Evaluating Playful Creative Problem Solving in Kyiv and Ukrainian Refugees in France

Oksana Strutynska, Margarida Romero
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Abstract

Creativity in playful creative problem-solving (CPS) is influenced by the emotional state of the learner-player. In this study, we evaluated how stressful situations (such as conditions of war) can impact divergent thinking (DT) in CPS. To evaluate divergent thinking, the main components of which are fluency, flexibility, and originality, creativity researchers have developed the Alternative Uses Test (AUT), where participants are asked to write about different uses of familiar objects in a limited amount of time. In educational robotics, DT has been operationalized with the same components of fluency, flexibility, and originality based on the diverse configurations made by the learner-players. In the present research, we engaged participants in a playful activity with modular robotics to evaluate divergent thinking. Participants engaged in the CreaCube task are Ukrainians. We recruited two groups of participants: Ukrainian refugees living in France and participants staying in Kyiv (Ukraine). These participants are experiencing a stressful situation due to the daily war events in Kyiv during the development of this study (missile attacks, power and heating restrictions, air sirens, and limited communication with partners on the frontlines). By comparing these two groups of learner-players in the CreaCube task, we aim to identify how stressful situations affect divergent thinking. The preliminary results showed that flexibility and originality as DT components of the participants from Kyiv in the first experiment are significantly higher than those of the refugee participants based in France. This may indicate that the participants from Kyiv, having been in stressful situations (war conditions) for almost a year, have developed more original ideas (originality component) and different ideas (flexibility component), which could be explained by the daily problem-solving activity under war constraints. Playful situations under war conditions permitted the Kyiv participants to distract themselves from the current situation and show originality in thinking better than participants playing in France who were not in stressful situations. This may indicate that wartime constraints have engaged the participants in better strategies for generating novel ideas, but it also indicates that the interest in game activities has a positive effect on DT even in stressful situations for the participants.
评价基辅和法国乌克兰难民有趣的创造性问题解决方法
游戏性创造性问题解决(CPS)中的创造力受学习者-玩家情绪状态的影响。在这项研究中,我们评估了压力情况(如战争条件)如何影响CPS的发散性思维(DT)。发散性思维的主要组成部分是流畅性、灵活性和独创性,为了评估发散性思维,创造力研究人员开发了替代用途测试(AUT),参与者被要求在有限的时间内写下熟悉物体的不同用途。在教育机器人中,基于学习者-玩家的不同配置,DT具有相同的流畅性、灵活性和独创性的组成部分。 在目前的研究中,我们让参与者参与一个有趣的活动,用模块化机器人来评估发散性思维。参与CreaCube任务的是乌克兰人。我们招募了两组参与者:居住在法国的乌克兰难民和留在基辅(乌克兰)的参与者。在本研究开展期间,由于基辅每天都发生战争事件(导弹袭击、电力和供暖限制、空中警报器以及与前线合作伙伴的沟通有限),这些参与者正经历着紧张的局面。通过比较CreaCube任务中的两组学习者,我们旨在确定压力情境如何影响发散思维。 初步结果表明,在第一次实验中,基辅参与者的灵活性和独创性作为DT成分显著高于法国难民参与者。这可能表明,来自基辅的参与者在紧张的情况下(战争条件)将近一年的时间里,产生了更多的原创想法(独创性成分)和不同的想法(灵活性成分),这可以通过在战争约束下的日常解决问题的活动来解释。在战争条件下,好玩的情况使基辅的参与者能够分散自己对当前情况的注意力,并比在法国玩耍的参与者在没有压力的情况下表现出更好的独创性思维。这可能表明,战时约束使参与者参与了产生新想法的更好策略,但它也表明,即使在压力情况下,对游戏活动的兴趣对参与者的DT也有积极影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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