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Corazza, Giovanni Emanuele; Glaveanu, Vlad Petre – Creativity Research Journal, 2020
In this article, the notion of potential as discussed within creativity research is examined. It is noted that there are multiple, sometimes competing, understandings of potential within the literature with the biggest gaps existing between individual perspectives, on the one hand, and sociocultural perspectives on the other. Affirming that a…
Descriptors: Creativity, Creative Development, Definitions, Classification
Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
Chiru, Costin-Gabriel; Rebedea, Traian – Creativity Research Journal, 2017
This article proposes a new fully automated method for identifying creativity that is manifested in a divergent task. The task is represented by chat conversations in small groups, each group having to debate on the same topics, with the purpose of better understanding the discussed concepts. The chat conversations were created by undergraduate…
Descriptors: Creativity, Heuristics, Creative Thinking, Undergraduate Students
Sen, Sedat – Creativity Research Journal, 2016
Previous research using creativity assessments has used latent class models and identified multiple classes (a 3-class solution) associated with various domains. This study explored the latent class structure of the Runco Ideational Behavior Scale, which was designed to quantify ideational capacity. A robust state-of the-art technique called the…
Descriptors: Item Response Theory, Middle School Students, Classification, Creativity Tests

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