Tuesday, February 26, 2013

Fostering Collective Creativity

Overview - With Right Connection and Attitude, It Works!

Creativity and innovation has become more and more important for the knowledge society nowadays and they contribute to social and individual wellbeing and economic prosperity. One of the worthwhile and desirable goals for higher education is enabling students to be creative and any programme make it favorable to fostering creativity can be more vivified. As a group of young university teachers, we have come up with a brand new classroom experience and innovation approach to showcase a new curriculum that can best teach and assess creativity and innovative, so as to bring students to become independent thinkers through teaching English.


Part One – What Do We Care?

1.1)     The Rule of Creativity

Creativity and innovation are complex concepts and widely used terms that are applied to different fields. And creativity is difficult to define and it is rarely articulated as an explicit learning objective in the academic curriculum.

Craft (2005) viewed creativity as the ability to see possibilities that others haven’t noticed. Creativity is a skill to make unforeseen connections and generate new ideas and awareness. However, as European Communities (2009) concluded that creativity is a product or process which is both appropriate (or which has value) and new. A balance of originality and value is the main trait. And creativity has been understood as the source of innovation, and innovation has been understood as the implementation of creativity. Moreover, fostering environment needs to nurture creativity and to boost intrinsic motivation.
 

1.2)     Creativity and Innovation in Education

It is useful to have a theory of learning in any aspect of teaching to help create the conditions that will facilitate student learning. We recognize the cognitive approach which sees creativity as a cognitive and thinking skill or process (European Communities, 2009). It seems creativity as an ability that everyone can develop.

According to Sternberg and Lubart (1999), there are 6 elements required for creativity and they are intellectual abilities, knowledge, specific styles of thinking, personality and motivation. Synthetic or creative (the ability to escape conventional thinking and to see a problem in new ways); analytic (see which idea are worth pursuing); and practical-contextual (persuading that the ideas are of value) are three necessary intellectual abilities (Sternberg & Lubart, 1999). They claim that creative people are those who buy low and sell high in the domain of ideas. Japanese prints inspired Vincent van Gogh’s drawing is an example.

Creativity is very important to trigger knowledge and vice versa. Boden (2001) defines three types of creativity:

I.        Exploratory Creativity: entails a sort of “play within the rules” and requires some specific and technical knowledge;

II.       Combinational Creativity: as the ability to make connections between stored information and involves the production of new ideas by combining old ones in new unfamiliar ways;

III.      Transformational Creativity: enables the generation of ideas that could not have been thought of before and requires a substantial amount of knowledge and self discipline.

Creativity involves the extended abstract (EA) outcomes of learning (Biggs, 1999; 2002) like hypothesising, reflecting, generating ideas, applying the known to ‘far’ domains,’ working with problems that do not have unique solutions ‘EA outcomes are not just indicators of fluency or the products of brainstorming for any old outcomes, the whackier the better….they show the Torrance feature of flexibility, i.e. the categories have been shifted. The outcome adds value to the information given. At the highest academic levels creativity would be manifested by moving beyond the framework given, a paradigm shift, and that is where originality comes in’ (John Biggs, imaginative curriculum Biggs, imaginative curriculum network discussion July 2002).


1.3)     Critical Factors for an Innovative Curriculum

We can foresee that there might be some factors and that would inhibit us from arriving at an innovative curriculum.
 
As European Communities (2009) stated that teacher’ overloaded schedules are one of the barriers. The policies for creativity and innovation in education need to be in line with other policies, with what is demanded from teachers and students and with a support mechanism, otherwise it comes as a contradictory messages and increase uncertainty.

At the programme level, the current assessment model with its atomised approach to assessing learning at module/curriculum unit level is a major inhibitor of designs for creative learning which may want to foster development over a longer period of time and a range of contexts before assessing capability. Student instrumentalism driven by the extrinsic motivator of assessment inhibits attempts at promoting student creativity. The generally conflicting interests of stakeholders (parents, teachers, government and etc.) come together on the issue of assessment (European Communities, 2009). Moreover, as European Communities (2009) mentioned, student behavior was related to the dynamic and conflict between duty/desire, learning/play, for school use/ for leisure use when students interact with technologies.

