{"title":"将创造性融入教案的方法论","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":"{\"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}","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}
A Methodology for Incorporating Creativity into Lesson Plans
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.