Effects of gamified classroom management on the divergent thinking and creative tendency of elementary students. (June 2020)
- Record Type:
- Journal Article
- Title:
- Effects of gamified classroom management on the divergent thinking and creative tendency of elementary students. (June 2020)
- Main Title:
- Effects of gamified classroom management on the divergent thinking and creative tendency of elementary students
- Authors:
- Chen, Pei-Zhen
Chang, Ting-Chieh
Wu, Ching-Lin - Abstract:
- Highlights: The study designs a role-playing gamified classroom management program, the Class of OZ. The experimental group had better verbal divergent thinking performance than the control group. The two groups had no differences in graphic divergent thinking. The experimental group had better creative tendency than the control group, especially in curiosity and imagination. Gamified classroom management is effective in enhancing students' creativity. Abstract: Gamification improves students' learning motivation and enhances their performance in nongaming situations, such as in a classroom. In addition, their academic performance is closely related to their creativity. However, to the best of our knowledge, few empirical studies confirm whether gamified classroom management improves students' creativity. The present study models a role-playing gamified classroom management program, the Class of Oz, which allows students to play different roles and complete various tasks. Two groups of elementary students participated in the experiment: 44 elementary students who received gamified classroom management and the other 42 elementary students who received traditional classroom management. We examined the differences between the experimental and control groups regarding their divergent thinking and creative tendency. The results show that role-playing in gamified classroom management enhances students' verbal divergent thinking and creative tendency in classroom activities andHighlights: The study designs a role-playing gamified classroom management program, the Class of OZ. The experimental group had better verbal divergent thinking performance than the control group. The two groups had no differences in graphic divergent thinking. The experimental group had better creative tendency than the control group, especially in curiosity and imagination. Gamified classroom management is effective in enhancing students' creativity. Abstract: Gamification improves students' learning motivation and enhances their performance in nongaming situations, such as in a classroom. In addition, their academic performance is closely related to their creativity. However, to the best of our knowledge, few empirical studies confirm whether gamified classroom management improves students' creativity. The present study models a role-playing gamified classroom management program, the Class of Oz, which allows students to play different roles and complete various tasks. Two groups of elementary students participated in the experiment: 44 elementary students who received gamified classroom management and the other 42 elementary students who received traditional classroom management. We examined the differences between the experimental and control groups regarding their divergent thinking and creative tendency. The results show that role-playing in gamified classroom management enhances students' verbal divergent thinking and creative tendency in classroom activities and that its influences on different dimensions of divergent thinking and creative tendency vary. These findings reveal that gamified classroom management is effective in enhancing students' creativity and serves as creativity training for elementary students. Thus, the present study provides a practical reference for practical teachers. … (more)
- Is Part Of:
- Thinking skills and creativity. Volume 36(2020)
- Journal:
- Thinking skills and creativity
- Issue:
- Volume 36(2020)
- Issue Display:
- Volume 36, Issue 2020 (2020)
- Year:
- 2020
- Volume:
- 36
- Issue:
- 2020
- Issue Sort Value:
- 2020-0036-2020-0000
- Page Start:
- Page End:
- Publication Date:
- 2020-06
- Subjects:
- Classroom management -- Gamification -- Divergent thinking -- Creative tendency -- Creativity
Thought and thinking -- Periodicals
Critical thinking -- Study and teaching -- Periodicals
Creative thinking -- Study and teaching -- Periodicals
Thinking -- Periodicals
Creativeness -- Periodicals
Teaching -- Periodicals
Pensée -- Étude et enseignement -- Périodiques
Créativité (Éducation) -- Étude et enseignement -- Périodiques
370.15205 - Journal URLs:
- http://www.sciencedirect.com/science/journal/18711871 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.tsc.2020.100664 ↗
- Languages:
- English
- ISSNs:
- 1871-1871
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 8820.135950
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 13405.xml