On the other hands, as European Communities (2009) stated, assessment, curriculum, individual skills, teaching and learning format, teachers, technology and tools are major enablers that for change. However, besides all enablers need to be presented, the teachers and students also need to actively engage in the creative and innovative process. Therefore, Students need to knowledge about creative learning processes. If students understand the ‘rules of the game’ and why the programme is as it is, then they are better placed to reflect and enter into the spirit of the creativity game. Students who do not know the rules are likely to try much harder to bargain it into familiar and safe shapes (Doyle, 1983).



Part Two – What Is our Methodology?

2.1)     We Don’t Provide Training; We Provide a Learning Journey

Having concluded the importance of Creativity and Innovation in Education, as well as the critical success factor for an innovative curriculum, we hereby would like to introduce a brand new teaching methodology. The whole idea of our methodology as simple as creativity cannot be taught by classroom lecture; it is a self-driven competence that students must experience and inspire themselves. Unlike traditional classroom lecture teaching, we provide a wide variety of exercises for students to experience how creativity can be groomed and developed by interacting with each other.

Our teaching methodology is divided into four layers:

I.        Layer 1: Analysis: Before the training, we will first conduct a personality and competence analysis by questionnaire and focus group interview. We will then conclude the characteristics and creativity index (developed and patented by us) of the group to determine the group combination and customize the training programs. For example, if we figure the group is more introverted, we will introduce a more humble discussion platform (say by notes) whereas for a extroverted group, we will adopt a more open and outspoken discussion platform (say by group debate)

II.       Layer 2: Theory & Case: At the beginning of the training, we will start by introducing the theory. Theory is boring, and it is useless if it cannot be well implemented. Therefore, we will only spend around 5-10 minutes to let the students know what our focus and topics are, and spend much more time on case study demonstrating how the theory works in real life situation.

III.      Layer 3: Experience: After the students have grabbed the basic ideas of the theory and how it might work in real life situation, we will let the students to experience themselves by a series of group games, simulation exercises and debriefing. These series of games are developed by our in-house top psychologists and widely adopted all over the world. The basic principle is to let students experience how creativity is cultivated with fun and interaction. During the debriefing session, we will show students how they have adopted the theory and how it works by showing them the recorded video.

IV.     Layer 4: Coaching: After the training, we will provide on-site coaching to students and pinpoint their pre-post training improvement and assist them to apply what they learnt in a better sense. We will also ask them to form small working team to develop a creative training program by themselves. During this session, we will place more energy on observation and coaching, so as to indoctrinate the sense of creativity to students in a deeper sense.


2.2)     Effectiveness Measurement

In order to measure the effectiveness of our training program, we will adopt the following mechanism to showcase how our students improve after joining our training programs. We will assess how student interpret and learn from our training program, and how they have applied what they learnt into real life situation.

At stage one, we will assess the reaction of students towards our training. This is the pre-requisite of all ongoing works because if students don’t find our course interesting, they will simply not able to convey the contents and apply the ideas. We target to achieve 90% satisfaction rate from our course evaluation.

At stage two, we will assess the degree of learning of students. They like the course do not mean they really have learnt. We will conduct two test to assess students’ creativity index (as mentioned earlier, it is the index developed and patented by us) after the training. We target to achieve 30% increase after the training class, and another 40% increase after the coaching session where students are guided to apply what they learnt in simulation exercise. At the end of the coaching session, we will provide each student an overall pre and post program report, indicating our observation, areas of improvement for future development.

 


Part Three – What Do We Provide?

3.1)     We As the Innovative Teachers

We rely on creativity to find problems, identify alternatives and implement solutions. Designing for creativity at the program level may also utilize students’ wider experiences outside the academic curriculum. We would recognize that students make reasonable mistakes as part of the creative process. So students should have the freedom to pursue novel ideas under a trust and secure environment without being penalized.
 

