provide a general frame of interpretation of the phenomenon, the drawback of this approach is that creativity becomes difficult to distinguish from other intellectual abilities in terms of purely cognitive factors. Current factor-analytic research suggests, however, that factors of creativity-relevant intellectual abilities tend to load on one common higher-order factor called idea production, which provides empirical evidence of the autonomous existence of this ability. Carroll (1993), having reviewed and reanalyzed 121 data sets, found nine basic factors to be relevant for idea production, which he believes is a basic human characteristic: ideational fluency, naming facility, associational fluency, expressional fluency, word fluency, sensitivity to problems, originality/creativity, figural fluency, and figural flexibility. In the term idea production, the notion of idea is to be taken in the broadest possible sense: It can be any verbal proposition, but it may also be a gesture, a drawing, or a musical phrase. Production is meant as a process distinct from recognition, identification, selection, or comparison. Out of the nine factors, eight are primarily concerned with the speed of idea production and are differentiated on the basis of the type of the idea produced, whereas originality/creativity seems to determine the quality or level of idea production. Based on Carroll's findings, idea production is usually measured by tasks that prompt examinees to quickly think of a series of responses. Although this is true for all the tasks used to measure the nine factors, there is a special requirement when our aim is to measure originality/creativity. In that case the task itself needs to be difficult or challenging in order to urge respondents to go beyond the obvious and commonplace answers. This factor-analytic investigation led to the formulation of Carroll's (1993) threestratum theory of cognitive abilities, in which the concept of idea production is labeled general retrieval ability, the ability which is "involved in any task or performance that requires the ready retrieval of concepts or items from long-term memory" (p. 625). Since it is a fundamental characteristic of factor analysis that the input data determine the output, that is, the tests and tasks analyzed and the scoring procedures employed necessarily influence and possibly constrain the outcome, further research is needed to clarify the structure of the domain of general retrieval ability. This could probably be accomplished by devising more appropriate 81 and highly reliable measurement procedures. It is also interesting that although Guilford's (1959) structure of intellect model is not compatible with the results of the exploratory factor analysis on which the three-stratum theory is founded, still the domain of general retrieval ability "is chiefly (but not entirely) concerned with Guilford's divergent production operation" (Carroll, 1993, p. 638). When one is trying to assess a person's creative potentials, usually two different approaches are taken. One option is measuring several noncognitive aspects of creativity, such as personality and motivation, in addition to intellectual processes and intellectual style, as was done by Sternberg and Lubart (1991), who tried to establish individual creativity in this way. Although this approach is more in line with current constructs of creativity, it is not feasible in research designs in which creativity needs to be operationalized as one single variable. The other option, therefore, is to try to assess divergent thinking, the intellectual ability that is thought to be most characteristic of the creative process (Guilford, 1967; Torrance, 1962). Although tests of divergent thinking have been criticized on many counts (Jordan, 1975; Kogan & Pankove, 1974), because of their reported validity and reliability (Cropley, 1972; Harrington et al., 1983) and their relative ease of use, they are still widely applied as indicators of individual creativity in research on individual variables (Ghadirian, Gregoire, & Kosmidis, 2000-2001; Jung, 2000-2001; Russ & SejaKaugars, 2000-2001). As McCrae (1987) pointed out, "although tests like Word Fluency certainly have limited face validity as measures of creativity, their ability to identify creative individuals is an empirical matter, and in fact they are reasonably successful in this" (p. 1258). The above-described difficulties might partly be held accountable for the fact that SLA research on individual learner variables has failed to investigate the effects of creativity, even though the influence of other cognitive variables such as intelligence, language aptitude, and different learning and thinking styles has been researched widely (for reviews see Gardner & MacIntyre, 1992, 1993; Oxford & Ehrman, 1993; Skehan, 1989, 1991). We have made an attempt at bridging this gap by carrying out research on the effects of learner creativity on the performance of oral narrative tasks. For our purposes, creativity has been defined as a person's ability to come up with a large number of novel and statistically rare solutions on a given task and has been operationalized as the total score achieved on a standardized creativity test (Barkóczi & Zétényi, 1981). 