By Green, Garo; Kaufman, James C
ISBN-10: 0128014628
ISBN-13: 9780128014622
ISBN-10: 0128017058
ISBN-13: 9780128017050
Video video games became an more and more ubiquitous a part of society as a result of the proliferation and use of cellular units. Video video games and Creativity explores examine at the courting among games and creativity with reference to play, studying, and online game layout. It solutions such questions as:
- Can games be used to enhance or increase creativity?
- Is there a spot for games within the classroom?
- What varieties of creativity are had to increase video games?
While games could be assets of leisure, the position of games within the lecture room has emerged as a tremendous section of enhancing the schooling approach. The examine and improvement of game-based studying has printed the facility of utilizing video games to coach and advertise studying. In parallel, the position and significance of creativity in lifestyle has been pointed out as a considered necessary ability for success.
- Summarizes learn in relation to creativity and video games
- Incorporates creativity study on either video game layout and online game play
- Discusses actual layout, online game mechanics, coding, and more
- Investigates how games may possibly inspire artistic challenge solving
- Highlights purposes of games for academic purposes
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Sample text
Bensenville, IL: Scholastic Testing Service. Torrance, E. P. (1974). Torrance Tests of Creative Thinking. Scholastic Testing Service. Torrance, E. P. (1980). Growing up creatively gifted: The 22-year longitudinal study. Creative Child and Adult Quarterly, 3, 148–158. Torrance, E. P. (1995). Insights about creativity: Questioned, rejected, ridiculed, ignored. Educational Psychology Review, 7, 313–322. Torrance, E. P. (1972). Predictive validity of Torrance Tests of Creative Thinking. Journal of Creative Behavior, 6, 236–262.
J. ), Handbook of creativity. New York: Cambridge University Press. , & Besemer, S. P. (1989). The development, reliability and validity of the revised creative product semantic scale. Creativity Research Journal, 2, 267–278. Plucker, J. , & Beghetto, R. A. (2004). Why creativity is domain general, why it looks domain specific, and why the distinction does not matter. In R. J. Sternberg, E. L. Grigorenko, & J. L. ), Creativity: From potential to realization (pp. 153–167). Washington, DC: American Psychological Association.
Why should playing violent video games increase prosocial behavior? Researchers have determined that the critical dimension is the extent to which playing is cooperative rather than competitive (Ferguson & Garza, 2011; Velez, Mahood, Ewoldsen, & Moyer-Gusé, 2012). Such results are contrary to highly popularized research findings that playing violent video games increases aggressive cognition and behavior, both immediately after playing and potentially for years to come (Anderson & Bushman, 2001; Anderson, Gentile, & Buckley, 2007; Carnagey, Anderson, & Bushman, 2007).
Video Games and Creativity by Green, Garo; Kaufman, James C
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