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Mining Creativity: Video Game Creativity Learning EffectsMining Creativity: Video Game Creativity Learning Effects

Anh chup man hinh 13 5 2025 17559 hmigninkgibhdckiaphhmbgcghochdjc
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Tác giả: Chưa cập nhật
Ngày: Trước 2025
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TABLE OF CONTENTS

ABSTRACT ………………………………………………………………………………………………………………….. iv
CHAPTER 1: INTRODUCTION ……………………………………………………………………………………….1
The Growth of Video Games in Society and Research ………………………………………………1
Minecraft ………………………………………………………………………………………………………………3
Theories and Measures of Creativity ………………………………………………………………………..4
Trait Creativity …………………………………………………………………………………………..5
Creative Process ………………………………………………………………………………………….5
Divergent Thinking …………………………………………………………………………..5
Convergent Thinking ………………………………………………………………………..6
Creative Production ……………………………………………………………………………………7
Video Game Effects as Learning Experiences……………………………………………………………7
CHAPTER 2: METHODS ……………………………………………………………………………………………….13
Power Analysis ……………………………………………………………………………………………………13
Participants ………………………………………………………………………………………………………….13
Procedure ……………………………………………………………………………………………………………13
Conditions …………………………………………………………………………………………………………..13
Undirected Minecraft …………………………………………………………………………………13
Directed Minecraft …………………………………………………………………………………….14
NASCAR …………………………………………………………………………………………………14
T.V. ………………………………………………………………………………………………………..14
Measures …………………………………………………………………………………………………………….15
Covariates ………………………………………………………………………………………………..15
Trait Creativity (Independent Variable)………………………………………………………..15
Divergent Thinking ……………………………………………………………………………………16
Convergent Thinking …………………………………………………………………………………17
Creative Production …………………………………………………………………………………..18
Previous Video Game Experience ……………………………………………………………….18
Procedure ……………………………………………………………………………………………………………19
Hypotheses ………………………………………………………………………………………………………….19
Cross-sectional Hypotheses ………………………………………………………………………..19
Experimental Hypotheses …………………………………………………………………………..20
Exploratory Analysis …………………………………………………………………………………21
CHAPTER 3: RESULTS …………………………………………………………………………………………………22
Covariates and Manipulation Checks ……………………………………………………………………..22
Boredom …………………………………………………………………………………………………..25
Engagement………………………………………………………………………………………………25
Frustration ………………………………………………………………………………………………..25
Manipulation Check 1: Creative Feeling ………………………………………………………26
Manipulation Check 2: Creative Effort…………………………………………………………26
Correlations …………………………………………………………………………………………………………26
Alternative Uses Task ……………………………………………………………………………………………………..28
Fluency…………………………………………………………………………………………………….29
Flexibility …………………………………………………………………………………………………30
Originality ………………………………………………………………………………………………..32
Remote Association Task ……………………………………………………………………………………..33
Alien Drawing Task ……………………………………………………………………………………………..34
CHAPTER 4: DISCUSSION AND CONCLUSION …………………………………………………………..37
Discussion …………………………………………………………………………………………………………..37
Limitations ………………………………………………………………………………………………………….41
Future Work ………………………………………………………………………………………………………..42
Conclusion ………………………………………………………………………………………………………….44
REFERENCES ………………………………………………………………………………………………………………45
APPENDIX A. IRB APPROVAL …………………………………………………………………………………….55
APPENDIX B, MATERIALS ………………………………………………………………………………………….56

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