82 THE EFFECT OF INDIVIDUAL VARIABLES ON TASK PERFORMANCE Only a few studies have examined the effect of individual variables on the performance of communicative tasks. MacIntyre and Gardner (1994) studied the influence of anxiety on the quality of self-descriptions in L2. Their results indicated that anxious L2 learners produced shorter self-descriptions, which were also judged to be less fluent and less complex. Dewaele and Furnham (2000) investigated how fluency, accuracy, and formality of vocabulary use were affected by extraversion. In their study extraverts were found to be more fluent and to use a greater number of colloquial words than introverts. Dörnyei and Kormos (2000) analyzed how various components of motivation affected the quantity of talk students produced in an oral argumentation task. Students with a positive attitude toward the course and toward the task to be performed spoke considerably more than those who had negative attitudes. Self-confidence and willingness to communicate in L2 were also positively related to the quantity of talk. In a recent study Kormos and Dörnyei (in press) found that students with positive attitude toward the task to be performed produced more accurate language than those whose attitude was negative. They also established a negative relationship between anxiety and lexical richness. THE RELEVANCE OF CREATIVITY FOR LEARNER PERFORMANCE ON TASKS Having reviewed the literature on creativity and tasks separately, we should now turn our attention to possible points of interaction between the two. The relevance of creativity to learner performance on tasks can be examined on two levels. One of them is the level of specific cognitive mechanisms that are believed to contribute to creativity. Since the instrument used as a test of creativity in the study presented in this article aimed at identifying divergent thinkers, why we feel that divergent thinking might be advantageous for foreign language learners when tackling language tasks should be pointed out. The other level is the wider context of language-teaching methodology, more specifically, the use of communicative methods and more recently task-based instruction; in these approaches the use of drills is discouraged, and emphasis is placed on conveying meaning. Despite the fact that these two levels can be considered separate theoretically, we are aware that they interact to a great extent in practice: In most cases language learning is mediated by some kind of methodology. On the basis of our literature review, we hypothesized that since creativity is usually manifested in production, that is, in creative products, its effects would probably be more easily detectable in output as opposed to comprehension. We believe that there are a number of reasons that language tasks, especially open-ended ones like 83 narrative tasks, for which there is no correct solution, but a large number of solutions are possible, could be better suited than, for example, drills for creative foreign language learners. Since creative learners are characterized by greater fluency -- that is, they provide a larger number of solutions in a given amount of time (Baer, 1993) -- they might be able to talk more during the tasks. As has been suggested by Swain (1985), producing a greater amount of comprehensible output has a beneficial effect on language acquisition. Flexibility, the second facet of creativity measured by divergent-thinking tests, which reflects the ability to produce a wide variety of ideas (Baer, 1993), might be manifested directly in the way language is used by the learners: If their language competence is sufficient, they might in fact use a wider range of vocabulary items in order to express their wide range of ideas. Similarly, originality, the ability to produce unusual ideas (Baer, 1993), might also prompt learners to employ a wide range of vocabulary in an attempt to give an account of the interesting ideas they have in mind. Although the above-mentioned qualities of creative people might be advantageous in any language task, we feel that narrative tasks, which obviously rely on learners' imagination, might intensify the effect of creativity on language performance. Therefore, despite the fact that the imaginativeness or creativity of the stories themselves cannot be measured, we believed that narrative tasks would be suitable for conducting exploratory research on the effects of creativity on output. CONCLUSION The findings of our research show that differences in creativity can account for certain differences in learners' performance on oral narrative tasks. The most important effect of creativity manifests itself in productivity. The study also suggests that creativity is best hypothesized as a multifaceted trait, as students scoring high on various components of creativity seemed to complete the same task in different ways. Students who invented a high number of solutions on a creativity test were found to engage in more talk; thus, in a foreign language setting, they might create more opportunities for themselves to use the language. The learners characterized by a higher level of originality tended to speak less and created more complex stories in terms of the narrative structure, but at the same time, they might deprive themselves of the beneficial effects of more output. These results clearly indicate that besides investigating the effects of individual variables on global measures of foreign language performance, it is also possible to study their influence on specific tasks. Gathering data at this level would be desirable, because information gained about the interplay of individual differences and various aspects 84 of task performance could contribute to pedagogical decisions during task implementation and could help the selection of language teaching and testing tasks. It has to be pointed out, however, that in the present study, aspects of creativity were found to account only for 10-15% of the variance in the students' performance. The weak correlations might be due to the small number of participants or to the more important effect of other situational, social, and individual factors; therefore, a follow-up study with a higher number of participants would be necessary to establish with more certainty how important the role of creativity is in task performance. In addition, as one of the reviewers of this article pointed out, the relatively long planning time given to the participants (5 min) might have also caused creativity not to significantly influence task performance. Thus, in future research the effect of creativity could be investigated under different planning conditions. Moreover, further studies could also explore issues that seem particularly interesting in light of the present findings. 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