Traditionally, education focuses on academic performance, avoiding mistakes and encouraging students to be the best and getting the highest grade. Teachers tend to prefer standard answers and restrain their lesson to textbooks. However, if we want to teach creativity in the classroom, teachers must become innovative. Everyone in the class has a say and innovative teachers will welcome uniqueness of response and show that they value pupils’ knowledge and creativity, as well as to show their appreciation to creative expression.




3.2)     Activities & Games Encouraging Creativity

Providing an environment that supports creativity is the cornerstone of a creative classroom. The second cornerstone consists of various activities that help students think more creatively.
 

Play is an important activity in every ones’ life. It is what children and teens do best and can do all day long. Students learn best when they are given the opportunity to learn through on experimentation that is afforded to them by play. Through play, students are welcome to use their imagination, explore the world around them, develop creativity and problem solving skills and also try new ideas. A well-planned and organized play opportunities offer quality experiences to support each student’s journey toward school readiness and success later in life.

Application: 9 dots games

Step 1: try to use 4 straight lines to connect the dots without breaking the line

              (i.e. lifting your pen off the paper)

Step 2: try to use 3 straight lines to connect the dots without breaking the line

              (i.e. lifting your pen off the paper)

  

Application: 6 Thinking Hats

The Six Thinking Hats is the tool for group discussion and individual thinking. It is the idea of parallel thinking which provides a means for groups to plan thinking processes in a detailed and cohesive way.

We can’t just sit in the room and devise hundreds of ideas. If we use the Six Thinking Hats techniques to look at a problem or issue, we can solve it with different approaches and view things in different dimensions.
 

Each hat represents a different style of thinking, which is listed below:
  • White Hat thinking – FACTS : Thinking is based on facts and data. We will try to look at the information we have or what information do we need to collect and try to see what we can learn from it.
  • Red Hat thinking – FEELINGS : When we are wearing a red hat, we will try to look at problems using intuition and emotions. You will try to ask yourself how do you feel about this matter and try to think how other people react emotionally.   
  • Black Hat thinking – CAUTIONS : Black means bad! Using black hat thinking means you will try to look at all the bad points of the decision. You will keep on asking yourself, will is work? Can it be done?  In the thinking process, you will eliminate the weak points and try to prepare the contingency plans to counter them.      
  • Yellow Hat thinking – BENEFITS : Yellow means positive. With yellow hat thinking, you will try to be optimistic and see all the bright side of a decision and looking for the benefits of an issue.
  • Green Hat thinking – CREATIVITY : Green means new, the Green Hat stands for creativity. It is a freewheeling way of thinking and people with this is full of creativity and try to explore different ideas or possibilities.
  • Blue Hat thinking – PROCESS : Blue hat stand for process control. If people wear this hat are running with difficulties, the Blue Hat person will direct activity to Green Hat or others hat.
 
There are 6 hats that you can put on or take off. Each group will be given a case to discuss. Try to discuss a case from the thinking viewpoint of the hat that you are chose to wear.


Application Brainstorming

Brainstorming is a relax and informal technique that helps you to generate creative solutions under a constructive atmosphere. People are asked to come up with ideas and thoughts that can at first seem to be a bit crazy with no criticism and judgment of ideas. Using brainstorming, you can try to open up many possibilities.

Step 1:
Does some warm-up exercise to create a comfortable and safe environment?

Step 2:
Giving you a minute to think of as many uses as possible for an object.


Using this activity, it can test your divergent thinking at 4 levels. Fluency, how many uses you can come up with? Originality, how uncommon those uses are. Flexibility, how many areas your answer has covered? Elaborations, means the level in detail in response. Brainstorming, is the most energetic and openly method of thinking, which allows students to build on each other’s’ idea.
                                                                                                        



Part Four - What Will Be The Outcome?
Creativity can strengthen students when school environment supports a learning orientation. By using the integrated curriculum approach and students learn through play activities, they can increase their awareness of their strengths, develop problem skills and be willing to undertake new challenges and be more risk-taking. With the conclusion of our program, our students will be ready to succeed in the school years that lie ahead.