{"title":"A Methodology for Incorporating Creativity into Lesson Plans","authors":"Diana Ragbir-Shripat, P. Mohan","doi":"10.1109/ICCSE.2019.8845323","DOIUrl":null,"url":null,"abstract":"This paper presents a methodology for incorporating creativity in lesson plans. The methodology consists of 5 steps designed to elicit the creative thinking of learners based on the Process and Place aspects of creativity research. The final step of the methodology results in the production of a lesson plan (or learning design) for drawing out creativity in learners without adding additional topics to a lesson. The paper also describes a software prototype, The Muse, which was developed to evaluate the methodology. The evaluation involved a teacher using The Muse to create a lesson plan, successfully following all the steps of the methodology. Additionally, The Muse executed this lesson plan, which students followed successfully for six weeks as they worked on a creative project. The research described in the paper makes an important contribution to creativity research by showing how a learner’s creative process can be tracked digitally, in real-time.","PeriodicalId":351346,"journal":{"name":"2019 14th International Conference on Computer Science & Education (ICCSE)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 14th International Conference on Computer Science & Education (ICCSE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICCSE.2019.8845323","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper presents a methodology for incorporating creativity in lesson plans. The methodology consists of 5 steps designed to elicit the creative thinking of learners based on the Process and Place aspects of creativity research. The final step of the methodology results in the production of a lesson plan (or learning design) for drawing out creativity in learners without adding additional topics to a lesson. The paper also describes a software prototype, The Muse, which was developed to evaluate the methodology. The evaluation involved a teacher using The Muse to create a lesson plan, successfully following all the steps of the methodology. Additionally, The Muse executed this lesson plan, which students followed successfully for six weeks as they worked on a creative project. The research described in the paper makes an important contribution to creativity research by showing how a learner’s creative process can be tracked digitally, in real-time.